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Mesh Lightmap Resolution Settings Oct. 8, 2019, 9:20 a.m.
Hi all~
I am generating some static meshes through hda to UE4.
To set different lightmap resolution to each piece of meshes, I create ‘unreal_lightmap_resolution’ attribute on primitive.But in UE4,it uses ‘Light Map Resolution’(ProjectSetting-HoudiniEngine-GeneratedStaticMeshSettings) setting instead and all lightmap resolution values are same.
Attachment:
my UE4 settings
I am generating some static meshes through hda to UE4.
To set different lightmap resolution to each piece of meshes, I create ‘unreal_lightmap_resolution’ attribute on primitive.But in UE4,it uses ‘Light Map Resolution’(ProjectSetting-HoudiniEngine-GeneratedStaticMeshSettings) setting instead and all lightmap resolution values are same.
Attachment:
my UE4 settings
HDA to UE4 normal maps issue, help!! July 31, 2019, 10:49 p.m.
dpernuitHI,
Hi,
Have you tried changing the “recompute normals” option in project settings / Houdini Engine?
Thanks! It does work when I change the “recompute normals” option to “always”.
But I am wondering that,if I change the Normal intentionally in Houdini(like setting all normal to (0,1,0)), will this change fail when I bake this mesh in UE4 under that “recompute normals” option?