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).
HDA NormalMap ?
5091 9 0- MagnusL3D
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- damian
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- MagnusL3D
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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 ?
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 ?
- damian
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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.
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.
- MagnusL3D
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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 ?
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 ?
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- MagnusL3D
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- ttvdsfx
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- ttvdsfx
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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.
We've started work on this feature; progress can be tracked at
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/6 [github.com]
Thanks.
- ttvdsfx
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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.
This should be available in H15.0/405
Thanks.
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