Mark Chataway
Chats
About Me
EXPERTISE
VFX Artist
INDUSTRY
Film/TV
Connect
LOCATION
Australia
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
level_path and _tag special attributes not working? Dec. 4, 2024, 7:28 p.m.
Hi did you ever get the "unreal_level_path" attribute to work?
I'm having the same issue now..
I'm having the same issue now..
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!