That clears up the workflow. Thanks for the detailed explanation.
@koko-nl5tp
11 ай бұрын
If Groom disappears after assigning Binding Asset, Go to the actual skeleton mesh and search for skin cache usage. Change from auto to enabled.
@revg9742
8 ай бұрын
still dissapears :(
@gabocavallaro
Ай бұрын
@@revg9742 If you still cant fix it, also is needed to enable skin cache in the project setting and set it to inclusive, hope it helps: kzitem.info/news/bejne/squkvqujrqpymWU
@carlosrivadulla8903
Жыл бұрын
May u guys cover the USD version?
@KarelChytilArt
8 ай бұрын
Nice
@mazi2043
Жыл бұрын
Does anyone know how to export ‘groom_group_name’ ‘groom_closest_guides’ and ‘groom_guide_weights’ attributes to Unreal?
@gabocavallaro
Ай бұрын
Hi Im trying to also export my guides for custom simulation but they are coming to UE as a separate group.. without curves how can I set up this in the best way?
@ww25_td
5 ай бұрын
How did you create the groom texture? Right now, I have separate materials in Houdini for each groom group, but I don't know how you created a single groom texture which you then hook up in Unreal.
@user-hl5zx1qh7s
Жыл бұрын
When will u guys update the fluid wet fur tutorial
@dnyeshwarambhore
10 ай бұрын
is any one know how to export houdini hair sim to unreal in 18.5
@vikaskumar-lh1gc
4 ай бұрын
i am following the same process but some extra white fur is coming along which creat too much noise
@vikaskumar-lh1gc
2 ай бұрын
@Nibbarese7 Since unreal have limitaion,Use vertex decimation in unreal.Double click on hair alembic you will find option
@vikaskumar-lh1gc
6 ай бұрын
Hi,I am not able to export root UV along with strands,following the same way
@jessanne5251
3 ай бұрын
I have this problem too! I was able to get it to export with UVs when I created an additional hairgen node under my first hairgen network, connecting that to my skin, and adding a guide process before the output. But I feel like this isn’t actually a good workflow - I want to love Houdini for grooming, but the confusing export process is messing with me.
@vikaskumar-lh1gc
3 ай бұрын
@@jessanne5251 use deletAtrribute node just befor hairgen output And add uv in primitives in deleteAttribute. Now try
@Nibbarese7
2 ай бұрын
Got this too, did you ever find a solution for this?
@vikaskumar-lh1gc
2 ай бұрын
@@Nibbarese7 Since unreal have limitaion,Use vertex decimation in unreal.Double click on hair alembic you will find option
@vikaskumar-lh1gc
2 ай бұрын
use "delete attrib" before hair output and delet UVs from primitives and do the same as tuts
@airfigueruelo3644
Жыл бұрын
Not video
@Ray_XRayHuang
Ай бұрын
Hi, I don't know why when I open the project file, it showed "Load warnings for H:/downloadAsset/learning-source-file/gamesworkshop_tech_track/Tech Track/MorganM_GroomingForGames/Chipmunk_groom.01.hip Warning: Problem while synchronizing child node: Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_body/BOUNDS Bounding Type". [/obj/Chipmunk_hairgen_body/BOUNDS] Problem while synchronizing child node: Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_whiskers/BOUNDS Bounding Type". [/obj/Chipmunk_hairgen_whiskers/BOUNDS] Problem while synchronizing child node: Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_legs/BOUNDS Bounding Type". [/obj/Chipmunk_hairgen_legs/BOUNDS] Problem while synchronizing child node: Warning: Too many elements found for parameter "/obj/Chipmunk_hairgen_tail/BOUNDS Bounding Type". [/obj/Chipmunk_hairgen_tail/BOUNDS] " and the fur not perform well. How to fix that?
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