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Hi there, I've been hitting a wall with setting material instance texture parameters in unreal using an HDA. I've been referencing the documentation, this forum post and this forum post but none of the methods seem to work. I have stripped my testing down to just using the rubber toy test geo. I am only using one wrangle that I have tried running it over primitives and detail to set the unreal_material_instance string attribute to the unreal material path, and the unreal_material_parameter_* attribute (in my case unreal_material_parameter_basetex) to the material channel of the principled shader inside the rubber toy geo (I've tried both diffuse and basecolor). The material instance is correctly generated from the material, but nothing I have tried has successfully replaced the texture parameter on the material instance (called basetex here). In troubleshooting, I found that if the parameter is a float and I set "f@unreal_material_parameter_floatparam = 0.5", the material instance is overridden correctly. It also works correctly if I point s@unreal_material_parameter_basetex to an existing unreal texture by copying its reference path. The HDA exists in obj/geo1/HDA and the rubber toy geo is directly inside there (so from the squab example in the documentation I believe the path I want is testgeometry_rubbertoy1/shopnet1/ToyShader/diffuse) I'm using Houdini 21.0.440, Houdini Engine 8.0.0, and Unreal Engine 5.6.1. I've attached some screenshots as well as the HDA I've been testing with. I did try the working HDA from here but that doesn't seem to work for me either so maybe I have a versioning issue... Any help would be greatly appreciated! Thanks! unrealtest.hdalc
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Hey I'm new to Houdini so I followed a couple of tutorials to create the effect that I wanted (listed below) To create the effect: https://forums.unrealengine.com/t/vat-dynamic-remeshing-from-houdini-appears-corrupted-when-imported-to-unreal-5-2/2043193 And to export to Unreal: They look great until I use VAT Dynamic Remeshing to export it and bring it into Unreal engine... In houdini: In Unreal Engine As far as I can tell I did everything correctly and there don't appear to be any errors in Houdini or Unreal. So I’m not sure why the mesh looks so corrupted. Anyone have any ideas what's going wrong or what I can try? Thanks!
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- unreal engine 5
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I made a Portal Effect in Houdini using pop network and connected the particles to line segments ,I made the Alembic file of the same to import it to unreal but I'm unable to import it in unreal it keeps showing this error in the image attached. the Alembic file is working fine in houdini though. I've also attached my hip and abc file. Portal.abc Portal.hip
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When I import alembic into Unreal, I get an unknown file format and cannot import it. Below are the Unreal preferences Unreal Preferences:Ver5.1.1 plug-in:Groom/Alembic Groom importer(validity) Any help would be very much appreciated! Thank you hair_export.hiplc
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Hi, We are working on setting up and rendering camera motion to an environment we created on Unreal Engine 5. Our scene is foliage-heavy, and there is foliage in/as the background. So, from camera view, the foliage isn't visible - only when we go close to it, it becomes visible. To fix that, we also put 'foliage.MaxTrianglestoRender 50000000000000' and 'foliage.ForceLOD 0' and it isn't rendering a single frame - GPU crashes right when put to render. Our GPU is Nvidia GeForce RTX 4090 on one system and Nvidia GeForce RTX 3090. Please tell us what is the best way forward to render a foliage-heavy sequencer. Ps. We tried breaking our sequencer into parts and that crashed too.