![]() ![]() Then each material attribute references a different material in UE. ![]() Each node has material assigned before they are merged so the material attribute is applied only to that specific set of geometry. I am attaching image that shows two separate nodes that are merged in the asset. So when you copy source from unreal use different material for each different material you want to have and then make sure your attributes actually have different geometry in them. Also the materials you put in each material node must be different or they will be combined. So you need to make sure you are not assigning your attribute nodes to all your geometry in your asset. is this right? To do what you want you need to assign the material attribute to the group you wish that material to have. Any chance you could run me through the process a bit more closely? And do I need to have materials applied to the asset in Houdini - I nevertheless have done this (you can see in Houdini it's red and blue), because I can't see how would Unreal know where the material divisions in the object are. I'm a bit of noob with both softwares, but here's what I've done (attached) I'm basically still only getting the option of selecting one material for the whole mesh. I'm still not getting anywhere, although you're post seems very promising. Add an option to disconnect modified landscape after modification in order to avoid chaining.įiled as RFE #72208 : Unreal Engine Landscape input support.Snappy_Darko Hi Aladin Sane, thanks so much for responding, no one else has.Add an option to modify existing landscape.Add an option to import lighting information for landscape (lit areas) - unreal_lightmap_color.Vertex indices for each landscape component start at 0,0. This can be used to locate a point within a component heightmap grid. Store point vertex x,y index within component (in unreal_vertex_index point attribute).This can be used to identify all points belonging to a certain tile / landscape component. Store landscape component name (in name point attribute).Store attribute detail meta data for grid / landscape components.If disabled, material name and material hole name string attributes will not be created. Add an option of marshalling in material info (enabled by default).Individual landscape component material and hole material as primitive attribute.Global landscape material and hole material as detail attribute.Input material names, material hole names. ![]() Input texture UVs (exported as vec3, with uv being 0 - Houdini friendly).Technically not necessary, but can be used for remeshing, for example iso point cloud. Input normal point data (in N attribute).Input position data (in P point attribute).Fix transformation issues (node path / transform: Into This Object).Commit landscape geometry and connect it to host asset (if you change landscape, you can resend data to Houdini Engine manually by clicking the button, or changing any of the parameters).Add an option to export UVs in normalized space (default UE4 landscape is not normalized).Add an option to export UVs per tile or export UVs globally, across landscape (default is global, how UVs are kept / created in UE4 landscape).Add an option to import the full mesh data as quads (can be rather heavy, alternatively you should be able to reconstruct geometry from the point cloud data and point attributes, by remeshing).Use landscape component selection tool in Landscape mode. Add an option of marshalling in only the selected landscape components.Parse ALandscapeProxy actor and extract geometry from it.Create Landscape input type in details panel.Unreal landscape input into Houdini Engine. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |