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Recent Forum Posts

Noob Question - What is the proper syntax for accessing an point attribute int array index value in a parameter expression? July 30, 2018, 11:10 a.m.

Thanks Enivob! "@sourceprim == 1;" also works in pattern! Just glad to know that syntax works, I was pulling my hair out. I am not as familiar with VEX, I am python guy… but I am trying to learn to solve some my problems in vex and not always just fall back to python… trying to use vex for speed and the ability to compile it.

Feels like they should make it clearer visually which fields support VEX and which don't, like how python and hscript change the color. It makes an awesome piece of software feel less reliable. I should use wrangles more.

Anyone know if there is any collection/site of wrangle recipes besides what is in the wrangle nodes themselves?

Thanks for the help!

Trying to use Material Instances and Material Instance Parameters July 29, 2018, 6:08 p.m.

chrisgreb -

The workflow I was hoping for would be to make a bunch of instances on the houdini side, point at an unreal material with “unreal_material_instance” and change some parameters with “unreal_material_parameter_xxxx” and houdini engine would create material instances based on the parameter tweaks (like it does outside of this instance case) and then grouped the instances together into InstancedStaticMeshComponents on the unreal side based on which material they get assigned.

I will split it on the houdini side into separate instance nodes and unreal materials to achieve it, but would just save setup time and be more flexible with changes on the houdini side to have it happen dynamically.

Trying to use Material Instances and Material Instance Parameters July 29, 2018, 5:53 p.m.

Thanks chrisgreb!, but as I said at the end of my original post “unreal_split_instances” causes a huge perf hit. Which is why I was trying to come up with a different way.