![]() Just click on a Houdini Asset Actor in the list to use it as an input. The actor picker will display a list of all the Houdini Assets present in the world, allowing you to select which Houdini Asset you want to connect to the input. This is actually more efficient than just sending the geometry created by one asset to another input, as both Assets will be directly connected in Houdini. The Asset Input type allows you to connect a Houdini Asset to the input of another Houdini Asset. Unreal geometry marshalled through a Geometry Input will contain the following Unreal to Houdini Attributes on their corresponding Houdini node:Īs well as these Standard Houdini Attributes : The Keep World Transform checkbox controls the way the geometry's transform is used in Houdini. To do so, you can either drag and drop an Unreal asset from the content browser onto it, or select one from the drop down menu. Geometry inputs are used to marshall geometry from Unreal assets to Houdini. ![]() It will be only available if one of the mesh in the input has more than one LOD level, and when checked, all the LOD levels for each mesh will be marshalled to houdini, and each assign to a LOD groups. ![]() ![]() The Export All LODs checkbox is available for geometry and world outliner inputs. This allow you to have each object available as a packed primitive in Houdini, making instancing and differentiating objects easier, but can cause some issues depending on the way your hda is set up ( for example, scattering points on a packed primitive will not work correctly ). When checked, all the different meshes and objects in the input will be packed individually before being merged into your asset's input. The Pack Geometry Before Merging checkbox is available for geometry and world outliner inputs. To sum things up, if an asset actor is located at (10, 10, 10) in Unreal, the geometry's Transform will be (10, 10, 10) in Houdini if Keep World Transform is checked, or (0, 0, 0) if Keep World Transform is unchecked.
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