sant0s81 Posted September 29, 2020 Share Posted September 29, 2020 (edited) Hey, I have a model of a cannon in Houdini: 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 September 29, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 29, 2020 Share Posted September 29, 2020 Hope it Helps! play with this file and see HDA and how to separate Car.rar 1 1 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted September 29, 2020 Author Share Posted September 29, 2020 (edited) Thats great, thx @Librarian Gonna try how to get the ID masks on the merged object now. When I check the UVs after merging everything, they are overlapping. Is UV Layout the next and correct step or do I lose the UV information/groups? Edited September 29, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 29, 2020 Share Posted September 29, 2020 To complete every step of your process into Unreal You need This ..HAve FUn Valley(1).zip 1 1 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted September 29, 2020 Author Share Posted September 29, 2020 Ehehhe, thx! Thats a crazy setup - gonna check that, thx again! Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 29, 2020 Share Posted September 29, 2020 And remember if you cant Find something here or on SideFX forum just use qiita.com because first Asia than REST ...Asia Students Have FUn Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted September 29, 2020 Author Share Posted September 29, 2020 (edited) 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: 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 September 29, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
Deviner Posted October 9, 2020 Share Posted October 9, 2020 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 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 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 9, 2020 Share Posted October 9, 2020 @Deviner I forgot to write Hope it Helps! second ONE ... Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted October 13, 2020 Author Share Posted October 13, 2020 (edited) Thx @Deviner Trying now to get the Cd Attribute into the baker. Someone said, I probably have to attribute promote and use custom channel. Doesnt work yet, but its going the right direction! Edited October 13, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted October 13, 2020 Author Share Posted October 13, 2020 (edited) 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 Edited October 13, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
Deviner Posted October 14, 2020 Share Posted October 14, 2020 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 1 Quote Link to comment Share on other sites More sharing options...
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