Daniel Elliott Jones

dokipen

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Setting up unreal with hengine for baking complex shaders? June 22, 2017, 8:05 a.m.

Sure, although it's a little bit buggy at the moment. I've created some issues on the github repo page. I'm off to bed right now but I will post something tomorrow


There are a couple of othet iasues. The tangents that gets generated by houdini are a bit messed up I think. I have to switch recalc tangent in the plugin options to always but recalculate normals off if I want the smooth normals from houdini. In fact it would be nice if houdini calculated mikktspace tangent on its end(there is a sop for it on github I tried).

The other limitation is that I wold like a way to sample geometry at tributes in COP's but I can't seem to do that.

Setting up unreal with hengine for baking complex shaders? June 20, 2017, 4:21 p.m.

I didnt know that you couldn't use mantra which is a shame as I wanted to invite the bake texture node from unreal. If that doesn't
Work I'll have to investigate another normal baking process.

However for creating maps, using cops works fine for creating textures. You can even use full vex in cops which I'd the same as shops as its all just vex.you reference the cop node with the op: syntax as a texture.

Then it's just a natter of setting up a shader with the right parm tags. One issue I am having us the normals are coming out a bit messed up and the bake red isn't respecting the composting settings resolution.

Setting up unreal with hengine for baking complex shaders? June 20, 2017, 7:07 a.m.

So here is the magic combination….

the Name of the Parameter has to be basecolor_texture AND you have to add a tag ogl_tex# set to a value of 1. That should be in the docs.