I know it's possible to assign materials by project path while in houdini however is there a way to assign a material to an hda from within unreal that does not get removed on subsequent recooks? We are using HDAs to generate building walls and need to assign various materials to each hda generated so the material path is not known from the houdini side. Is it possible to pass it through as an input? Or to detect/preserve materials that have been applied?
Thanks
Material preservation
1682 1 0- anon_user_15870133
- Member
- 14 posts
- Joined: 6月 2017
- Offline
- anon_user_15870133
- Member
- 14 posts
- Joined: 6月 2017
- Offline
-
- Quick Links