Mark Chataway
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VFX Artist
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Recent Forum Posts
UE4 World Composition w/ Houdini Sept. 7, 2023, 1:55 a.m.
darkimage
im facing a normal seam issue when using the tile split node do you guys know how to fix this type of issue
in houdini (visible seams) -> https://i.imgur.com/jR6t01p.png [i.imgur.com]
in unreal (even more pronunced visible seams, wold normals are incorrect at the edges of the tiles) -> https://i.imgur.com/xtXBDJz.jpg [i.imgur.com]
the setup is identical to the one used by hektor (using a pdg network to drive the tile number of the tile split)
Hi darkimage,
Sorry to bring up and old thread, but I am also getting normal issues at the seams between my heightfields in Unreal, I was wondering if you found a fix?
Basically I am using a Houdini Engine HDA in Unreal to import a landscape I have split into 4033x4033 resolution tiles in Houdini.
The edges of the landscapes align perfectly without overlap, but there is an ugly dark line in the lighting at every seam, so it seems like a lighting/normal issue on the Unreal side.
In this case I can't just make one huge landscape but have to divide it up into multiple landscape actors, each with multiple landscape streaming proxies.
If anyone has any ideas on how to make the seam between 2 landscape actors "seamless", that would be great to know.
Can the ROP FBX node export sockets for Unreal? Aug. 23, 2023, 6:23 p.m.
Thanks Sebi,
I did end up using Houdini Engine to import a .bgeo file and by using the detail attributes naming convention in the Houdini Engine docs, was able to get fine grained control over proceduraly creating sockets in SOPs context.
This way it also gives me good control over the name of the .uasset it creates, and allows to overwrite the previous one so it's more or less the same functionality as right clicking on a static mesh that was imported from a .fbx and selecting re-import from file.
Cheers for the great suggestion!
I did end up using Houdini Engine to import a .bgeo file and by using the detail attributes naming convention in the Houdini Engine docs, was able to get fine grained control over proceduraly creating sockets in SOPs context.
This way it also gives me good control over the name of the .uasset it creates, and allows to overwrite the previous one so it's more or less the same functionality as right clicking on a static mesh that was imported from a .fbx and selecting re-import from file.
Cheers for the great suggestion!
Can the ROP FBX node export sockets for Unreal? Aug. 9, 2023, 5:45 a.m.
Hi eusebijucgla,
I actually just tried this today, by using the `Build hierarchy from Path attribute` option on the FBX ROP node, but no matter what I did I could not get the sockets to work.
One issue is that the path attribute needs to be on a primitive, but for the socket what would that primitive be?
All I want for that is a transform.
I tried using an empty packed primitive but it caused a fatal error when trying to export the FBX.
I also tried using simple box geometry, but unreal just imports the boxes in as separate meshes instead of sockets, even when using the naming convnetion of SOCKET_## from their own docs.
The only way I cuould get sockets out of Houdini in an FBX file and into Unreal, is to do it at the Object context, and use Nulls for the sockets.. which is tedious and doesn't lend itself to being procedural, especially with many sockets.
Any advise (or a sample file) would be great!
Cheers
I actually just tried this today, by using the `Build hierarchy from Path attribute` option on the FBX ROP node, but no matter what I did I could not get the sockets to work.
One issue is that the path attribute needs to be on a primitive, but for the socket what would that primitive be?
All I want for that is a transform.
I tried using an empty packed primitive but it caused a fatal error when trying to export the FBX.
I also tried using simple box geometry, but unreal just imports the boxes in as separate meshes instead of sockets, even when using the naming convnetion of SOCKET_## from their own docs.
The only way I cuould get sockets out of Houdini in an FBX file and into Unreal, is to do it at the Object context, and use Nulls for the sockets.. which is tedious and doesn't lend itself to being procedural, especially with many sockets.
Any advise (or a sample file) would be great!
Cheers