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Baking a bunch of separate StaticMeshes Feb. 22, 2023, 5:52 p.m.

I have a simple HDA that takes in some StaticMesh, and I would like it to output 5 copies of this mesh to the outliner. Very simple, as if someone just grabbed the mesh 5 times from the content browser, dragged them in manually, and repositioned them.

I've tried every combination of attributes and types, and cannot get this to work. So far all I've managed to get as outputs are:
An Actor which contains an InstancedStaticMeshComponent, with 5 copies of my object inside
A single staticmesh with all 5 objects inside.

Can anyone provide me with the perfect recipe of attributes to make this work? Is it even possible?

Speed of Houdini Engine tools is surprisingly slow Feb. 9, 2023, 2:48 p.m.

This is all data that Houdini Engine seems to create automatically without my control.. My HDA is a simple pass-through node. It's a blank node with the input connected directly to the output.

The assets that I am plugging into this HDA in Unreal are simple Unreal Assets - StaticMeshes with some material assigned. It seems like, for whatever reason, every single parameter that is defined in the Unreal material is created as a unique per-primitive attribute when received by Houdini Engine.

Speed of Houdini Engine tools is surprisingly slow Feb. 8, 2023, 7:01 p.m.

Hey GlenD, Thanks again for helping me in yet another post

I've dug around a bit and realized the problem is caused by a very large shader assigned to the geometry. It creates thousands of parameters on the geometry, which I assume is what lags the import/export process.

I'm wondering if there's a way to not pass these through, and to only pass material assignment information pass in, which will reference the existing shaders in the scene instead (rather than baking out brand-new duplicates of the shaders when bake is clicked in Unreal).