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Houdini Engine -> UProperty Attribute in Materials/Landscape Grass Type


sant0s81

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Hey all :)

Since someone in Discord asked about uproperty, I am trying to find information about that topic - and there are actually not that many informations.

Lets say I wanna apply a material with Landscape Grass Type to a heightfield:

Adding the material to the heightfield is straight forward by creating an attribute with unreal_material and the reference path in the string field.
But when I have a LandscapeGrassOutput and a LandscapeLayerSample - how would I use unreal_uproperty attribute to talk to that nodes?

When I check the LandScapeGrassType, I have arrays to add variations.
So my thoughts are that I have to use something like unreal_uproperty_density(2) to comntroll the density of array 2 (or actually 3, starts with zero).
But yet I dont know, how I than could talk to the LandscapeGrassOutput and LandscapeLayerSample in the material.

When creating HF Scatter variations, I can use merge and an attribute with "weight".

I guess, something like that could be a direction?

Maybe someone has experience in that?

Thanks alot,

sant0s :)

Edited by sant0s81
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quick update, got an answer from SideFX:

Quote

The application of generic uproperty attributes to landscapes is currently not supported.
I have logged this in our database as RFE

So, finger crossed its coming one day :)

Cheers,
sant0s

Edited by sant0s81
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