varomix WEY

varomix

About Me

Expertise
VFX Artist
Location
Mexico

Varomix has created a vast library of Houdini training over years. Recently he has started on his own venture with MIX Training, a training and community resource for Houdini, Unreal Engine, Python and much more. He also, along with a partner, have recently launched a new Visual Effects and Motion Design company with offices in L.A. and Mexico City called Pixels & Coffee. If that alone is not enough, Varomix also find a little escape through his metal band WEYEZ.

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My Tutorials

obj-image Intermediate
Rendering and Compositing - The Lamp Project 3
obj-image Advanced
Redshift Custom AOVs
obj-image Intermediate
Houdini Engine to Unreal Engine Workflow
obj-image Intermediate
The Lamp Project 2 - UVS and SHADING
obj-image Intermediate
Renderman - Rendering A Crown Splash
obj-image Intermediate
Adding Custom VEX Snippets to Wrangle Node

Recent Forum Posts

Modifying Blend Mode Jan. 21, 2018, 5:01 p.m.

Wold be great to have

thanks for the RFE bro.

Cheers!

Modifying Blend Mode Jan. 19, 2018, 9:19 p.m.

oooh damn, reading the docs again, seems like that is only for UE4 Material Instances, not for materials that come from Houdini, I'm I wrong?
could that be done? modify the Blend Mode for a material that comes from Houdini?

thanks

Modifying Blend Mode Jan. 19, 2018, 9:13 p.m.

Hi
so I'm trying to modify the blend mode as described here http://sidefx.com/docs/unreal/_materials.html#MaterialsInstances [sidefx.com]

like this
To change the “Blend Mode” parameter from the default “Opaque” value, to “Additive”, add a unreal_material_parameter_blendmode detail attribute to your asset, and set its value to either “additive” (String attribute) or 3. (Float or Integer attribute).

but is not working, is this a bug? am I doing it wrong?

I'm creating a detail attribute as the note says and making it a string, there's no change in the created material un UE4



Using UE4 4.18.3 and Houdini FX 16.5.359

thank you