I tried the attribute "unreal_level_path" ,which isn't working.
All instancers were baked into one level.
Is there a proper way to bake foliage instancers into spererate levels?
How to bake foliage instancers into seperate levels?
1592 2 0- pilotdon
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- Bob_Cober
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Make sure you set unreal_split_attr to unreal_level_path
"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."
https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]
"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."
https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]
- pilotdon
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bobc@sidefx.com
Make sure you set unreal_split_attr to unreal_level_path
"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."
https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]
Thanks for your respond, bobc
It sort of worked. Using the unreal_split_attr created same amount of foliage for each sublevel, instead of splitting the instancers.
Here's the attribute values of my setup.
Edited by pilotdon - 2021年8月24日 04:07:00
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