Akira Vercoutter

Akira_Vercoutter

About Me

専門知識
Game Artist
業界:
Gamedev

Connect

LOCATION
Tokyo, Japan
ウェブサイト

Houdini Engine

ADVANCED
プロシージャルワークフロー  | Environments
INTERMEDIATE
Digital Assets  | PDG

Availability

Not Specified

Recent Forum Posts

Vertex Animation Textures ROP 2.1 Released 2020年8月24日3:50

Hi Mike.

What is for the “Pack Pscale into Position Alpha” feature?

I would like to scale the chunk of the fracture with rigid body.
Somehow, I want my chunks scale down and disappear before they hit the ground.
Is it possible?

Here is my workflow.
In Houdini, I create a pscale animation(in point attributes) after the simulation.
However the exported position map result with 100% white value in alpha channel.
Is there a proper way to export the pscale attribute?
Or did I misunderstood the “pscale” feature?

Also in UE4, it seems that the VAT material are doing nothing with the alpha channel of the position map.

Cheers.

Vertex Animation Textures ROP 2.1 Released 2020年6月16日11:13

Hi mike.

Thanks for your reply and revisioning in the math.

mikelyndon-sesi
Akira, it looks like that's a limitation of the compression setting. There doesn't seem to be anything wrong with the math when using pad to power of 2. I think you need to use HDR Compression.

It is good to know, I will use HDR Compression.

mikelyndon-sesi
The warning messages are from the way the geometry has been fractured. You probably have some very thin slices.

Yes I do think having very thin slices.
Is it the same cause for the crushing issues: does very thin slices provoke crushes in the debug mode in Houdini?

Cheers

Vertex Animation Textures ROP 2.1 Released 2020年6月15日12:20

Hi Mike!

mikelyndon-sesi
Have you set the padded ratio values? Does the flickering show up in the debug view in Houdini?

Yes the ratio values are correctly setted.
But for the debug view in Houdini, I cannot check them because it crushes when dived in.
To add, I also receive a warning message when opening the scene.

I attach the scene file, the capture of texture detail tab in UE4, and the log.


Cheers