export groom_root_uv to unreal

   1152   4   0
User Avatar
Member
5 posts
Joined: June 2017
Offline
Hi, does anybody know how to export Houdini hair’s uv as a groom_root_uv attribute into Unreal 5.0?
User Avatar
Member
11 posts
Joined: Oct. 2021
Offline
ls-software
Hi, does anybody know how to export Houdini hair’s uv as a groom_root_uv attribute into Unreal 5.0?
This is the att to paint tex on the mesh and transfer it to the hair right?
Just use a rename attribute on the uv attribute and rename it to groom_root_uv, if it doesn't work take a look at the unreal doc and see what type of att it is (float etc...) and convert it to that.
User Avatar
Member
5 posts
Joined: June 2017
Offline
Hi, thank you for your reply. I tried to create a groom_root_uv attribute as a vector2 64bit and and also renaming uv to groom_root_uv, but that didn’t work. I even opened the Maya Alembic that was accepted with Unreal and made the exact same attribute in Houdini, but after export, Unreal doesn’t accept it. 😔
User Avatar
Member
5 posts
Joined: June 2017
Offline
I downloaded the Side Effects Labs Unreal Groom Exporter, and it worked fine for me.
User Avatar
Member
2 posts
Joined: April 2024
Offline
To anyone else looking for a solution besides the Labs Unreal Groom Exporter.

1) Before the ROP Alembic export make an attribute wrangle with this code:

float u = f@groom_root_uv;
float v = f@groom_root_uv;
v@uv = set(u,v,0);

2) Then delete the groom_root_uv attribute with an attribute delete or some other way.

3) Import the saved-out cache into Unreal..

I honestly have no idea why this works, but it does.
  • Quick Links