However, after bringing it to Unity, the HDA does not cook the same way for certain parameter values.
This happens in two ways:
1) Either the Geometry becomes wonky, folding in on itself and whatnot, with weird shading. This is unexpected because the same values work correctly within Houdini.
2) The Geometry cooks correctly, but the Shading is weird, turning it into a standard white Lit shader with only certain shaded spots.
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The workaround I have found for now is to play with the parameters until the Geometry is correct, then baking it and reapplying the same Unity Material on it manually that is defined inside the HDA. This fixes the weird Shading.
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I have attached the HDA with this post. It won't let me attach the whole Unity Project in RAR format, so I've only attached my Materials.
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