damian
damian
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Recent Forum Posts
Houdini 16 engine doesn't seem to be working when you have inputs in your asset March 17, 2017, 10:31 a.m.
This should actually be fixed in the latest daily builds of 16.0. I forgot to update this thread. My bad.
Is it possible to export material from Houdini and import into Unity ? [SOLVED] March 17, 2017, 10:29 a.m.
Not entirely sure what you mean by “exporting”. If you just create a simple asset with a box and assign it a material with a texture, that should come across to Unity just fine.
What do you mean by “invalid asset”?
Maybe this will clarify things a bit: https://vimeo.com/158671974 [vimeo.com]
What do you mean by “invalid asset”?
Maybe this will clarify things a bit: https://vimeo.com/158671974 [vimeo.com]
How to split geo on SOP-level into seperate baked meshes (in UE4 via hengine 3.0) March 12, 2017, 3:06 p.m.
Splitting a mesh by group turned out be very much not ideal. That's because people tend to have other groups that have nothing to do with splitting, or overlapping groups, all of which will become their own static meshes.
The spliGeosByGroup option is off in UE4 because NOBODY should really be using that feature. It is pretty much deprecated and only there because some plugins still did not implement a better solution.
If you want a mesh in Houdini to be split in a specific way when coming into UE4 (or any other plugin), pack each individual “part” into a separate Packed Primitive and then merge them back into a single SOP. Each packed primitive, even if unique (not instanced), will become a separate StaticMesh in Unreal, with all the proper materials and attributes.
The benefit of using Packed Primitives to split is that even for plugins that don't support packed primitives, you will still get the splitting you desire because each packed primitive will be treated as a separate “primitive” when refining the whole thing to a triangle mesh.
The spliGeosByGroup option is off in UE4 because NOBODY should really be using that feature. It is pretty much deprecated and only there because some plugins still did not implement a better solution.
If you want a mesh in Houdini to be split in a specific way when coming into UE4 (or any other plugin), pack each individual “part” into a separate Packed Primitive and then merge them back into a single SOP. Each packed primitive, even if unique (not instanced), will become a separate StaticMesh in Unreal, with all the proper materials and attributes.
The benefit of using Packed Primitives to split is that even for plugins that don't support packed primitives, you will still get the splitting you desire because each packed primitive will be treated as a separate “primitive” when refining the whole thing to a triangle mesh.