Modular pieces for a destroyed building / ruins environment.
#Houdini #UnrealEngine #UE5 #GameDev #EnvironmentArt
Modular pieces for a destroyed building / ruins environment.
#Houdini #UnrealEngine #UE5 #GameDev #EnvironmentArt
#unrealengine5 #ue5 #nanite #texturing #proceduralart #madewithsubstance #substance3d #techart #technicalart #3d
#unrealengine5 #ue5 #nanite #texturing #proceduralart #madewithsubstance #substance3d #techart #technicalart #3d
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
You can now randomize textures on a per-instance basis while sharing a single Material Instance…
Made possible by using Custom Primitive Data and Texture Collections.
#UE5 #UnrealEngine #TechArt #TechnicalArt #Materials #Shaders
You can now randomize textures on a per-instance basis while sharing a single Material Instance…
Made possible by using Custom Primitive Data and Texture Collections.
#UE5 #UnrealEngine #TechArt #TechnicalArt #Materials #Shaders
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
#Houdini #UnrealEngine5 #HoudiniEngine #TechArt
#Houdini #UnrealEngine5 #HoudiniEngine #TechArt
You just expose the variables inside of the Blueprint's Construction Script and then use the 'unreal_uproperty_*' attribute in your HDA.
www.sidefx.com/docs/houdini...
#Houdini
#UnrealEngine5
#TechnicalArt
You just expose the variables inside of the Blueprint's Construction Script and then use the 'unreal_uproperty_*' attribute in your HDA.
www.sidefx.com/docs/houdini...
#Houdini
#UnrealEngine5
#TechnicalArt
The HDA parameters and attributes are all dynamically created or removed based on the data in the JSON file.
🐍
#Houdini
#UnrealEngine5
#TechArt
#Python
The HDA parameters and attributes are all dynamically created or removed based on the data in the JSON file.
🐍
#Houdini
#UnrealEngine5
#TechArt
#Python
1. Base layer —> Metal / Dielectric
2. Red mask —> Dark paint
3. Green mask —> Light paint
4. Blue mask —> (not enabled)
5. Dust/Grime —> (not enabled)
#TechArt #UE5
#UE5
#Substrate
#Houdini
#TechArt
#UE5
#Substrate
#Houdini
#TechArt
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This is a very simplified version of my setup for glass with substrate. The secondary roughness parameter is the key to achieving the frosted/milky glass look.
#UE5
#Substrate
#Houdini
#TechArt
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This is a very simplified version of my setup for glass with substrate. The secondary roughness parameter is the key to achieving the frosted/milky glass look.
#UE5
#Substrate
#Houdini
#TechArt
This time around I used a closed mesh for the light bulb which required a few extra modeling steps compared to the glass vial model I had posted previously.
#UE5
#Substrate
#Houdini
#TechArt
This time around I used a closed mesh for the light bulb which required a few extra modeling steps compared to the glass vial model I had posted previously.
#UE5
#Substrate
#Houdini
#TechArt
Not using the two-sided option on either material btw.
#UE5 #Substrate #TechArt
Not using the two-sided option on either material btw.
#UE5 #Substrate #TechArt