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!
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!
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.
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.
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.
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.
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
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
...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.
😎
...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.
😎
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 -->
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 -->
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
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
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...
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...
#UE5
#Substrate
#Houdini
#TechArt
#UE5
#Substrate
#Houdini
#TechArt
#UE5
#Substrate
#Houdini
#TechArt
#UE5
#Substrate
#Houdini
#TechArt