Using HDA's with dopnet fluid sim in UE

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Hi folks -

I am a new user, and I made a cake decoration HDA to use in UE (img 1: dripsfull.png)

It looks great in Houdini and I'm happy with the direction.

When I bring it into Unreal (5.2) everything works aside from my chocolate drips.
I have them set up in a dopnet (img 2: dop.png)

the cook log is a nightmare (img 3: screenshot_2023-07.png) and I don't have the knowledge to understand it quite yet.

I assume I am doing something fundamentally wrong and would love to be pointed in the right direction. I had it working at one point where it would bring in the remeshed particles, but it looked like they were locked at frame one, and then I'm unsure of what I changed and they disappeared the next time I ran it.

It's also possible that this is just the totally incorrect workflow for this type of thing, and I'd love to hear if that's the case so that I could head in the right direction.

Thanks in advance!

Attachments:
dripsfull.png (733.2 KB)
dop.png (535.2 KB)
Screenshot_2023-07-02_104151.png (114.3 KB)

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