Workflow Question

   1563   1   2
User Avatar
Member
2 posts
Joined: July 2020
Offline
Something that's unclear to me about the expected work flow of Houdini in unreal is how to manage the assets in situations where there are a few artists working with Houdini, and the rest of the team that isn't working with Houdini doing other work on the map/level but still needing to see the terrain, etc.

With clarification of that in mind
  • Would the working version of a map just reference the raw HDA files and let the plugin generate temp data with those assets on each users system?
  • If so, presumably you would cook/bake them as part of a production build of the game? That makes sense.
  • Landscapes for instance generate files to a temp folder, making it confusing as to the expectations of these assets with regards to source control and other members of a team being able to open a map with those landscapes only to see broken terrain materials.
  • The general question. In a team that uses Houdini for terrain, etc. What is the expectation for the work flow for the artist(s) that work with Houdini, and the rest of the team that would not have the Houdini app installed, but only have the UE Houdini plugin? I found a post that suggested items from the temp folder should be source controlled, but that seems silly. Sharing select items from a temp folder that has a huge amount of temporary data seems like a terrible expectation.

Please clarify.
User Avatar
Member
18 posts
Joined: Feb. 2017
Offline
So the general workflow is to use the HDA in UE to bake assets out to disk. These assets are then handled as any other asset - added to source control, packaged in a cooked game, etc...

The HDAs themselves can also be added to source control to be distributed to other team members. (Not to be used at runtime or distributed with game).
Edited by bobcober - June 14, 2021 13:17:00
  • Quick Links