PDG cooking to separate staticMeshes

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Hi guys,

I'm currently working on PDG setup for Unreal Engine.

I have an HDA that exports instances to separate meshes.
Problem is that when I feed that HDA into TOPs HDA processor it is outputting instancer not separate instances to Outliner.

Is there a way to set PDG export options not to harvest all instances into the instancer?

Thanks,
Tom
Edited by TomekPawlowicz - 2021年10月27日 09:25:30
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Hey Tomek,

unreal_split_instances is probably what you're looking for. There's a few other attributes for instancers too https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]
Houdini Technical Artist @ Sharkmob
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valdomat
Hey Tomek,

unreal_split_instances is probably what you're looking for. There's a few other attributes for instancers too https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]


Hi.


Actually, I can use unreal_split_instances and unreal_split_attr, but the PDG is enclosing everything into one merged asset not separate actors. If I use this two attrib for nonPDG asset it works just ok. 


I'm looking for the method that will give me merged asset that will be mix of static meshes and instancers. Exactly the outcome of what Merge - > Harvest is doing

Now I have to bake asset to separate meshes and mergege them down to single actor.


Is there a way to do it with PDG?


Thank you :-)
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