Peter Nicolai


About Me

Not Specified
Not Specified


Recent Forum Posts

Shading Artifacts on HDA Instance Static mesh in UE4.25.3 Oct. 31, 2020, 7:01 p.m.

Additional update. If I embed the mesh in question in a BP and instance that BP rather than the mesh itself, the HDA uses the HoudiniInstancedActorComponent rather than the HoudiniInstancedStaticMeshComponent.

The Actor Component method looks right and does not show the visual artifact.

Vertex Animation Textures ROP 2.1 Released Oct. 30, 2020, 8:50 p.m.

hey @rkopinsky,

I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.

Shading Artifacts on HDA Instance Static mesh in UE4.25.3 Oct. 28, 2020, 8:56 p.m.

Tiny update:

in some continuing debugging, I've found the artifact is partially related to ray traced reflections in UE4. when I added a chrome like material to both the mesh and the instance static mesh and upped the max bounce for the refls (on the PPV) to 3, that filled in the “dark” portions of the artifact.

However, for a more normal diffuse material, you can still see the issue quite clearly. And it means the instance static meshes are still treated differently than the regular mesh, which still looks fine in all cases. So, partly sorted, but still not at a solution yet. :/