
Damien Pernuit
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different in shader before and after cook March 8, 2023, 1:15 p.m.
Hi,
That is expected, as the mesh with the Houdini icon is a Mesh Proxy (HoudiniStaticMesh) and not a Static Mesh.
Those proxies are a lot faster to generate than static mesh, but don't come with all the bells and whistles.
We use them when cooking temporary data, to provide faster feedback to users when playing with parameters.
We automatically refine them to native Static Meshes when baking, playing in editor, saving the level or on a timer (options are available in the details panel for that), or you can right click on the mesh, and choose refine.
That is expected, as the mesh with the Houdini icon is a Mesh Proxy (HoudiniStaticMesh) and not a Static Mesh.
Those proxies are a lot faster to generate than static mesh, but don't come with all the bells and whistles.
We use them when cooking temporary data, to provide faster feedback to users when playing with parameters.
We automatically refine them to native Static Meshes when baking, playing in editor, saving the level or on a timer (options are available in the details panel for that), or you can right click on the mesh, and choose refine.
Is there any news on getting Houdini Engine for 5.1 Apple? March 8, 2023, 12:38 p.m.
Hi,
You can find Apple Silicon binaries of the latest version of the Unreal plugin on the github:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.16 [github.com]
You can find Apple Silicon binaries of the latest version of the Unreal plugin on the github:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.16 [github.com]
Instancing Materials in Unreal Engine 5.1 Feb. 15, 2023, 12:36 p.m.
Hi,
Likely the plugin is only creating one instancer for the beams as they are using the same mesh.
An instancer can only use one material, so it's using only the first one and ignoring the other.
You should tell the plugin to create multiple instancers, one for each unique value of the "unreal_material_instance" attribute.
You can do this by adding the unreal_split_attr attribute:
s@unreal_split_attr = "unreal_material_instance";
Likely the plugin is only creating one instancer for the beams as they are using the same mesh.
An instancer can only use one material, so it's using only the first one and ignoring the other.
You should tell the plugin to create multiple instancers, one for each unique value of the "unreal_material_instance" attribute.
You can do this by adding the unreal_split_attr attribute:
s@unreal_split_attr = "unreal_material_instance";