Glen D


About Me

Game Artist

Technical Artist @Black Forest Games


Recent Forum Posts

What are the uproperty settings for a static mesh? July 26, 2022, 4:33 a.m.

Continuation from my previous post: I'm using UE5 with Houdini Engine for Unreal. In between tasks, I have tried these settings on Static Meshes and it seems to work for me at the moment. This is with an Attribute Wrangle set to Detail.

@unreal_uproperty_DoubleSidedGeometry = 1;
@unreal_uproperty_GenerateLightmapUVs = 0;
@unreal_uproperty_UseFullPrecisionUVs = 0;
@unreal_uproperty_UseMikkTSpace = 0;
@unreal_uproperty_RecomputeNormals = 0;
@unreal_uproperty_GenerateDistanceField = 1;

f@unreal_uproperty_DistanceFieldResolutionScale = 0.0;

@unreal_uproperty_DoubleSidedGeometry = 0;
@unreal_uproperty_RecomputeTangents = 0;
@unreal_uproperty_ComputeWeightedNormals = 1;
@unreal_uproperty_RemoveDegenerates = 0;
@unreal_uproperty_BuildReversedIndexBuffer = 0;
@unreal_uproperty_UseHighPrecisionTangentBasis = 1;
@unreal_uproperty_UseBackwardsCompatibleF16TruncUVs = 1;

I will post more info here for other settings as well.

Pattern generators for shader building. May 31, 2022, 9:35 a.m.

I would recommend Copstance Nodes if you want to use Substance type nodes in COPs. []
There is a thread about them here:

The node you would use to generate Dots is Tile.

I hope this helps.

Using a Multiparm with Labs PSDTrace layers menu May 31, 2022, 4:07 a.m.

You could also setup an Import Block folder. On the Folder Name set it to Import Block and in the source it would be
In the Gear Icon for Existing Parameters, Enable 'Promote Invisible Parameters'. Then RMB on Folder Name and select Refresh Imports. All the parameters will automatically be added in that folder. After the parameters are imported, in the Layers To Extract Folder -> Layer Name, go to the Menu Tab. You will have to put the name of the node, in this case, mine is trace_psd_file1 into Line 4. See the image below. Then the layers will be visible on your HDA.