Zack Maxwell


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Recent Forum Posts

Procedural UV mapping Oct. 28, 2017, 5:04 p.m.

No, not while the game is running. I'm just talking about piecing together the level with HDAs in-engine.
Either way, bypassing this problem by baking a new normal for each version of the asset would leave me with a crazy number of materials and wreck performance

Procedural UV mapping Oct. 28, 2017, 3:43 p.m.

Unless you can have the HDA control the parameters of the attached substance, it would be a hell of a hassle to get them to lineup while adjusting them.
As for the baking, that doesn't work in a game engine. I would have to build my entire levels inside of Houdini, which would not only make prototyping a mess, but would make it extremely difficult to attach code to any singular asset or set of assets.
Each instance of those assets having their own material would also destroy frame rates and load times.

Procedural UV mapping Oct. 28, 2017, 12:17 p.m.

I'll try to be more detailed.
Let's say that you've made a square stone pillar for a videogame.
Something like this;
you have the base, the central pillar, and the cap.
Let's say that you want to scale the height of the central pillar. This would be perfectly fine, because all you have to do is vertically scale the UV so that the material tiles across it as it gets taller.
But then, what if you wanted to make the pillar wider?
As a videogame asset, the bevels along each of the four corners are baked into the normal map, and are a part of the material.
You can't scale the UV horizontally, because this would throw off the positions of the bevels in the material which should only lie over the corners.
You would also have a problem with the material on each side not lining up correctly wherever it splits, because each side was designed 1:1, and you might've scaled it to something like 1.25, causing the wrong points on the material to line up at each corner.

The solution I've seen is to model the bevels directly into the geometry, and use a relatively simple material which will not create obvious seams.
This does not work for a videogame asset which needs to be far more careful about the number of polygons it uses, and uses the material for most of the detail.