Hi all! I've created a shattering statue through an RBD simulation in Houdini and brought it into UE4 using the texture vertex animation tool. However, I'm confused on how I'm supposed to give the insides of the fragments a different material than the outside inside of Unreal.
In houdini, I've used two material nodes after my voronoi fracture. The first material targets the Inside group and the second one targets the outside group. However, when I export the simulation with the texture vertex animation tool and import it into unreal, I can only assign a material to the outside of the mesh; The inside faces are all blank and I can't find a way to assign a material to these. Does anyone know how to fix this?
Assigning seperate materials to inside and outside of shattered model?
3093 1 0- coolkalle
- Member
- 13 posts
- Joined: 3月 2017
- Offline
- Olaf Finkbeiner
- Member
- 323 posts
- Joined: 1月 2015
- Offline
Hi Kalle,
The special Unreal to Houdini attribute -unreal_material- can be used to specify an Unreal material asset to apply to a given primitive.
http://www.sidefx.com/docs/unreal/_materials.html [www.sidefx.com]
Olaf
The special Unreal to Houdini attribute -unreal_material- can be used to specify an Unreal material asset to apply to a given primitive.
http://www.sidefx.com/docs/unreal/_materials.html [www.sidefx.com]
Olaf
-
- Quick Links