export groom_root_uv to unreal
1133 4 0- ls-software
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- lucas_rodrigo
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ls-softwareThis is the att to paint tex on the mesh and transfer it to the hair right?
Hi, does anybody know how to export Houdini hair’s uv as a groom_root_uv attribute into Unreal 5.0?
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.
- ls-software
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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. 😔
- ls-software
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- RogerRidley
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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.
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.
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