Michael Arrevalo
megazord25
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Premade fracture and clustering in Houdini to Unreal Feb. 23, 2026, 2:01 p.m.
I’m trying to bring a pre-fractured and clustered asset from Houdini into Unreal as a Geometry Collection (via FBX), and I’m having trouble getting the clustering hierarchy to match what I see in Houdini.
In Houdini, I’m creating my own fracture setup (RBD workflow), generating piece IDs and a custom subcluster attribute for grouping. In the Geometry Spreadsheet everything looks correct — the pieces and cluster values are clearly defined and grouped the way I expect.
Before export, I’m converting the attributes to the Chaos-required ones:
unreal_gc_piece
unreal_gc_cluster
unreal_gc_name
I’ve also tested exporting with and without unreal_gc_cluster, depending on whether I want:
Root → Pieces
or
Root → Clusters → Pieces
However, when I import the FBX into Unreal and create a Geometry Collection, the hierarchy in Fracture Mode doesn’t always match what I expect. Sometimes it flattens everything under one root, or adds an extra hierarchy level I wasn’t intending.
So my question is:
When importing a fractured FBX into Unreal, does Chaos strictly read the unreal_gc_* primitive attributes from Houdini to build the hierarchy? Or are there additional requirements (packing, bone generation rules, cluster parent attributes, etc.) that affect how the hierarchy is constructed?
In Houdini, I’m creating my own fracture setup (RBD workflow), generating piece IDs and a custom subcluster attribute for grouping. In the Geometry Spreadsheet everything looks correct — the pieces and cluster values are clearly defined and grouped the way I expect.
Before export, I’m converting the attributes to the Chaos-required ones:
unreal_gc_piece
unreal_gc_cluster
unreal_gc_name
I’ve also tested exporting with and without unreal_gc_cluster, depending on whether I want:
Root → Pieces
or
Root → Clusters → Pieces
However, when I import the FBX into Unreal and create a Geometry Collection, the hierarchy in Fracture Mode doesn’t always match what I expect. Sometimes it flattens everything under one root, or adds an extra hierarchy level I wasn’t intending.
So my question is:
When importing a fractured FBX into Unreal, does Chaos strictly read the unreal_gc_* primitive attributes from Houdini to build the hierarchy? Or are there additional requirements (packing, bone generation rules, cluster parent attributes, etc.) that affect how the hierarchy is constructed?