12/1/2023 0 Comments Houdini engine unreal inputsSee Environment Variables for more information.Įnter the directory for your OTLs. These are added after the default in the houdini.env file and overwrites the process' environment variable values.įor windows, separate environment variables using įor Linux and Mac, separate environment variables using : Set environment variables when you run Houdini Engine. The value is in bytesįor Houdini’s default, set the stack size to -1 Sets the stack size of the cooking thread. This section lists settings to initalize Houdini Engine API (HAPI). When on, enables the physical material mask This prevents discarding the distance field but also lowers the Distance Field AO quality When on, generates the distance field and treats every triangle as front facing. The default scale is 1 when the mesh is placed unscaled in the world Set the scale of the mesh when you allocate the distance field volume texture. When on, tangents are stored at 16 bit instead of 8 bit This is required to optimize mesh in mirrored transform. When on, uses the surface area and corner angle of the triangles as a ratio to compute the normals It can be slow and recommended to turn off for larger meshes See the Mikkt Space documentation for more information When on, tangents and normals are recomputed using MikkT Space. Only if missing - Only recompute tangents if they're missing in the Houdini asset’s output Set the option to recompute tangents when you import an HDA Only if missing - Only recompute normals if they're missing in the Houdini asset’s output Set the option to recompute normals when you import an HDA. Only if missing - Only generate Lightmap UVs if they're missing in the Houdini asset’s output Set the option to generate Lightmap UVs when you import an HDA. When on, removes degenerate triangles on statich meshes Set the minimum lightmap resolution for generated lightmaps Set the destination UV set index for generated lightmaps Set the source UV set index for generated lightmaps ![]() When on, UV coordinates are stored at full floatimg point precision You can also override these values per asset in the Houdini Asset options. This section lists settings for the Unreal Mesh import settings when you build a static mesh. Set the spline sample length in cenntimeters when converting Unreal Spline Components to Houdini Curves. When on, creates curve 1.0 nodes for its inputs instead of manually creaing the curve geometry using HAPI When on, your HDA’s input have additional rot and scale attributes set per curve point Force Min/Max values for data conversion must be onĬurves - Add rot & scale attributes on curve inputs Sets the maximum value for landscape conversion. Force Min/Max values for data conversion must be on Sets the minimum value for landscape conversion. ![]() This can be useful if you use multiple HDAs that generates landscapes and want similar values ![]() You set the the min and max values in the next settings When on, forces the min/max values when you convert the heightfield to landscape. Landscape - Force Min/Max values for data conversion ![]() This results in greater precision but prevents landscapes being sculpted higher or lower than the min/max value When on, landscapes uses the full range of values available when you convert heightfield data to landscapes Landscape - Use full resolution for data conversion This causes loss in some precision on the Z-axis but uses the same transforms as Unreal’s landscapes When on, landscapes use the default Unreal scaling This section lists properties when you transfer data between Houdini Engine and Unreal.
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