Neal Coghlan
Aszyk
About Me
専門知識
Freelancer
業界:
Advertising / Motion Graphics | VR
Houdini Engine
Availability
I am available for Freelance Work
Recent Forum Posts
Houdini Niagara Updates 2020年10月22日19:37
Hi there, I've been trying to build a setup that introduces multiple particle meshes - in Houdini I have an attribute ramp made with some noise that outputs a value of 0 or 1 across the entire mesh and called it parmesh.
In UE4 I've followed the tutorials about custom attributes and have managed to hook up parmesh to the color channel as well as the size to confirm that it's being read and works. What I'd like to do though is use it to also control one of two meshes that are rendered.
I tried using a custom sort descending on both mesh renderers and then changed the bindings on both to be Particles.Houdini.parmesh as per the custom attribute setup.
Unfortunately, it's showing both particles in the same place - I'm wondering is this the right way I'm going about it and missed something or if there's another way I should be approaching this?
In UE4 I've followed the tutorials about custom attributes and have managed to hook up parmesh to the color channel as well as the size to confirm that it's being read and works. What I'd like to do though is use it to also control one of two meshes that are rendered.
I tried using a custom sort descending on both mesh renderers and then changed the bindings on both to be Particles.Houdini.parmesh as per the custom attribute setup.
Unfortunately, it's showing both particles in the same place - I'm wondering is this the right way I'm going about it and missed something or if there's another way I should be approaching this?