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TOTAL DURATION: 51m 6s
Learn how to export from Houdini to Unreal PCG. This workflow is ideal for technical artists and environment artists to create large worlds procedurally and collaboratively. Unreal PCG is a procedural system that can spawn points in space and instance meshes onto the points. Learn how to use Houdini for the procedural generation of point clouds then export them with attributes to PCG using either CSV or Alembic. From there you can spawn a list of meshes, override their materials, spawn blueprint actors and prefabs too.
An overview of Houdini to PCG pipeline using CSVs and Alembic.
Use the PCG_Export HDA and Houdini_Import_DataTable blueprint in Unreal to instance meshes in PCG.
Re-export the same setup using Alembic and Data Assets.
Use case examples showcasing a Greek Building, a City Street, a lego generator, Alembic material overrides and prefabs with actor references.
COMMENTS
Joshkorah 5 months, 3 weeks ago |
This is for beginners? It's like Chinese to me as I just installed Side FX
mohamads@sidefx.com 5 months, 3 weeks ago |
It's not for beginners, once you are comfortable with managing attributes in Houdini and Unreal PCG, this tutorial will become useful for bridging both software.
art3mis 3 months, 3 weeks ago |
Thanks for sharing Mohamad.
When ever I place a HoudiniImportDataTable node in a new PCG graph I get a Missing Blueprint error. Any idea why?
mohamads@sidefx.com 3 months, 3 weeks ago |
Make sure you have the correct unreal version of the SideFX Labs Plugin.
mohamads@sidefx.com 3 months, 3 weeks ago |
Try searching for it in the template in the details panel of the blueprint if it says “missing Blueprint”.
AHYCKun 3 months, 3 weeks ago |
When I open "Houdini_Import_DataTable", it always prompts "Blueprint could not be loaded because it derives from an invalid class. Check to makesure the parent class for this blueprint hasn't been removed! Do you want to continue (itcan crash the editor)?". What could be the reason for this?
AHYCKun 3 months, 3 weeks ago |
Resolved
A-kun 1 month, 3 weeks ago |
Hi I also got thie error message in 5.4.4. How can I fix this problem?
Houdini_Import_DataTable", "Blueprint could not be loaded because it derives from an invalid class. Check to makesure the parent class for this blueprint hasn't been removed! Do you want to continue (itcan crash the editor)?"
mohamads@sidefx.com 1 month, 2 weeks ago |
First make sure the PCG plugin is on and PCG Interop plugin in case you use the Alembic workflow.
Also search for HoudiniImportDataTable in the template in the details panel of the blueprint if it says “missing Blueprint”.
Pakle 4 weeks ago |
How do you get the mesh_id into unreal? Also in the downloaded files the attribute is not in the csv file
mohamads@sidefx.com 1 week, 6 days ago |
The mesh_id is stored inside the CSV Mesh file under the pscale attribute, I know the names do not match but I had to store the relevant attributes using an existent csv file Epic provided.
CSV Mesh = Row_Name, P[0], P[1], P[2], orient[0], orient[1], orient[2], scale[0], scale[1], scale[2], mesh_id
CSV Data = Row_Name, material, material_1, material_2, material_3, material_4, material_5, custom, custom_1, custom_2, custom_3
These are the values stored inside the 2 csv files, the custom ones can be used for whatever.
Aten 1 week, 6 days ago |
Unreal 5.4 doesn't show anything in the PCG debug, and if i drag it into the scene it just crashes
Aten 1 week, 6 days ago |
Ok I got the debug view working (forgot how PCG works) now to see why it crashes
mohamads@sidefx.com 1 week, 6 days ago |
Could you please share the reason for the crash, that would help others reading the comments debug too
mlj19990524 5 days, 15 hours ago |
where is PCG EXPORT?
Warning
This node is using an incomplete asset definition. It will not
function properly until the asset library containing the full
definition is installed.
mlj19990524 5 days, 13 hours ago |
sorry i found it
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