Upon cook, the generated landscape's Transform will be automatically set up so that its dimension, altitude, scale and position in Unreal are the same as in Houdini.Hi everyone, I'm pleased to let you all know that we have started to work on a version 2 of the plugin. If your heightfield data doesn't match one of these recommanded size, Houdini Engine will automatically pad the data on the borders of your landscape to the fit the size requirements. Unreal Engine requires very specific sizes for its landscapes, as they are broken up in sections and components for LOD / optimisation purposes. Set this attribute values to the names of the masks separated by spaces (ie: "mask water debris"). If you want some of the heightfield masks to be exported to Unreal as non weight-blended layers, you must add a Primitive String attribute to your heightfield, named unreal_landscape_layer_nonweightblended. The mask's values will be converted from Houdini's to in UE.īy default, heightfield masks will be converted to weight-blended landscape layers. Heightfield masks will be converted from houdini's 32-bits float to Unreal 8-bits unsigned int. If you would rather use maximum precision for the data conversion, simply activate the Marshalling Landscapes Use Full Resolution** setting in the Geometry Marshalling section of the Settings.Īs an example, a 4km high landscape will have a precision (on the Z axis) of 8.13 cm by default, or 6.10 cm if the option is activated. This allows you to sculpt the landscape past its min/max values afterwards in Unreal. By default, Landscape components generated by Houdini Engine will use 3/4 of the available range for conversion. Since the frame parameter of the timeshift node has its default value set to $F, please make sure that you remove the keyframe on it ( ctrl + lmb on it, or by selecting "remove keyframe" in the "channels and keyframes" context menu ) as Houdini Engine will always have its frame value set to 1.Īs Unreal uses 16-bits integers for Landscapes, the heightfield values needs to be converted from Houdini's 32-bits float, resulting in a small precision loss. Note Please note that if you are using time-dependent nodes, like "Heightfield Erode", be sure to use a timeshift node after it in order to set the time properly, as the plug-in will not let you set the frame used by an HDA. When saving your level, make sure that these landscape layer asset are saved as well. Unreal requires all landscape layer to be saved to a file, by default the generated layers for a landscape will be saved in the HoudiniEngine/Temp folder in the content browser. Note For the holes to be actually visible in editor, you'll need to use a landscape material that uses the "Landscape visibility mask" node as its opacity mask. If your Heightfield has a mask called visibility, then the plug-in will use it for the landscape's visibility layer, used to create landscape holes. The height buffer will be used to control the landscape geometry, and all the additional buffers generated by heightfield nodes ( mask, mesa, cliffs.) will be available on the landscape as Layers. Heightfield nodes will automatically be picked up and converted to a Landscape by the plug-in. Landscapes can be generated by your Asset if it displays Heightfield data. If the landscape is exported as a heightfield, all the landscape layers will be available as mask on the heightfield node. The landscape's data will be available in Houdini either as a heightfield, point cloud or mesh. Landscapes can be exported to Houdini by using a Landscape Inputs. Houdini Engine for Unreal supports both the Input and Output of Landscapes.
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