Henning Weiss

SparklingHein

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Foliage imported to Houdini gets transformed to 0,0,0 July 5, 2022, noon

I made a tool for UE5 that generates geometry based on input geometry. It works well with Static Meshes and Landscape but not with Foliage at all. When I open a Session View, I see that the Foliage is transformed to 0,0,0, or at least it looks like that. Keep World Transform is activated. Any ideas how to solve this or what the issue might be?

The image shows my generated geometry in pink. In Unreal, the Foliage is surrounding the generated geometry but not so in Houdini.

Official Labs Vertex Animation Textures 3.0 FAQs and Links April 14, 2022, 5:01 a.m.

I updated to
official UE5 release
Houdini 19.0.588
sideFXLabs 19.0.588

and exported my animation again as Dynamic Remeshing VAT with the same result: triangle soup in UE5.
The same asset imported to 4.27.2 using correlating labs package works like a charm.

I know, everyone is excited about using UE5 with HEngine at the moment and I guess this has priority at sideFX, I am just wondering if this bug is known and will be fixed in the future.

A month ago I made the same test, also with the provided assets from the tutorial "VERTEX ANIMATION TEXTURES IN UNREAL", and got the same result. I am pretty sure I did everything right, one thing I noticed is, that the Labs Plugin that came with 19.0.588 is in a folder named 5.0EA. Is this even the dedicated version?

Official Labs Vertex Animation Textures 3.0 FAQs and Links April 4, 2022, 5:15 a.m.

stevfun
Hello,

Ive been trying for a couple days now to get RBD sims from Houdini 19 to UE5 with the VAT pipeline and it just seems like its not ready for production. Im currently using 19.0.561 and UE5 preview 2. When I directly use the, what looks like, a new imporved material function in UE5, I am faced with an "exploded view" of the geometry in question(see the attached image)

I assume you are using the material functions from the HEngine Plugins, try using the MFs from the Labs Plugins instead. This should also bring back the scripted actions. To find the plugin, go to the Real-Time Shaders tab in the VAT Exporter and hit the button "Unreal Engine Content Plugin and Guides". My RBD export looks as expected when using the MF_VAT_RigidBodyDynamics. Unfortunately, exported meshes using the dynamic remeshing method are broken in UE5 preview2. The same asset works fine in UE 4.27