unreal_split_instances means generate a UStaticMeshComponent for each instance, when you have Packed Geos. (By default you get one UInstanceStaticMeshComponent per mesh). In addition, the unreal_instance_color is an override on the vertex colors for each instance. This is a per-component color, not per-mesh. This can be used to provide variations to scattered instances. For example I can scatter 20 instances of 4 kinds of rocks on a surface, where each instance has a random color. I can then use that color in the ue4 material to provide some further variation to the instances.
Could you share an example houdini file for doing unreal_instance_color ? I figured how to instance in UE4 but not sure how I can use the point color attributes to change instance color. Attached my current scene file.
Hi chrisgreb, I am trying to implement this attribute into my HDA but not able to find any tutorial on how to do that. It is supposed to be a detail attribute but i dont understand how can one implement that. Thanks for your help in advance.