raschberg
raschberg
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[HDK] Question about trimmed NurbsSurfaces in C++ 2023年3月31日6:07
Hi
I am currently writing an importer: opennurbs->Houdini in c++. My goal here is to get more control over the tesselation process and structure (layers, colors, instancers, maybe userdata, maybe Materials)
I am stuck with trimmed surfaces. I have no idea how this could work. What is the strategy here to create trims with GD_TrimLoop, GD_Detail, profiles, GD_TrimPiece... Are there any examples?
this piece of code obviously does not work, as it returns 0
In this screenshot i can show that i already can import some object types, needs more work and testing though. Here you can see that fbx nurbs import is not sufficiant with rational nurbs data. I know there is iges too, which works well, but is unstructured.
Any help appreciated
I am currently writing an importer: opennurbs->Houdini in c++. My goal here is to get more control over the tesselation process and structure (layers, colors, instancers, maybe userdata, maybe Materials)
I am stuck with trimmed surfaces. I have no idea how this could work. What is the strategy here to create trims with GD_TrimLoop, GD_Detail, profiles, GD_TrimPiece... Are there any examples?
this piece of code obviously does not work, as it returns 0
GEO_PrimNURBSurf* surf = (GEO_PrimNURBSurf*)prim; int create = 1; GEO_Profiles* profiles = surf->profiles(create); std::cout<<"has profiles? " <<surf->hasProfiles()<<std::endl;
In this screenshot i can show that i already can import some object types, needs more work and testing though. Here you can see that fbx nurbs import is not sufficiant with rational nurbs data. I know there is iges too, which works well, but is unstructured.
Any help appreciated
Solaris to Unreal Engine - Material Assignment 2023年1月22日8:38
Hi
quite an old thread, anyway I found out:
to assign an existing Unreal Material to a primitive via USD one would need this attribute:
custom string unrealMaterial = "/Game/Materials/Glas.Glas" (for example).
You can choose between this override and the preview USD Material within the stage editor
I have no idea how to assign any other unreal attribute, like e.g. "overridden lightmap Resolution". If somebody has an idea (?)
quite an old thread, anyway I found out:
to assign an existing Unreal Material to a primitive via USD one would need this attribute:
custom string unrealMaterial = "/Game/Materials/Glas.Glas" (for example).
You can choose between this override and the preview USD Material within the stage editor
I have no idea how to assign any other unreal attribute, like e.g. "overridden lightmap Resolution". If somebody has an idea (?)
Houdini engine not working properly in Unreal 2022年11月17日8:57
Hi
In my experience it has often to do with a file load operator, all of them must be locked inside the HDA
In my experience it has often to do with a file load operator, all of them must be locked inside the HDA