Workflow for creating Nanite meshes

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Joined: 2月 2021
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Hi,

While I'm getting a better and better understanding of the Houdini and Unreal workflow via point clouds, Alembic, and PCG, I'm getting stuck on the creation of my own nanite meshes with my own Substance Designer textures.

I would like to be able to reproduce in Houdini what is shown in the excellent video on creating Nanite assets using Unreal's modeling tools.


In Houdini, it's not as simple as in this video because I'm encountering some problems, for example, cracks at the UV seams when I displace my geometry using displacement maps. Can Houdini boolean multi-million polygon meshes without being significantly slower than Unreal?

I would also like to be able to see what I'm doing with my materials on my meshes within Houdini before exporting them, in the same way that one can visualize what will happen with the Alembic point cloud in Unreal using a Copy to point node in Houdini.

Side topic:
How can I reproduce in Houdini an equivalent of Unreal Engine's material layers [dev.epicgames.com] and mesh texture color painting [dev.epicgames.com] replaced by masks in order to gain performance through much simpler realtime shaders with fewer texture samples?

Have a nice day
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Joined: 5月 2017
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why not boolean first, displace later?
anyway, this is all can be now achieved via nanite-driven displacement at rendertime in ue5, which sometimes works all the time

https://youtu.be/ofJcgNzi9IQ?si=k9_WctTnxru1uEUl [youtu.be]
https://twitter.com/oossoonngg [twitter.com]
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