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Houdini -> Quixel Mixer -> UE4


sant0s81

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Hey,

I have a model of a cannon in Houdini:

image.thumb.png.d7e3e14fcd51d74ecde5a58e9a32d1ae.png

The model is seperated in all its different parts.
When I export that model as a .fbx and open in Quixel Mixer, I get the message, that multiple UVs are not supported.

When searching for tutorials how to open a Houdini model in Mixer, I find some examples where they bake an ID mask/map of that model and only use one UV.

But how can I make from all that parts just a single part with a single texture and than bake out the ID map?

Are there some tutorials, that explain that workflow?

I think I have to use the game dev tools in Houdini to bake the textures.

I could export every part as a single model, texture in Mixer and use them in Houdini - but is there a way, that I have the model in one piece in Mixer?

I have no idea, what I have to search for - new land for me...

Thx,
sant0s

 

edit:
Tutorials like this here, https://www.youtube.com/watch?v=eCOhllpXmaY

have all the geometry in one geometry node.
So actually, I have to copy all the geometry into one geometry instead of having multiple nodes.
But of course I lose all the transformations.
Is there maybe a way, to get all the geometry into one node without losing the UV information and transformation?

 

Edited by sant0s81
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Sry for bothering again..

I am just testing some different ways, I only need that ID map.

I tried to object mege the geometry and used groups to give different colors to than have kinda like a ID map:

image.thumb.png.bc40d4b76b5bfbdf0ad13f646cb2f184.png

Would that work or is there a more elegant method?
I remember in 3D Coat there was something that recognized the UVs and gave a game ready ID map.
Or would Cryptomatte be the way?

 

Edited by sant0s81
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  • 2 weeks later...
On 9/29/2020 at 3:47 AM, Librarian said:

And remember if you cant Find something here or on SideFX forum just use  qiita.com  because first Asia than REST  ...Asia Students :wub:

Have FUn

But we don't know the language..

 

On 9/29/2020 at 3:14 AM, Librarian said:

Hope it Helps!
play with this file and see HDA and how to separate
 

Car.rar

This is is not the answer to the question about UV's, the Valley scene too...

______________________________________________________________________________________________
It looks like it's been a problem for a while for them.
https://help.quixel.com/hc/en-us/community/posts/360009633797-When-will-Multiple-Texture-Sets-be-available-in-Mixer-
You can try procedurally color the model by UV connectivity or smth like that if it helps.

randUVcolor.hiplc

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Okay,
I think its working now....

Just had to ad the normal Baker, not the simple Baker - and add Cd as a custom channel.

I used @Deviner 's example and only added the Maps Baker with the custom channel.

Thx for the help guys :)

edit: I gonna try if it works like an ID map.
But maybe there is a way to group or connect the UVs before?
Now I have quite a lot of color IDs... I dont know if Quixle Mixer can multi select different colors...
But I let you know if it works :D

image.thumb.png.6bc03f823c6e3c2ad2861403bf5d1220.png

Edited by sant0s81
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Hey @sant0s81, I'm glad it worked.
I reckon the best way would be to create base colors procedurally and then select the areas you need the most manually.
if you have a "path" or "name" attribute you can split it in a better way tho with smth like this.
 

@Cd = rand(random_shash(s@name));

 

randUVcolor_v001_t01.hiplc

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