James Williams

TRex92

About Me

専門知識
Gamedev
業界:
Advertising / Motion Graphics  | Film/TV  | Gamedev

Connect

LOCATION
Hauppauge, United States
ウェブサイト

Houdini Engine

ADVANCED
プロシージャルワークフロー  | Environments  | Digital Assets  | Pyro FX  | Fluids
INTERMEDIATE
Motion Editing  | Animation  | Hair & Fur  | Cloth  | Solaris  | Mantra  | Karma  | Lighting  | Realtime FX  | PDG  | VEX  | Python
BEGINNER
キャラクタ & アニメーション  | Crowds  | Muscles

Availability

I am available for Freelance Work

Recent Forum Posts

Different unreal instances for each point in copy to points 2024年6月24日18:00

You would use a multiparm block(list) folder as a parameter on the digital asset with a string inside and use the multiparm value to set the unreal_instance attrib. I attached a quick example modify how you like. You could also use the unreal_ref

unreal_output_name only works on prims not point clouds bug? 2024年6月24日16:09

Seems like this may be a bug, if it is please let me know and I'll log it. The situation is if I set the output of and HDA to a point cloud to use in Unreal and set the unreal_output_name attrib to have diferent names per point it will only create an output of the first points name. The unreal_split_attr does not seem to work on a point cloud either.

If the HDA is set packed prims and the attribute is on the primitive level it will work.

What I am trying to accomplish and the reason I cannot use a packed prim is I'm using an unreal_instance to set the mesh per point, but I want to be able to name them something logical in the outliner (and not just "StaticAsset1, StaticAsset2, StaticAsset3, etc") any ideas?

Trouble setting UProperty GeneratedFoliageDefaultSettings 2024年5月30日12:41

I receive the following error trying to set the Uproperty GeneratedFoliageDefaultSettings on the Houdini side: LogHoudiniEngineRuntime: Warning: Could net set object property GeneratedFoliageDefaultSettings: ObjectProperty's object class (FoliageType_InstancedStaticMesh) does not match referenced object class (Class)!

My vex code is in a detail wrangle as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "/Script/CoreUObject.Class'/Script/HoudiniEngineRuntime.HoudiniInputFoliageType_InstancedStaticMesh'";

I've also tried setting using the string value as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "Foliage Type Instanced Static Mesh";


The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?