Proper way of splitting instancers?
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- stpiton
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Hi, everyone!
I am trying to create several Static Mesh Instance Components in UE4 using plug-in.
Documentation says: "using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr =" unreal_material ") will create an instancer component for each material on the second attribute".
I cant reach this kind of behavior. I am recieving single component. I also tried to use pack SOP as it works fine to seprate static meshes to different outputs. This approach seems not working niether with point clouds marked unreal_instance attribute, nor mesh_sockets.
So, is there a way of splitting instancers?
I am trying to create several Static Mesh Instance Components in UE4 using plug-in.
Documentation says: "using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr =" unreal_material ") will create an instancer component for each material on the second attribute".
I cant reach this kind of behavior. I am recieving single component. I also tried to use pack SOP as it works fine to seprate static meshes to different outputs. This approach seems not working niether with point clouds marked unreal_instance attribute, nor mesh_sockets.
So, is there a way of splitting instancers?
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- Bob_Cober
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Hi stpiton,
There are two things to setup to get instancers to split:
First, make sure to set the unreal_split_attr to the name of the attribute you want to split on.
"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]
Second, make sure to the correct attributes are set on the points (see attached image)
This will make the plugin create 2 instanced static mesh components, one for each material.
Hope that helps
There are two things to setup to get instancers to split:
First, make sure to set the unreal_split_attr to the name of the attribute you want to split on.
"As an example, using the unreal_material attribute as the unreal_split_attr attribute (unreal_split_attr = "unreal_material") will create an instancer component for each material on the second attribute. If three different materials are used, the instancer will be split to three different instancer components."https://www.sidefx.com/docs/unreal/_instancing.html [www.sidefx.com]
Second, make sure to the correct attributes are set on the points (see attached image)
This will make the plugin create 2 instanced static mesh components, one for each material.
Hope that helps
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- stpiton
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Hi, bobc! Thanks for quick respond.
I'm new to Houdini and can missunderstand something. You create @unreal_split_attr BEFORE @unreal_material. How do you link values? Hscript? Or you just leave it empty?
The way I implement it is adding Wrangle after assigning unreal_material to create s@unreal_split_attr and link it's value to @unreal_material. May be this approuch cause the issue? Because I still getting one single instancer in ue.
I'm new to Houdini and can missunderstand something. You create @unreal_split_attr BEFORE @unreal_material. How do you link values? Hscript? Or you just leave it empty?
The way I implement it is adding Wrangle after assigning unreal_material to create s@unreal_split_attr and link it's value to @unreal_material. May be this approuch cause the issue? Because I still getting one single instancer in ue.
Edited by stpiton - Aug. 21, 2021 11:01:30
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- Bob_Cober
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- stpiton
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- kimberm
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