Our ground asset is almost complete. All we need to do now is learn how to assign a material to it so it doesn’t simply display the vertex colors. By the end of this lecture we will have our complete ground HDA and will be ready to move onto our next asset!

COMMENTS

  • LittleNinja 5 years, 10 months ago  | 

    Cool. So would it be possible to expose the string attribute for the material in Houdini to then be able to change it in Unity?

  • Indie-Pixel 5 years, 10 months ago  | 

    Totally! You can completely add a string param to your hda so you can switch out the material. I have done that before and it worked!

    • LittleNinja 5 years, 10 months ago  | 

      Hah very nice! Looking forward to try this soon. Thanks for the tutorials.

  • Indie-Pixel 5 years, 10 months ago  | 

    You are very welcome! Enjoy! :-)

  • teotigraphixllc 5 years, 3 months ago  | 

    Just a thought but if you have a directory structure that is deep, you can go into the Win/Mac explorer at the leaf node (this would be the material) and copy folder location (in the explorer bar).

    Then paste that into the field in Houdini, erase the root part (C:\etc\etc\etc\Assets\... and bam, no misspelling and probably a bit faster. :)

  • FFD 5 years, 1 month ago  | 

    If the material was in the same folder as the HDA would it be possible to use a relative reference ../ instead of that long string to get the material ?
    The advantage to this would be that if we are sharing HDAs and materials that go with them it would save time and to just unpack them into a single folder.

  • kivril 4 years, 7 months ago  | 

    For some reason i can not hoockup Material)
    the path is
    Assets/Guard_Tower/Art/Shared_Textures/Ground/Blend_Materials/Ground_Blended_MAT.mat
    Same like in Tutorial.

  • kennethmontgo 4 years, 3 months ago  | 

    Looks Like asset pack is missing the Ground_Blended_Mat.mat

  • eyeclick 4 years, 3 months ago  | 

    and this Shader is a $60 plugin.

  • Indie-Pixel 4 years, 3 months ago  | 

    You can always use the Shader Graph Editor that is free, in Unity. You dont have to use Amplify.....that is just what I use. :-)

  • demisele83 2 years, 11 months ago  | 

    For those who work with Unreal - you need to put class to Detail or Primitive in Attribute Create node. With Point class it won't work.
    You can also copy Unreal material path by right-click on it and choose Copy Reference.

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