Open ykhedar opened 4 years ago
Upon further digging into the source of the plugin, i found that the following function/option give the functionality i am seeking.
Am I right about this and if yes does the sidefx team has it already planned to release this in a future release. Also if some pointers to add this myself would be really appreciated. Thanks again.
I have tried the following options until now:
I tried this option because in the Wiki it was mentioned that:
Instancers Components are only created if the number of instances exceeds one. If an instance only has one instance, a StaticMeshComponent is created instead. This is especially useful if using packed primitives to split geometry.
and
Attribute and packed primitives instancers can now be split using attribute values. The name of the attribute used to split the instancers can be set via the "unreal_split_attr" attribute (string). The specified attributes values will then be used to create multiple instancers instead of one. ie: setting the "unreal_split_attr value" to "tile" will create a separate instancer for each value of the "tile" attribute.
So i thought if I do this then i will have unique instances and no instancer would be created. Clearly I am doing some mistake but not able to figure it out.
So still waiting for a working solution.
Hi,
It all depends on how your HDA is setup.
If when processing the OSM data, the building geometry you generate are just merged together in the HDA output, then the result will be one mesh with everything, as that is what merging geos is for.
If you want to separate the buildings, then I'd recommend packing them separately into individual packed primitives. This will create "one instance instancers", that the plugin will interpret as separate Static Mesh Components.
Baking the HDA will then result in individual Static Mesh Actors.
The unreal_split_instances and unreal_split_attr attributes are used when you're actually instancing meshes in your HDA, ie: instancing building meshes (from Unreal) via the HDA.
Hi @dpernuit , Thanks for your tip. I was able to get this to work by using the Pack node before merge node. The names of all these meshes so generated is generic in nature. It is of the form "$hda_asset_name_instancer0*". I tried adding the "unreal_generated_mesh_name" and "unreal_bake_name" to override this generic name. But it seems to have no effect. Could you please point me to the solution. Thanks again. :)
I also tried using the "unreal_output_name" and it changes the name of the meshes in the Houdini Outputs dialog but not in the World Outliner.
@ykhedar Hello, have you ever solved this?
Hi there, I am experiencing the same issue, in that the "unreal_output_name" and "unreal_bake_folder" attributes don't seem to be being respected at all. I've tried every combination of setting those attributes on the prims and at the detail level. Baked meshes always go into HoudiniEngine/Bake folder, and are always named something generic after the name of the HDA type.
If anyone has some insight into this or know how's to solve it, I'm all ears!
For me, the issue was solved with an update of a plugin. Anyways, try my HDA, for me it works 100% of the time now. Its gonna add attributes for UE https://github.com/faxcorp/FreeHDAs/blob/main/sop_F4X203.dev.Unreal_name_connected_pieces_set_attributes.1.0.hdalc
Thanks @faxcorp , I've got it working now after looking closely at your HDA! I think the problem I was having, is that I was setting some unreal* attrs at the detail level, and some at the prim level. By just making all of my unreal* attrs at the prim level it seems to be working now :) Thanks!
Hey, thats great to hear! I've been struggling with this type of thing too. By the way, sidefx doesn't check this github, you gotta go to their forums for support... On Wednesday, 26 July, 2023 at 02:37:00 am GMT+3, Mark Chataway @.***> wrote:
Thanks @faxcorp , I've got it working now after looking closely at your HDA! I think the problem I was having, is that I was setting some unreal* attrs at the detail level, and some at the prim level. By just making all of my unreal* attrs at the prim level it seems to be working now :) Thanks!
— Reply to this email directly, view it on GitHub, or unsubscribe. You are receiving this because you were mentioned.Message ID: @.***>
I tried the latest HoudiniEngineForUnreal plugin with a small HDA created with the SideFX OSM Tools. The world is successfully created in the unreal engine. I have one problem though. How can I change settings for individual mesh actors generated by Houdini HDA in Unreal Engine. I can see only settings related to the HDA Actor and it seems all other actors are part of one big Mesh created by the HDA and hence I am not able to change the settings individually.
Thanks in advance for your help.