Recent Forum Posts
SideFX Labs Updates July 21, 2021, 3:52 p.m.
15 Jul 2021
- (18.5.629) Updated Unreal materials for Vertex Animation Textures ROP 3.0 to enable smoothly interpolated trajectories.
- (18.5.627) Fixed some minor issues with Vertex Animation Textures ROP 3.0: made sure error nodes checks the correct attribute names; changed some Time Shift SOPs' clamp range to the ROP's frame range instead of global animation frame range.
- (18.5.627) Fixed issue in Branch Placer tool where the multiparm that allows you to set the rotation of input branches (3rd input) would not correctly get saved with the hip. The mechanism previously used to auto-populate the multiparm has now been replaced with a button that initializes it for the user. This is more robust in general, and also helps prevent accidental changes to the multiparm due to input changes.
Vertex Animation Textures ROP 2.1 Released June 25, 2021, 11:30 a.m.
Do you know how could I solve this issue with my normals: these black flickering triangles? I tried a bunch of different things, different grid sizes, export types, but all in vain. They are fine in houdini, but unity is like the video below.
Could you try comparing turning on/off Normalize Data to 0-1 space and in Unity follow the Mike's video's guide on texture settings (not to presume if you have or haven't done so )? Another thing you can try is copy Normal to Cd and export color map. Turn off lighting in the viewport and see if you get flickers.
Vertex Animation Textures ROP 2.1 Released June 22, 2021, 4:09 p.m.
is there a way to add a tangent normal map in ue4?
I tried to convert the outcoming World Space normal into tangent space and then use BlendAngleCorrectedNormals.
But as my object rotates it also rotates the tangent space somehow.
Can you PM me? I have the setup you need.