Claudia Doppioslash
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Recent Forum Posts
Unreal Engine - How to use PDG? Sept. 6, 2019, 6:38 a.m.
Hi Damien,
thanks Damien, that works great.
Another question, is there a way to avoid merging the geometry?
I'd like every cube to save to a separate static mesh, in Unreal.
dpernuit
- Since HDA processor is the output of the TOPSOP, all of the geometry it has generated is merged together and used as output of the network.
thanks Damien, that works great.
Another question, is there a way to avoid merging the geometry?
I'd like every cube to save to a separate static mesh, in Unreal.
Unreal Engine - How to use PDG? Aug. 23, 2019, 10:02 a.m.
MarkcusDdpernuit
Hi,
The PDG Asset link for the Unreal plugin is on our roadmap and will be available in the near future.
You can still use PDG with the Unreal plugin by nesting TOP networks at the SOP level in your HDAs.
The TOP net will cook as would any “regular” subnet in your asset's network.
The downside to this approach is that you wont have the asynchronous loading of outputs/inputs from PDG that the asset link provides.
It would be great if someone could put together a tutorial showing how to do this. I tried but couldn't get it to work.
How would this work exactly?
I have nested a TOP network inside a Geo node, but it doesn't seem to bake in Unreal.