![]() ![]() I've tested this in a normal SOP-level HDA as well and with a simple setup, that one works fine. I'm following a somewhat similar setup to the Procedural Desert tutorial by Simon Verstraete. Now, I've done a week of extensive testing and I can't figure this one out: Whenever I try to bake my environment into world composition levels (using the 'Unreal World Composition Prepare' node), either the levels don't show up at all or they show up without the landscape / heightfield component. I've already had a lot of bugs and crashes with the earlier betas of HEv2, but the latest build ironed some of those out. I'm working on a large-scale environment processing tool for a project, for which I'm using PDG and world composition functionality in Unreal Engine. (in the case of the Sweep node example, using the "Transform using attributes" parameter will also fix the issue.Hey guys, I'm having a pretty detrimental issue with Houdini Engine v2 right now. To solve this issue, you might need to rotate the input geometry to account for the added rot parameter, or you can simply remove it from the curve with an Attribute Delete node. Even without modifying the curve's point rotation in Unreal, the added rot attribute might change the orientation of the geometry being swept on the curve. ![]() However, as Curve SOPs traditionnaly do not have these attributes, their presence may sometimes cause side effects if your curve nodes are processed by nodes that will use them.Ī simple example of this is a Sweep node, that uses a curve as its backbone. These attributes give you additionnal control over your assets, by allowing you to manipulate them with the standard gizmos in Unreal. With Houdini Engine for Unreal, both Houdini curves and Unreal splines will generate curve SOPs, whose points will contain additional rot and scale point attributes. If your HDA normally expects a closed curve (which defines a polygon), you can use the ends node with close straight for the Close U parameter to ensure your curve input is closed. Note Contrary to Houdini curves, closed unreal splines will not be created as a closed curve, but an open curve with the same beginning and end points. Rotations and scale of each spline points will be available in Houdini as the standard rot and scale point attributes. With respectively a spline resolution of 0 (only spline control points), 50cm and 25cm The three bottom curves on the image display the resampled curve points of the original spline component on top, The first and last point of the spline are always marshalled to Houdini. If the spline resolution is set to 0, only the spline's control points will be marshalled. The default value of 50 will extract a spline point every 50cm in Unreal and marshall it to Houdini. The Unreal Spline Resolution parameter on the World Outliner Input allows you to choose the sample length used to resample and send the refined positions to Houdini. Using Unreal Spline Components is a great way to reuse your existing splines directly with Houdini Assets, and can also be used to share curves between multiple assets.Īs Unreal's spline interpolation cannot be reproduced perfectly in Houdini, the Spline is resampled to its refined position when marshalled to Houdini and converted to a linear Curve SOP. This can be done by using an Actor with a Spline Component attached to it with a World Outliner Input. If you want, you can also use Unreal Spline Components to control a Curve SOP in Houdini. The rotation and scale values will appear as the standard rot and scale points attributes in Houdini. Rotation and scale of each control point of the curve can be modified in Unreal using the scale and rotation gizmos. ![]()
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