Gary Hanna


About Me

VFX Artist
United States of America


My Tutorials

obj-image Intermediate
Hair Cards for Game Meshes

Recent Forum Posts

UE4 Crashes when using Heightfield Erode Jan. 11, 2018, 6:44 a.m.

It's too processor intensive. Timeshift Node to select a single frame after your erode node followed by a file cache node to create a new file with the erode features burnt in helps.

UE4 World Composition w/ Houdini Jan. 8, 2018, 11:11 a.m.


Unfortunately, HDA containing tiled landscapes (via the Tile Split nodes) won't work with world composition:

When imported in UE4 via the plugin, they will give you properly sized/placed landscapes, with layers, and thanks to the upper/lower tile overlap parameters Chris mentioned above, without any overlap.
But the World composition system in Unreal only works with image files, and wont accept Landscape Actors.

(our original goal was to try to hook up tiled heightfields directly to World composition, but until it gets some form of update, this wont happen as the system really expect manual user interaction…)

The only solution you have is to bake out the Heightfields to image files via the heightfield output node, using the x_y naming convention expected by Unreal.

Ok thanks. I tried doing it via level streaming (not world comp) per tile and did have overlaps even with the upper and lower overlaps as well as distorted height values and offsets as though it recalculated the origin based on height for each tile vs. the whole scene and didn't match when aligned. Is there a work around for level streaming and not using world comp possibly?

UE4 World Composition w/ Houdini Jan. 8, 2018, 10:14 a.m.

Sorry for the late reply, but still confused.

Does this mean you can NOT use Houdini HDA's with Tile Split nodes with World Composition? IE - you would HAVE to export the tiles and layers as bitmaps then import as opposed to importing an HDA with layers automatically assigned to the landscape material?

I'd prefer not to manually hook up a few hundred landscape layer bitmaps as masks and also getting the tiling ratio is a chore - it's derived from the Unreal components ie - tile by 4033 etc but then there's the padding issue to resize the UVs by to get the layers to match.