Pawel Lukaszewicz
pablo_lukaszewicz
About Me
EXPERTISE
Gamedev
INDUSTRY
Gamedev
Connect
LOCATION
Lodz,
Poland
WEBSITE
Houdini Skills
INTERMEDIATE
Procedural Modeling | Digital Assets | Mantra | PDG | VEX | Python
BEGINNER
Solaris | Karma | Destruction FX
Availability
I am currently employed at CD PROJEKT RED
Recent Forum Posts
FBX character output for UE5 with LODs? Nov. 26, 2024, 8:57 a.m.
Ok.... worth noting I'm working on 19.5 ... it is the same on 20 but on 20.5 there is an update to the documentation about the path atribute (https://www.sidefx.com/docs/houdini/nodes/sop/kinefx--rop_fbxcharacteroutput.html) and it actually works if present out of the box and Unreal imports it as lods ...so just go with "LODGroup/LOD0" "LODGroup/LOD1" in s@path on prim on first input of fbx character rop and ... you need to use 20.5
FBX character output for UE5 with LODs? Nov. 14, 2024, 7:05 a.m.
Hi
Is it somehow possible now to export unreal skeletal meshes via rop_fbxcharacteroutput with LODs?
Without LODs this works just fine but the lod part... I ended up exporting couple files and importing but would be much nicer do go with just one file.
There is a thread describing it with path/name attribute from SOP level using rop_fbx that works for static meshes
just fine though the rop_fbx has this "build hierarchy from path atribute" option.
https://www.sidefx.com/forum/topic/59583/ [www.sidefx.com]
Is it somehow possible now to export unreal skeletal meshes via rop_fbxcharacteroutput with LODs?
Without LODs this works just fine but the lod part... I ended up exporting couple files and importing but would be much nicer do go with just one file.
There is a thread describing it with path/name attribute from SOP level using rop_fbx that works for static meshes
just fine though the rop_fbx has this "build hierarchy from path atribute" option.
https://www.sidefx.com/forum/topic/59583/ [www.sidefx.com]
Karma - Texture Baking Feb. 28, 2024, 7:54 a.m.
Aaaaaa OK, got it.
Set the object id for lowpoly and highpoly to the same id via render geometry setting nodes and turn off the visibility for the low poly as well.
Attaching the setup image and modified hip from Mestela Hope that is ok.
Set the object id for lowpoly and highpoly to the same id via render geometry setting nodes and turn off the visibility for the low poly as well.
Attaching the setup image and modified hip from Mestela Hope that is ok.