Multiple Pivot Points Stored in Vertex Color/UV Channel

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Hi guys,
I'd like to export a static mesh with multiple pivot points. The goal is to be able to rotate and/or move each one independently by vertex shader inside UE4. Do you know how to store those datas by using vertex color and/or uv channel inside Houdini and then extract them into the unreal engine shader?

Thank you!

I paste a youtube video for more clarification of what I'd like to achieve.

https://www.youtube.com/watch?v=xfiFQ8dOo5Y [youtube.com]
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What you want is to use the Pivot Painter shader functions in UE, and to emulate the PivotPainter toolset they offer for MAX.
We just RFE's that, RFE ID 79888.

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/Functions/Reference/PivotPainter/ [docs.unrealengine.com]
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/PivotPainter/ [docs.unrealengine.com]
Dragos Stefan
producer + director @ www.dsg.ro
www.dragosstefan.ro
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I was playing around with this by very simply copying (biased and scaled) pivot x,y,z into Cd and then extracting them in the material to make some wavy boxes. Though it would be ideal to have a helper node on the Houdini side to emulate the existing PivotPainter convention.

Attachments:
pivotmaterial.PNG (250.3 KB)

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Hey there!
Thx so much, I'm going to try your solutions!

In the while I solved it by assigning randomly to each sub-mesh group an RGB channel and then I could be able to move each group separately by the vertex color node inside UE4.

Can't wait to test your methods =]
Edited by antoniocappiello_fx - 2017年1月19日 06:31:31
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