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Found 3 results

  1. Hi, I'm pretty new to Houdini and I have to export some assets with vertex color, and later import them in Unreal Engine 5. The assets are made of packed instances, and there is color assigned to them through the Attribute from Map node. I would like to get the color information in UE (I created a material that takes vertex color as base color), but it only works with unpacked geometry. My question is if it's actually possible to export packed geometry with vertex color. Thank you in advance for any reply!
  2. Hi. I need to determine which objects are actually visible from the camera(objects inside of camera frustrum and not obscured by other objects) Maybe there is some simple way to get that. But i decided to assign different colors to the objects, to render/screenshot from the camera and compare which colors were in frame and which not. I was able to turn off AA in Mantra and to output diffuse image plane with solid colors and it does everything for me. But this way is very slow. around 15sec for 1 render of 250 spheres. I tried to grab screenshot with viewwrite -q 0. But it has some AA which is mixing my colors. I'm also trying to use OpenGL Rop but i have problems also. On top picture i have nice flat colors(with High Quality Lighting off) but also AA On bottom picture i have no AA but have shading from High Quality Ligjting. Is there any way to solve this?
  3. Hey everyone! So I'm trying to export a flip surface that I stitched to a cube in order to get some depth for my water shader in Maya to work properly. Everything is working fine until I get to the point that I need to transfer the velocity as a vertex color set. For now if I bake the color in just the surface it works but as soon as I try to do it with the stitched cube some frames are missing the color within Maya. The message that I get is // Warning: Color sample size != num face vertices // The way that I'm doing it right now is that I drop an AttributeCreate run it in Vertex as a Float 32 bit Color attribute of 3 componentes, pointing to the @v attribute from the fluid and export it. As I said, I get some frames with it some without it, so I'm not sure if I'm missing something on my export step. Any direction on how to solve this will be very much appreciated, thanks a lot!
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