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Hey Forum! Basic question here: When using Houdini Engine with UE4 - Do we need to manually bake out color maps and other uv maps such as those generated from the erosion tools in houdini (flow, debris etc.) ? I have no problem importing the .otl into unreal via Houdini Engine - but it is not clear how Unreal/Houdini share all the data that exists on my points in houdini… Thanks, Sam
Is there a way to keep the UVs from getting messed up during fracturing? Screenshots to show you what I mean Before: https://www.dropbox.com/s/mssyfu4wt7ubn29/Screenshot%202014-04-19%2009.54.12.png After https://www.dropbox.com/s/iullbfp6figabxt/Screenshot%202014-04-19%2009.54.53.png I know that you can group the geometry that's created to the outside and inside and then unwrap the inside.. to get this result. https://www.dropbox.com/s/0rkqy5cdhap8jtd/Screenshot%202014-04-19%2009.57.56.png Is this the best I can do ? Thanks!