Tomek Pawłowicz

TomekPawlowicz

About Me

EXPERTISE
Freelancer
INDUSTRY
Film/TV

Connect

LOCATION
Poland

Houdini Skills

Availability

Not Specified

Recent Forum Posts

PDG cooking to separate staticMeshes Nov. 3, 2021, 11:17 a.m.

valdomat
Hey Tomek,

unreal_split_instances is probably what you're looking for. There's a few other attributes for instancers too https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]


Hi.


Actually, I can use unreal_split_instances and unreal_split_attr, but the PDG is enclosing everything into one merged asset not separate actors. If I use this two attrib for nonPDG asset it works just ok. 


I'm looking for the method that will give me merged asset that will be mix of static meshes and instancers. Exactly the outcome of what Merge - > Harvest is doing

Now I have to bake asset to separate meshes and mergege them down to single actor.


Is there a way to do it with PDG?


Thank you :-)

Unreal Engine - How to use PDG? Oct. 27, 2021, 10:05 a.m.

doppioslash
Hi Damien,

dpernuit
- Since HDA processor is the output of the TOPSOP, all of the geometry it has generated is merged together and used as output of the network.

thanks Damien, that works great.
Another question, is there a way to avoid merging the geometry?
I'd like every cube to save to a separate static mesh, in Unreal.

Hi doppioslash,

Did you manage to put the cubes from the PDG setup into separate meshes?

Thanks,
Tom

PDG cooking to separate staticMeshes Oct. 27, 2021, 9:23 a.m.

Hi guys,

I'm currently working on PDG setup for Unreal Engine.

I have an HDA that exports instances to separate meshes.
Problem is that when I feed that HDA into TOPs HDA processor it is outputting instancer not separate instances to Outliner.

Is there a way to set PDG export options not to harvest all instances into the instancer?

Thanks,
Tom