About Me

Not Specified
Not Specified


Recent Forum Posts

Make multiple inputs/outputs connect (like on vellum sops) Nov. 22, 2019, 6:24 a.m.

I wanted to make it so that an HDA with multiple inputs and outputs (like vellum nodes) automatically connects all those inputs.

- I managed to get it to work by pasting the vellum PythonModule script.
I would prefer to have something built-in on inputs-outputs of the HDA, but I guess that's an RFE.

What ways are there to connect the inputs/outputs at once (on vellum nodes)?
I know that you can drop a node on the lines between two connected ones.
I know that you can right-click on an output and type the node name and drop a connected node that way.

Is there a way to connect all inputs/outputs at once,
when you have two nodes in the network view that are not connected, yet?

Can you point instances at already existing Unreal Assets? Nov. 21, 2019, 6:05 a.m.

I think it's not possible when you are baking to HISMs or ISMs components. But I am not certain.

Can you point instances at already existing Unreal Assets? Nov. 20, 2019, 3:42 a.m.

I haven't touched this in a while so I don't know how things work now, but my guess is that the flat vertex color override is the most you can do and I think that is an Unreal limitation. But in Unreal you can do a lot of magic in the shader. For example you can sample instance world position or something like that, or get straight up random values per instance and drive some shader variation magic with that. I've done such stuff before and it works well. If you intend to bake info into the shader from Houdini, that flat color should probably be sufficient if you encode it in a clever way.