Mark Chataway

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About Me

EXPERTISE
VFX Artist
INDUSTRY
Film/TV

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LOCATION
Australia
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Houdini Skills

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Recent Forum Posts

How is "unreal_bake_actor" attribute used? Dec. 28, 2024, 9:36 p.m.

Hi did you ever get this to work?
I'm having the same problem and can't get a baked blueprint to generate with a specific name

level_path and _tag special attributes not working? Dec. 4, 2024, 7:28 p.m.

Hi did you ever get the "unreal_level_path" attribute to work?
I'm having the same issue now..

UE4 World Composition w/ Houdini Sept. 7, 2023, 1:55 a.m.

darkimage
im facing a normal seam issue when using the tile split node do you guys know how to fix this type of issue
in houdini (visible seams) -> https://i.imgur.com/jR6t01p.png [i.imgur.com]
in unreal (even more pronunced visible seams, wold normals are incorrect at the edges of the tiles) -> https://i.imgur.com/xtXBDJz.jpg [i.imgur.com]
the setup is identical to the one used by hektor (using a pdg network to drive the tile number of the tile split)

Hi darkimage,
Sorry to bring up and old thread, but I am also getting normal issues at the seams between my heightfields in Unreal, I was wondering if you found a fix?

Basically I am using a Houdini Engine HDA in Unreal to import a landscape I have split into 4033x4033 resolution tiles in Houdini.
The edges of the landscapes align perfectly without overlap, but there is an ugly dark line in the lighting at every seam, so it seems like a lighting/normal issue on the Unreal side.

In this case I can't just make one huge landscape but have to divide it up into multiple landscape actors, each with multiple landscape streaming proxies.

If anyone has any ideas on how to make the seam between 2 landscape actors "seamless", that would be great to know.