Damien Pernuit
dpernuit
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SideFX Staff
Since Sep 2016
Recent Forum Posts
Copernicus Support in Houdini Engine Nov. 15, 2024, 4:48 p.m.
Hi,
That's unfortunately expected, as HAPI currently doesn't know how to translate COPernicus data.
Support for COPernicus nodes for HAPI/Unreal will be added in future versions of Houdini.
That's unfortunately expected, as HAPI currently doesn't know how to translate COPernicus data.
Support for COPernicus nodes for HAPI/Unreal will be added in future versions of Houdini.
unreal_uproperty_OverrideMaterials specify material slots Nov. 15, 2024, 4:43 p.m.
Hi,
Generic property attributes are more aimed towards random properties on objects that are not "manually" supported by the plugin.
For materials, you can just use the "unreal_material" attribute.
Prefixing with the material slot in square brackets is what we use when creating meshes - as one face can only have one material assigned, unreal_material has only one value that can be used to specify the material slot
ie s@unreal_material = "/Path/To/First/Mat/In/First/Slot"
s@unreal_material = "/Path/To/Second/Mat/In/Second/Slot"
With instances - you only have one "point" - so we need to use multiple attributes per material slot as we cannot give the unreal_material attribute multiple values.
In that case, you can just add the index of the material slot you want to change to the attribute name:
For example: SM_Pavement has two material slots
s@unreal_material0 = "/Path/To/First/Mat/In/First/Slot" (or s@unreal_material= XXXX)
s@unreal_material1 = "/Path/To/Second/Mat/In/Second/Slot"
etc..
Generic property attributes are more aimed towards random properties on objects that are not "manually" supported by the plugin.
For materials, you can just use the "unreal_material" attribute.
Prefixing with the material slot in square brackets is what we use when creating meshes - as one face can only have one material assigned, unreal_material has only one value that can be used to specify the material slot
ie s@unreal_material = "/Path/To/First/Mat/In/First/Slot"
s@unreal_material = "/Path/To/Second/Mat/In/Second/Slot"
With instances - you only have one "point" - so we need to use multiple attributes per material slot as we cannot give the unreal_material attribute multiple values.
In that case, you can just add the index of the material slot you want to change to the attribute name:
For example: SM_Pavement has two material slots
s@unreal_material0 = "/Path/To/First/Mat/In/First/Slot" (or s@unreal_material= XXXX)
s@unreal_material1 = "/Path/To/Second/Mat/In/Second/Slot"
etc..
HoudiniEdu 20.5.410 with Unreal Engine 5.4 Nov. 15, 2024, 4:16 p.m.
Hi,
Here's a slightly more detailled step by step
1. Download UE's source code
2. Build Unreal Engine - without the HE plugin, make sure the engine works, and create a new project (c++)
3. Download and install Houdini (a production build recommended) - in your case 20.5.410
4. Download the plugin's source code for the version of H you installed on the git repo's release page
https://github.com/sideeffects/HoudiniEngineForUnreal/releases [github.com]
5. Extract the plugin's source to your project's plugin folder, ideally ending p with something like:
/MyAwesomeProject/Plugins/Runtime/HoudiniEngine
6. The final step is to build the plugin - since we don't provide linux binaries
Update your project's file so it detects the plugin (GenerateProjectFiles)
Build your project - this should build the Houdini Engine plugin with it.
And yes, you need to run source houdini_setup in Houdini before launching unreal, as it sets up the need variable to identify where the Houdini Libraries are.
Hopefully this helps!
Here's a slightly more detailled step by step
1. Download UE's source code
2. Build Unreal Engine - without the HE plugin, make sure the engine works, and create a new project (c++)
3. Download and install Houdini (a production build recommended) - in your case 20.5.410
4. Download the plugin's source code for the version of H you installed on the git repo's release page
https://github.com/sideeffects/HoudiniEngineForUnreal/releases [github.com]
5. Extract the plugin's source to your project's plugin folder, ideally ending p with something like:
/MyAwesomeProject/Plugins/Runtime/HoudiniEngine
6. The final step is to build the plugin - since we don't provide linux binaries
Update your project's file so it detects the plugin (GenerateProjectFiles)
Build your project - this should build the Houdini Engine plugin with it.
And yes, you need to run source houdini_setup in Houdini before launching unreal, as it sets up the need variable to identify where the Houdini Libraries are.
Hopefully this helps!