![]() ![]() 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. JvK Artwork Hey guys, I'm having a pretty detrimental issue with Houdini Engine v2 right now. Anyone with the same issue, or is this a known bug? I've ruled out the possibility of it having to do with incompatible resolutions (the SOP example uses the exact same 4033x4033 heightfield) or any incorrect attributes (again, exact same as the SOP HDA). 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. ![]() Add an option to disconnect modified landscape after modification in order to avoid chaining.įiled as RFE #72208 : Unreal Engine Landscape input support.Hey guys, I'm having a pretty detrimental issue with Houdini Engine v2 right now.Add an option to modify existing landscape.Add an option to import lighting information for landscape (lit areas) - unreal_lightmap_color. ![]() Vertex indices for each landscape component start at 0,0. This can be used to locate a point within a component heightmap grid.
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