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Technical Discussion » UVLayout without rotating UVs
- sqwert_1
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Technical Discussion » UVLayout without rotating UVs
- sqwert_1
- 13 posts
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Does not seem to help much.
Drop a smart wood material on and the grain it still at all angles.
No idea what Im doing wrong.
Drop a smart wood material on and the grain it still at all angles.
No idea what Im doing wrong.
Edited by sqwert_1 - 2022年2月16日 22:44:05
Technical Discussion » UVLayout without rotating UVs
- sqwert_1
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Rotated UV islands are a problem when using smart materials in Substance Painter .
If your using a wood texture the rotated UV's are clearly visible.
I dont see how this issue has not been addressed.
If your using a wood texture the rotated UV's are clearly visible.
I dont see how this issue has not been addressed.
Edited by sqwert_1 - 2022年2月16日 20:40:03
Work in Progress » Procedural Hard surface Design
- sqwert_1
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Houdini Engine for Unity » HDA terrain tool , terrain invisible.
- sqwert_1
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went back to standard pipleline in Unity (due to URP shader issues with tree generator and baked lightmap with Speed Trees) and the HDA does not render any layers.
Gone back to using my own height maps generated in Houdini and exported into the game, then plugged into the built in terrain tool box to generate the map.
Not really any faster than hand sculpting in the end lol
edit: also why is Houdini not able to export a .raw filetype height map that could be used with the toolbox ?
Gone back to using my own height maps generated in Houdini and exported into the game, then plugged into the built in terrain tool box to generate the map.
Not really any faster than hand sculpting in the end lol
edit: also why is Houdini not able to export a .raw filetype height map that could be used with the toolbox ?
Edited by sqwert_1 - 2021年5月8日 04:37:57
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
- sqwert_1
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The problem was I was testing 18.5.563 on a non HDRP/URP project so the shaders were wrong and not showing the material I put into the default material slot. Started a new test project and getting nice results now
Edited by sqwert_1 - 2021年5月7日 00:52:23
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
- sqwert_1
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anthonyt2using houdini 18.5.563 and the terrain_tool from asset store.
Added support for auto-generated HDRP/URP materials in Houdini 18.5.555.
OK that works, but you need to update the HDA so it grabs a the default terrain texture. AS it is now you have to know to click materials and then add a texture. Does not seem to be very useful as is, I see no way to edit the terrain using the terrain toolbox
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
- sqwert_1
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Thanks for the reply.
I did find that material slot before.
It only seems to work until you recalculate the terrain, then you have to reapply the base and terrain layers.
What Iám doing now is exporting my own heightmap into the Unity terrain toolbox from Houdini as a .png file.
Later I will export a splat file for layering in the game.
I did find that material slot before.
It only seems to work until you recalculate the terrain, then you have to reapply the base and terrain layers.
What Iám doing now is exporting my own heightmap into the Unity terrain toolbox from Houdini as a .png file.
Later I will export a splat file for layering in the game.
Edited by sqwert_1 - 2021年4月21日 18:11:25
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
- sqwert_1
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The terrain is invisible. No textures are showing.
Started a new URP project.
fix is. Click created terrain in the scene, go into its settings "Base Material" and create a new URP -terrain mat. Then you can see the ground and see what you have drawn. (after removing the two installed layers.
It appears the HDA is using older shaders.
AND
if you rebuild it screws up again.
its faster to create the terrain in Houdini, save the height map and use the Unity terrain tool box to finish it.
Started a new URP project.
fix is. Click created terrain in the scene, go into its settings "Base Material" and create a new URP -terrain mat. Then you can see the ground and see what you have drawn. (after removing the two installed layers.
It appears the HDA is using older shaders.
AND
if you rebuild it screws up again.
its faster to create the terrain in Houdini, save the height map and use the Unity terrain tool box to finish it.
Edited by sqwert_1 - 2021年4月18日 05:58:26
Houdini Engine for Unreal » Failed to load /Game/Landscape.Landscape Referenced by houdi
- sqwert_1
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I keep getting this message in EU4 when creating a new project or open an old one.
No idea what it ts about
No idea what it ts about
Houdini for Realtime » GoZ in Zbrush 2018 and Houdini
- sqwert_1
- 13 posts
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bonsak
Works fine now after reinstall of goz in H. Sorry for the late reply
-b
Nice, going to try again on my Laptop.
NP on late reply only checked the thread today
Sweet now working on Laptop
Edited by sqwert_1 - 2018年8月13日 19:49:18
Houdini for Realtime » GoZ in Zbrush 2018 and Houdini
- sqwert_1
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I dont seem to be able to enable GoZ for Houdini.
Houdini had GoZ started.
Zbrush 2018.1 does nor seem to look for Houdini or have an option to set a path to Houdini.
Houdini had GoZ started.
Zbrush 2018.1 does nor seem to look for Houdini or have an option to set a path to Houdini.
Edited by sqwert_1 - 2018年7月9日 00:38:01
Houdini Indie and Apprentice » FBX export into Substnace Painter and EU4
- sqwert_1
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New to Houdini and after some information before buying the package.
My usual workflow is to export the FBX from Maya LT with “smoothing groups” and “triangulate” on.
Create an Color_ID map in Substance Designer, then bake the Hi/Lo poly meshes in Substance painter and use the Color _ID map to apply materials.
Question, is does Houdini Indie version have the FBX export options for “smoothing groups” and “triangulate”?
My usual workflow is to export the FBX from Maya LT with “smoothing groups” and “triangulate” on.
Create an Color_ID map in Substance Designer, then bake the Hi/Lo poly meshes in Substance painter and use the Color _ID map to apply materials.
Question, is does Houdini Indie version have the FBX export options for “smoothing groups” and “triangulate”?
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