HDA NormalMap ?

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i've setup diffuse and normal map inside my HDA and used opdef:../..?file.tga for them both, but only the diffuse is loading in Unreal. Known thing or am I doing it wrong ?

(and didnt have time to try specular and roughness yet but hoping for all those 4 channels to work since the FBX route seems shut down on roughness).

Attachments:
HDA_Normals.JPG (312.3 KB)

/M

Personal Houdini test videos, http://vimeo.com/magnusl3d/ [vimeo.com]
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We don't currently support normal maps when used as separate texture files. We only support normal maps as part of the diffuse texture file, as separate N planes. You could try using COPs to combine your texture file into a single map and pass that COP by poth to your diffuse texture on the SHOP.
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Aha, thanks for the answer. couple of follow up questions.

Can I use .rat files that already got image planes in them for this ?

and how would the opdef:../..?file.tga look to use a specific a image plane ? or is it just automated assuming a N channel from a given file name ?

Does the N plane have to be N ? could it be Nt as that is the default name when baking out normalmaps from the new H15 baking feature ?

What are the chanels for spec_rough and spec_clr ? perhaps they are just what I wrote ?
/M

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1. Yes you can use .rat. Houdini Engine will convert to a supported type for Unreal automatically.

2. The opdef:.. path doesn't need to change. We just look for specific image planes by name.

3. I believe for Unreal, N has to be N or at least N# where # is an integer between corresponding to which normal channel you want Unreal to use. Nt may not work. We haven't yet caught up with the new baking feature in H15.

4. spec_rough and spec_clr are not yet supported in Unreal as far as I know.
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Thanks for the answers. Sounds great.

Follow up question, What channels are currently supported besides diffuse and
normal if any?

EDIT: Perhaps there is some documentation somewhere on what channels map
to what, because I tried to use one of the .rat files from my baking and it didnt
even pick up the color but that is stored in the “diff_clr” channel when you bake
it out..could it be that it should just be the C channel for diffuse ?
/M

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We only support diffuse and normal at the moment. If none of those are there, we will use houdini default material, which I believe just samples vertex colors.
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oh hm… well then I guess my double python script .OBJ to .FBX through Modo is the best solution for now, since that gives me 3 channels, instead of 2, even though I would like up to 6.
/M

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I've logged an RFE for this feature, #72176 .
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Hello!

We've started work on this feature; progress can be tracked at
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/6 [github.com]

Thanks.
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Hello, work on https://github.com/sideeffects/HoudiniEngineForUnreal/issues/6 [github.com] and RFE #72176 / Add support for other material channels has been completed.

This should be available in H15.0/405

Thanks.
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