We need more insights to the material. Simply importing a material X network inside unreal is not yet giving normal or displacement. If anyone has more details around this PLEASE show me .
I've managed to get my materials in but is there any way to edit the USD materials in unreal then or is it just a PBR workflow? I'd like to have the ability to tweak the materials with some additional values as I'm working in Unreal.
Can u both stop developing the same things? Unreal and Houdini are supposed to be allies but u are competing each other making a software clone. All these duplicated workflows feels like brothers fighting.There are other pretty hated softwares that no one is competing against and we want an alternative for. I ll give u a hint: procedural material/texture authoring, texture painting, and compositing... this is where the workflow gap lies. Furthermore since there are a ton of mesh processing and VDB happening in Houdini, sculpting is something u should have covered to a decent lvl at this point, don't need to be the best, average solution is enough. That lacking feature is pretty noticeable in Houdini. Another thing u could do instead of fighting ur partner is making the subD modeling more appealing.
I like what sidefx is doing, dont think they are fighting but really, the modeling part could have a z-brush thing going on and a more "maya" workflow to it, plus rendering volumes still a mess and very time consuming (render wise). Beside that much love for sideFX, i am a big houdini fan and hope to master it as soon as possible. PS: no decent tutorials about how to use LODs. if anyone knows one please let me know!!
This Solaris/USD workflow for Unreal (game development) is a game changer.
exactly what i needed when i needed it for what i needed to be needed in a time of need
most accurate comment omg
that is completely Houdini kind of thing …. we understand…
U are doing great. I really hope one day i can come to one of this amazing event by sidex. Thank u all guys
Love you houdini!!!
We need more insights to the material. Simply importing a material X network inside unreal is not yet giving normal or displacement. If anyone has more details around this PLEASE show me .
I've managed to get my materials in but is there any way to edit the USD materials in unreal then or is it just a PBR workflow? I'd like to have the ability to tweak the materials with some additional values as I'm working in Unreal.
Reallly nice talk
That was nice!
Where can I find out how to export from Houdini to usd file?
🔥🔥🙌🏿 I'm gonna try this workflow cos houdini has way better granular detail than unreal
Auummaahhhh...!!!!
L Unreal
Can u both stop developing the same things? Unreal and Houdini are supposed to be allies but u are competing each other making a software clone. All these duplicated workflows feels like brothers fighting.There are other pretty hated softwares that no one is competing against and we want an alternative for. I ll give u a hint: procedural material/texture authoring, texture painting, and compositing... this is where the workflow gap lies. Furthermore since there are a ton of mesh processing and VDB happening in Houdini, sculpting is something u should have covered to a decent lvl at this point, don't need to be the best, average solution is enough. That lacking feature is pretty noticeable in Houdini. Another thing u could do instead of fighting ur partner is making the subD modeling more appealing.
I like what sidefx is doing, dont think they are fighting but really, the modeling part could have a z-brush thing going on and a more "maya" workflow to it, plus rendering volumes still a mess and very time consuming (render wise). Beside that much love for sideFX, i am a big houdini fan and hope to master it as soon as possible.
PS: no decent tutorials about how to use LODs. if anyone knows one please let me know!!
lol
good luck
U are doing great. I really hope one day i can come to one of this amazing event by sidex. Thank u all guys