Jiri Miratsky


About Me



Recent Forum Posts

is it possible to render everything in UE5? June 25, 2022, 3:54 a.m.

Matt Estela has nice tricks and summary on this topic written here:
https://www.tokeru.com/cgwiki/index.php?title=Unreal#USD [www.tokeru.com]

Here is an example of a scene transferred from Solaris to UE:
https://www.reddit.com/r/Houdini/comments/uc6hph/solaris_to_ue5_via_usd_running_on_gtx_1070_laptop/ [www.reddit.com]

I will do tests asap and post any findings here. Still, I am completely new in this area. Any links or tips are highly appreciated, so I don't reinvent a wheel. Thanks a lot!

is it possible to render everything in UE5? June 24, 2022, 11:58 a.m.

After few weeks of learning USD and Solaris and working on my freelancers Karma pipeline, I am also curious: can "Mograph" Houdinist or "Virtual production" Houdinist profit from USD? Does the learning of proper USD practices help me transfer the scene to Unreal?

What can I expect now from USD, as regards transferring data from Houdini to Unreal Engine? (Or in the near future, please?)

I know that the needs and rules of proper Game development are different. I work in the Event industry, so, many sequences can be prerendered (the opening animations and the jingles and wipes don't have to be real-time).

- can I export USD geometry from Houdini to UE (animated, changing topology)?
- including instances (animated)?
- lights and cameras (animated)?
- does MaterialX get translated, at least basic attributes and textures?
- what about vdb or volume sequences?
- or, do you transfer Nulls from Houdini to UE and then bind lights, cam, or geo, niagara positions etc. in UE?

Thank you very much for any tips or insights.

Display, Image Resolution: Viewport Size, set it with Python June 23, 2022, 2:57 p.m.

I got this answer from the Support

I am told there is no HOM command but the hscript command is:

`sceneviewopts -R <fixed_res_x> <fixed_res_y> -S <res_scale> -V on|off -F on|off <viewport_path>`

-V is "use viewport size"
-F is "use fixed size"

FWIW, none of the render options on the Render tab are saved in the display options. Those options almost belong in another dialog altogether (as they aren't display options), but it seemed easier to keep them all in one spot.