Instance / Scatter ?
8102 13 0- MagnusL3D
- Member
- 1106 posts
- Joined: 8月 2008
- Offline
- Enivob
- Member
- 2607 posts
- Joined: 6月 2008
- Offline
- MagnusL3D
- Member
- 1106 posts
- Joined: 8月 2008
- Offline
- ttvdsfx
- Member
- 173 posts
- Joined: 4月 2014
- Offline
Hello!
For instancing inside UE, we will detect all instances present in the asset and create instance inputs for those (keeping the point sets); these are purely on UE side. You will be able to drag and drop UE static meshes into those inputs and it will instantiate them on corresponding point sets.
Please see the attached asset; it will create 4 different instance inputs: one for box, sphere, tube and torus.
The way this works is, we instantiate asset, look at “instance” attribute (check geometry spreadsheet) and extract unique values. Then create inputs.
Please let me know if this helps.
For instancing inside UE, we will detect all instances present in the asset and create instance inputs for those (keeping the point sets); these are purely on UE side. You will be able to drag and drop UE static meshes into those inputs and it will instantiate them on corresponding point sets.
Please see the attached asset; it will create 4 different instance inputs: one for box, sphere, tube and torus.
The way this works is, we instantiate asset, look at “instance” attribute (check geometry spreadsheet) and extract unique values. Then create inputs.
Please let me know if this helps.
- MagnusL3D
- Member
- 1106 posts
- Joined: 8月 2008
- Offline
- MagnusL3D
- Member
- 1106 posts
- Joined: 8月 2008
- Offline
Just to show a little what is in my head… if you havent seen the baking thread in WiP forums.
Check this video out.
https://vimeo.com/143839478 [vimeo.com]
I am generating and baking a large amount of assets and my hope is to easily place (scatter) them out instead of placing each one manually.
Check this video out.
https://vimeo.com/143839478 [vimeo.com]
I am generating and baking a large amount of assets and my hope is to easily place (scatter) them out instead of placing each one manually.
- ttvdsfx
- Member
- 173 posts
- Joined: 4月 2014
- Offline
We have a feature where you can split an instance input (inside UE, +/- buttons next to it) into multiple instance inputs (instance input variation). If an instance input uses say 100 points, and you split it in, say, 4, each of those 4 sub-inputs will use 25 points (randomly chosen). And you can use a custom static mesh on each. With this approach, you don't need to have unique objects inside Houdini.
Would that help in any way?
Would that help in any way?
- MagnusL3D
- Member
- 1106 posts
- Joined: 8月 2008
- Offline
- DASD
- Member
- 453 posts
- Joined: 2月 2013
- Offline
We have a feature where you can split an instance input (inside UE, +/- buttons next to it) into multiple instance inputs (instance input variation). If an instance input uses say 100 points, and you split it in, say, 4, each of those 4 sub-inputs will use 25 points
I would really love two improvements to this:
1.: A seed value (for the user). - To get varying distributions at the drag of a slider.
2.: A (float) priority/multiplier value for every slot. Each slot starts with the default value 1. But you can increase the value to make the object in the slot appear more often. Or decrease it (to 0) to reduce how often the object is used.
So if you have:
obj1
multiplier: 2
-
obj2
multiplier: 1
-
obj3
multiplier: 1
-
obj4
multiplier: 1
-
Then obj1 appears 40% and the others appeas 20% of the time each.
- ttvdsfx
- Member
- 173 posts
- Joined: 4月 2014
- Offline
- DASD
- Member
- 453 posts
- Joined: 2月 2013
- Offline
- ttvdsfx
- Member
- 173 posts
- Joined: 4月 2014
- Offline
- ttvdsfx
- Member
- 173 posts
- Joined: 4月 2014
- Offline
MagnusL3D
Hmm, it's a nice feature, is it possible to some how drag and drop multiple objects and it would fill up all your splitts or do I have to drag 1 asset at a time to each split ?
Hello Magnus!
We filed an RFE #73662 for this feature and referenced it in
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/23 [github.com]
- ttvdsfx
- Member
- 173 posts
- Joined: 4月 2014
- Offline
DASD
Thanks!
Just one question:
- Where can I see the RFEs (as a Houdini Indie user)?
We referenced this RFE/Suggestion in
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/24 [github.com]
-
- Quick Links