Karl Abom

coolkalle

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Recent Forum Posts

Exporting Vertex color when using VAT Sept. 23, 2019, 10:40 a.m.

I've got a fluid sim set up in Houdini that I've succesfully brought into UE4 using Vertex animation textures. When importing the resulting .FBX into UE4 I noticed that all Vertex colors are completely white despite having set custom values for them inside of Houdini. At first I assumed Houdini didn't export Vertex colors, but when I tried exporing a single frame of my sim as an .FBX using the ROP FBX Output node all my vertex color data came through like I wanted. Does the VAT export get rid of vertex color when exporting?

Visualizing Pyro Cache in render Sept. 14, 2017, 7:41 a.m.

I finally got the cache rendering like I wanted. I think the issue was that my cache wasn't storing the parameters I needed to recreate the simulation. What I had done was create a standard Smokeless flames sim and then cached it out using the “Pyro” preset inside of a Dop Import fields node. It seems that the Pyro preset does not export the needed values to render a smokeless flames sim correctly (Assuming you try to render it using a Smokeless flames material)

What I did to fix this was go to my DOP import fields node, and choose the preset “Fire (DSD)” instead. This gave me a cache that I could plug the standard Smokeless flames material into and it rendered out just fine.

Assigning seperate materials to inside and outside of shattered model? Sept. 6, 2017, 8 a.m.

Hi all! I've created a shattering statue through an RBD simulation in Houdini and brought it into UE4 using the texture vertex animation tool. However, I'm confused on how I'm supposed to give the insides of the fragments a different material than the outside inside of Unreal.

In houdini, I've used two material nodes after my voronoi fracture. The first material targets the Inside group and the second one targets the outside group. However, when I export the simulation with the texture vertex animation tool and import it into unreal, I can only assign a material to the outside of the mesh; The inside faces are all blank and I can't find a way to assign a material to these. Does anyone know how to fix this?