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Houdini Engine for Unreal » Houdini vertex animation destruction is invisible
- Sharur
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Houdini Engine for Unreal » Houdini vertex animation destruction is invisible
- Sharur
- 9 posts
- Offline
Hi,
I've noticed that if you look down while in game - Houdini vertex animated destruction becomes invisible. You can only see shadows. Now, this problem existed a while back (at least a year). I haven't been able to find a solution online.
Any suggestions?
I've noticed that if you look down while in game - Houdini vertex animated destruction becomes invisible. You can only see shadows. Now, this problem existed a while back (at least a year). I haven't been able to find a solution online.
Any suggestions?
Houdini Engine for Unreal » All of the polygons are degenerate
- Sharur
- 9 posts
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Quick update: managed to get it working with SOFT option in exporter. I believe that's not the correct way of doing it and you need to use rigid body export instead (the one that doesn't work).
Houdini Engine for Unreal » All of the polygons are degenerate
- Sharur
- 9 posts
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Hello,
I'm trying to import vertex animated destruction inside the UE4, but I always get stuck on mesh import. I export it from Houdini, including textures and material code but when I try to import I get “all of the polygons are degenerate” error message and then it just fails (see attached).
Does anyone know how to fix this?
I tried polydoctor, fusing and numerous other ways of fixing the geo - doesn't seem to work.
I'm trying to import vertex animated destruction inside the UE4, but I always get stuck on mesh import. I export it from Houdini, including textures and material code but when I try to import I get “all of the polygons are degenerate” error message and then it just fails (see attached).
Does anyone know how to fix this?
I tried polydoctor, fusing and numerous other ways of fixing the geo - doesn't seem to work.
Houdini Engine for Unreal » Projected meshes get's offset
- Sharur
- 9 posts
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Houdini Engine for Unreal » Projected meshes get's offset
- Sharur
- 9 posts
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Houdini Engine for Unreal » Projected meshes get's offset
- Sharur
- 9 posts
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Hello dpernuit!
Yes, it's an exposed object merge.
I just switched it to “transform: into this object” mode. And tried plugging geo again - unfortunately same result. It's still get's offset. But now it get's offset even if you have terrain in the centre of the level. Before - it was kind of working if terrain is at 0,0,0
I also tried changing keep world transform on and off - get's offset anyway.
Yes, it's an exposed object merge.
I just switched it to “transform: into this object” mode. And tried plugging geo again - unfortunately same result. It's still get's offset. But now it get's offset even if you have terrain in the centre of the level. Before - it was kind of working if terrain is at 0,0,0
I also tried changing keep world transform on and off - get's offset anyway.
Houdini Engine for Unreal » Projected meshes get's offset
- Sharur
- 9 posts
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I'm making a terrain inside UE4 and I would like the ability to plug in meshes to project upon the heightfield.
The problem is - if terrain is not in the dead centre of the world - all projected meshes get's offset like so.
Anybody knows how to fix it?
The problem is - if terrain is not in the dead centre of the world - all projected meshes get's offset like so.
Anybody knows how to fix it?
Houdini for Realtime » Houdini Heightfield Project UE4
- Sharur
- 9 posts
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Hello!
So i've been trying to import terrain generation tool inside UE4 with a static mesh as a input. The idea is simple - plug in static mesh, which get's projected on heightfield - then noise gets applied, etc. The problem is - every time I project the mesh (had to scale it down by 100 after exported from UE4) it works fine in Houdini but absolutely refuses to work in Unreal.
Mesh in -> Scale down by 100 -> Project -> Scale heightfield by 100.
Every time I cook the asset - i just get flat terrain. I tried scaling it at least by half (it get's super heavy and laggy instantly) and then I can see projected mesh (tiny dot in the middle of terrain). So it's a scaling issue.
Did anybody else had same problem?
So i've been trying to import terrain generation tool inside UE4 with a static mesh as a input. The idea is simple - plug in static mesh, which get's projected on heightfield - then noise gets applied, etc. The problem is - every time I project the mesh (had to scale it down by 100 after exported from UE4) it works fine in Houdini but absolutely refuses to work in Unreal.
Mesh in -> Scale down by 100 -> Project -> Scale heightfield by 100.
Every time I cook the asset - i just get flat terrain. I tried scaling it at least by half (it get's super heavy and laggy instantly) and then I can see projected mesh (tiny dot in the middle of terrain). So it's a scaling issue.
Did anybody else had same problem?
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