Ken Finlayson
Kfinla
About Me
EXPERTISE
Indie Gamedev
INDUSTRY
Gamedev
Houdini Skills
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Recent Forum Posts
Houdini 20.5 Rumors May 29, 2024, 7:52 p.m.
Mike_Ahabernir
anyone know what area is copernicus feature related to?
COPs - I believe.
Awesome, Super Jazzed if Copernicus is the long rumoured COP's re-write. I was hoping we'd see a glimpse in 20.0.. long time coming.
Unity Terrain data Jan. 18, 2018, 4:16 p.m.
seelanv
Currently the Unity plugin does not directly support Houdini heightfields as Unity terrain. As a workaround, use a convert_heightfield, which will then allow the plugin to bring it in as a regular mesh.
There is development currently being done to support heightfields directly. As for ETA, the best I could promise is sometime this year.
Thanks thats great to hear.
I still have a question though, I guess I asked 3 above.
Can the Unity HEngine plugin work with Native Unity terrains? What I would like to do is be able to just drop the terrain prefab into my HDA within unity and work with it. I have not had luck so far.
Unity Terrain data Jan. 18, 2018, 11:57 a.m.
Has the status of this changed at all? ( can Hengine work with Unity terrains now - 16.5 323 ?)
I made a simple tool to blow away any geo that is under a terrain, but sadly in Unity when I drop the Terrain into the specified slot in my HDA slot nothing happens - i would guess it is not recognizing it as geo. Is this user error on my part? should this work?
My hack at the moment is to embed an exported OBJ version of the terrain into the HDA, but that is not ideal as we have many levels and it is not dynamic if the terrain is edited.
I am going to try adding a convert_heightfeild node into the terrain input node chain just to see if that fixes things.
Also is there an ETA on when the Unity plugin will support the new 16/16.5 houdini terrains the like the Unreal ones does?
Thanks.
I made a simple tool to blow away any geo that is under a terrain, but sadly in Unity when I drop the Terrain into the specified slot in my HDA slot nothing happens - i would guess it is not recognizing it as geo. Is this user error on my part? should this work?
My hack at the moment is to embed an exported OBJ version of the terrain into the HDA, but that is not ideal as we have many levels and it is not dynamic if the terrain is edited.
I am going to try adding a convert_heightfeild node into the terrain input node chain just to see if that fixes things.
Also is there an ETA on when the Unity plugin will support the new 16/16.5 houdini terrains the like the Unreal ones does?
Thanks.