raschberg
raschberg
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[HDK] Question about trimmed NurbsSurfaces in C++ March 31, 2023, 6:07 a.m.
Hi
I am currently writing an importer: opennurbs->Houdini in c++. My goal here is to get more control over the tesselation process and structure (layers, colors, instancers, maybe userdata, maybe Materials)
I am stuck with trimmed surfaces. I have no idea how this could work. What is the strategy here to create trims with GD_TrimLoop, GD_Detail, profiles, GD_TrimPiece... Are there any examples?
this piece of code obviously does not work, as it returns 0
In this screenshot i can show that i already can import some object types, needs more work and testing though. Here you can see that fbx nurbs import is not sufficiant with rational nurbs data. I know there is iges too, which works well, but is unstructured.
Any help appreciated
I am currently writing an importer: opennurbs->Houdini in c++. My goal here is to get more control over the tesselation process and structure (layers, colors, instancers, maybe userdata, maybe Materials)
I am stuck with trimmed surfaces. I have no idea how this could work. What is the strategy here to create trims with GD_TrimLoop, GD_Detail, profiles, GD_TrimPiece... Are there any examples?
this piece of code obviously does not work, as it returns 0
GEO_PrimNURBSurf* surf = (GEO_PrimNURBSurf*)prim; int create = 1; GEO_Profiles* profiles = surf->profiles(create); std::cout<<"has profiles? " <<surf->hasProfiles()<<std::endl;
In this screenshot i can show that i already can import some object types, needs more work and testing though. Here you can see that fbx nurbs import is not sufficiant with rational nurbs data. I know there is iges too, which works well, but is unstructured.
Any help appreciated
Solaris to Unreal Engine - Material Assignment Jan. 22, 2023, 8:38 a.m.
Hi
quite an old thread, anyway I found out:
to assign an existing Unreal Material to a primitive via USD one would need this attribute:
custom string unrealMaterial = "/Game/Materials/Glas.Glas" (for example).
You can choose between this override and the preview USD Material within the stage editor
I have no idea how to assign any other unreal attribute, like e.g. "overridden lightmap Resolution". If somebody has an idea (?)
quite an old thread, anyway I found out:
to assign an existing Unreal Material to a primitive via USD one would need this attribute:
custom string unrealMaterial = "/Game/Materials/Glas.Glas" (for example).
You can choose between this override and the preview USD Material within the stage editor
I have no idea how to assign any other unreal attribute, like e.g. "overridden lightmap Resolution". If somebody has an idea (?)
Houdini engine not working properly in Unreal Nov. 17, 2022, 8:57 a.m.
Hi
In my experience it has often to do with a file load operator, all of them must be locked inside the HDA
In my experience it has often to do with a file load operator, all of them must be locked inside the HDA