Hi all~
I am generating some static meshes through hda to UE4.
To set different lightmap resolution to each piece of meshes, I create ‘unreal_lightmap_resolution’ attribute on primitive.But in UE4,it uses ‘Light Map Resolution’(ProjectSetting-HoudiniEngine-GeneratedStaticMeshSettings) setting instead and all lightmap resolution values are same.
Attachment:
my UE4 settings
Mesh Lightmap Resolution Settings
3002 1 0-
- YUNA0820
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- Fele
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In case anybody else is also looking for a solution:
Instead of using unreal_lightmap_resolution use the Uproperty
unreal_uproperty_LightMapResolution
Explained further down here…
https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]
Instead of using unreal_lightmap_resolution use the Uproperty
unreal_uproperty_LightMapResolution
Explained further down here…
https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]
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