Comments (10)
Upon further digging into the source of the plugin, i found that the following function/option give the functionality i am seeking.
Am I right about this and if yes does the sidefx team has it already planned to release this in a future release. Also if some pointers to add this myself would be really appreciated. Thanks again.
from houdiniengineforunreal-v2.
I have tried the following options until now:
- unreal_split_instances: Added this as a detail attribute. This creates Split Instancers but when I bake to actors, I see only these instancers in the world outline. I was able to see the individual static mesh actor in the detail view of the HDA asset.
- unreal_split_attr: Tried adding this both as detail attribute and also as point attribute and then specified a new attribute "unreal_id" to create a unique id for the points. I hoped that if all houdini objects have unique id, a mesh instansiater will not be created and instead i will get only the static mesh actor directly. But this did not happen. In fact I did not see any change w.r.t the option 1.
I tried this option because in the Wiki it was mentioned that:
Instancers Components are only created if the number of instances exceeds one. If an instance only has one instance, a StaticMeshComponent is created instead. This is especially useful if using packed primitives to split geometry.
and
Attribute and packed primitives instancers can now be split using attribute values. The name of the attribute used to split the instancers can be set via the "unreal_split_attr" attribute (string). The specified attributes values will then be used to create multiple instancers instead of one. ie: setting the "unreal_split_attr value" to "tile" will create a separate instancer for each value of the "tile" attribute.
So i thought if I do this then i will have unique instances and no instancer would be created. Clearly I am doing some mistake but not able to figure it out.
So still waiting for a working solution.
from houdiniengineforunreal-v2.
Hi,
It all depends on how your HDA is setup.
If when processing the OSM data, the building geometry you generate are just merged together in the HDA output, then the result will be one mesh with everything, as that is what merging geos is for.
If you want to separate the buildings, then I'd recommend packing them separately into individual packed primitives.
This will create "one instance instancers", that the plugin will interpret as separate Static Mesh Components.
Baking the HDA will then result in individual Static Mesh Actors.
The unreal_split_instances and unreal_split_attr attributes are used when you're actually instancing meshes in your HDA, ie: instancing building meshes (from Unreal) via the HDA.
from houdiniengineforunreal-v2.
Hi @dpernuit , Thanks for your tip. I was able to get this to work by using the Pack node before merge node. The names of all these meshes so generated is generic in nature. It is of the form "$hda_asset_name_instancer_0_*". I tried adding the "unreal_generated_mesh_name" and "unreal_bake_name" to override this generic name. But it seems to have no effect. Could you please point me to the solution. Thanks again. :)
from houdiniengineforunreal-v2.
I also tried using the "unreal_output_name" and it changes the name of the meshes in the Houdini Outputs dialog but not in the World Outliner.
from houdiniengineforunreal-v2.
@ykhedar Hello, have you ever solved this?
from houdiniengineforunreal-v2.
Hi there, I am experiencing the same issue, in that the "unreal_output_name" and "unreal_bake_folder" attributes don't seem to be being respected at all. I've tried every combination of setting those attributes on the prims and at the detail level.
Baked meshes always go into HoudiniEngine/Bake folder, and are always named something generic after the name of the HDA type.
If anyone has some insight into this or know how's to solve it, I'm all ears!
from houdiniengineforunreal-v2.
For me, the issue was solved with an update of a plugin. Anyways, try my HDA, for me it works 100% of the time now. Its gonna add attributes for UE
https://github.com/faxcorp/FreeHDAs/blob/main/sop_F4X203.dev.Unreal_name_connected_pieces_set_attributes.1.0.hdalc
from houdiniengineforunreal-v2.
Thanks @faxcorp , I've got it working now after looking closely at your HDA!
I think the problem I was having, is that I was setting some unreal_* attrs at the detail level, and some at the prim level.
By just making all of my unreal_* attrs at the prim level it seems to be working now :)
Thanks!
from houdiniengineforunreal-v2.
from houdiniengineforunreal-v2.
Related Issues (20)
- Parameter inside folder under multiparm doesn't get correct index when the folder is inserted
- Unreal_level_path not working
- HoudiniPublicAPI.h: Bad Reference to HoudiniEngineCommands HOT 3
- HoudiniPublicAPIBlueprintLib.h: Class is not DLL Exported HOT 1
- [PDG]Issues with the way dirtying works
- [Feature Request] Expose Min/Max Values for Parameters in the Houdini Public API
- Ubuntu: Build fails with missing HAL/PlatformFileManager.h HOT 1
- HDA rebuild failure after setting instance settings
- [Bug] Exception When Closing Play Before Assets are Fully Loaded
- It seems two source files are missing from the 4.27 branch HOT 2
- Incorrect input relative path even in the same drive
- Always generate new nodes per asset after switched to a new level
- Deleting/Inserting instance for MultiParm became incorrect when the parameter is Operator Path HOT 1
- landscape visibility mask stopped working? HOT 3
- Holes between Instances in Unreal 4/5 HOT 2
- PackagingResults: Error: Unknown Error
- World Outliner Input with World Partition level crashes UE5 on Play.
- Archive this repo?
- 355561
- unreal_material_parameter_* for landscape doesn't change custom parameters on created instance material HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from houdiniengineforunreal-v2.