MagnusL3D

MagnusL3D

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Houdini Engine for Unreal - Version 2 Oct. 23, 2019, 1:48 p.m.

DASD
Seems you don't want to bake to HISMs/ISMs (Instance static mesh component) and in that case, the function you are describing should be already available in the current version of Houdini Engine for Unreal. (Though I am not 100% certain about that.) If you were baking to HISMs/ISMs (for optimization purposes) you can only have one set of materials per HISM/ISM component. You can only change all placements in the component at once. I described work-arounds for that scenario.

Well since you use the point attribute “unreal_instance” when defining them I tend to call them instances though in the end I do bake them down as actors having set “unreal_split_instance” detail attribute, I could have been more detailed about that.

As far as I know you can't do it, and saying you think it's available but are not sure doesn't add anything.

There is “unreal_material”, previously “unreal_face_material” but that does not work for this (last time I checked at least) since it is for generated mesh not “instances”. And “unreal_material_instance” is for creating material instances not overriding instances/actors baked down.

Houdini Engine for Unreal - Version 2 Oct. 23, 2019, 12:06 p.m.

DASD
I think that is an Unreal limitation (if you bake to HISMs or ISMs). You can make a special unreal material that makes use of the random instance node, so you get a random value per instance. Also you can make use of world positions to get diversity into your instances.

No clue where you got the random things from, never said that I want random. I want to set specific materials from the HDA because I spawn entire sets of modules that have different version of material depending on what I build I may want the concrete version or the metal version. And when I bake it down to actors as if these modules have been placed manually I can override the materials. I just want the same functionallity in the HDA so the preset system i've written for these HDA's can have what material should be used as a part of it.

Houdini Engine for Unreal - Version 2 Oct. 23, 2019, 4:57 a.m.

I would like to be able to override which material is used on instances.