Caden
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Caden
@cadenfps.bsky.social
August 14, 2025 at 2:06 PM
Also, all of the Texture Color VT's are atlased during the cook process.

Some neat features of Texture Color painting - each mesh can have different color map resolutions, and you can paint across multiple meshes at the same time!
April 10, 2025 at 9:20 PM
(This VT is where the painted color information is stored.)

Unlike the traditional workflow of Vertex Painting, the resolution is no longer tied to vertex density, but instead to the resolution of the texture you are painting into.
April 10, 2025 at 9:20 PM
The Substance plugin is used to procedurally generate alpha masks for blending layers.

Finally, in Unreal Engine 5.5, I'm using the new Texture Color feature, which enables per-instance painting on Nanite meshes. It works by generating an external virtual texture on each mesh instance.
April 10, 2025 at 9:20 PM
I started by creating a texture collection, which stores all of my texture maps. From there, I enabled custom primitive data on my material parameters, allowing each mesh instance to have unique values. (Texture collections are very experimental.)
April 10, 2025 at 9:20 PM
Here’s my current Material setup.

I’m also using Texture Arrays instead of standard textures.

Before launching Unreal, you’ll need to open command prompt and type this in to get Texture Collections to work.

"C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealEditor.exe" -bindless
March 24, 2025 at 10:17 PM
Higher quality image —>

drive.google.com/drive/folder...
Overrides - Google Drive
drive.google.com
March 16, 2025 at 1:54 AM
i@unreal_uproperty_DrawerPositions = 0;
...would give Drawers at Random Positions.

Take that attribute and use the 'attribute randomize' node in your HDA to give it random values for each instanced actor.

😎
March 14, 2025 at 4:25 PM
Example:
I have an enumeration variable named 'DrawerPositions' in my Blueprint's Construction Script with values of --
• Drawers at Random Positions
• Drawers Closed
• Drawer Stairs

In Houdini, you can use an integer attribute to represent the index of an enumeration.

Continued -->
March 14, 2025 at 4:25 PM
Example Construction Script -

Now I need to find an efficient way to get all of the parameters from a material and expose them as variables without setting each one manually...🤔

#Houdini #UnrealEngine5 #HoudiniEngine #TechArt
March 14, 2025 at 3:55 PM
8 from the MetaHuman Lighting sample project.
1 simple three-point light that I created.

Versions are for UE (5.4) and (5.5)

Simply copy the "LightingSetups" folder into the "Content" folder of your Unreal project.
(5.4) -
drive.google.com/drive/folder...
(5.5) -
drive.google.com/drive/folder...
UE_5.4 - Google Drive
drive.google.com
February 13, 2025 at 5:28 PM
Note that this method only works if you use ray tracing with multiple bounces or the path tracer, otherwise, the glass will render black as shown in the previous image of my material instance parameters.

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:47 AM
The last step is just putting a point light inside the bulb mesh. I'm also utilizing an IES profile on all of the lights.

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:46 AM
My material instance params -->

#UE5
#Substrate
#Houdini
#TechArt
January 22, 2025 at 5:43 AM