Author Topic: Substance Houdini Engine to Unreal  (Read 3858 times)

Anyone know how to embed a substance into an OTL? I know it can be done and be able to use the parameters of the Substance within an HDA in Unreal, but can't figure out WTF to do and no help in the documentation.

1.  I import the substances into a shop net inside the HDA graph
2.  Add materials via material nodes in Houdini
3.  Add unreal_material with paths to the materials - trying both channels and actual hard paths - ie paths to the substance file itself AND Material'Game/HoudiniEngine/Temp/Material.Material' do not work for me. 
4.  Add the Substance files to the operator type graph...
Nada, just two blank materials imported. :(

Houdini 16.0.600, Unreal 4.15 and the latest Houdini 16.0.620 with Unreal 4.16 both same issues

Anyone know how the embedding works?  I don't want to set up materials from scratch as I do want my Houdini files to render outside of UE4 as well, so hence, why I want to embed them vs. re doing it in Unreal.

Hi,

We don't have support for embedding the sbsar into the OTL at this time. We will need to coordinate this with SideFX developers. Currently, we have only created an integration plugin that allows the importing of the sbsar files.

Cheers,
wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

So the textures would need to be flattened - ie pre exported to basecolor, normal, ao etc. tiffs/jpgs?  I'm confused because I remember seeing a presentation where an SBSAR for a bloody sword was built into the parameter system for a game...unless Unity can do it and Unreal can't? 

Ok thanks.

So the textures would need to be flattened - ie pre exported to basecolor, normal, ao etc. tiffs/jpgs?  I'm confused because I remember seeing a presentation where an SBSAR for a bloody sword was built into the parameter system for a game...unless Unity can do it and Unreal can't? 

Ok thanks.

This is the sword demo on the Houdini site? I think they may have the ability using Unity. Talking with out devs, this was something Houdini did on their end with Unity. I am trying to get more information.

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

So the textures would need to be flattened - ie pre exported to basecolor, normal, ao etc. tiffs/jpgs?  I'm confused because I remember seeing a presentation where an SBSAR for a bloody sword was built into the parameter system for a game...unless Unity can do it and Unreal can't? 

Ok thanks.

This is the sword demo on the Houdini site? I think they may have the ability using Unity. Talking with out devs, this was something Houdini did on their end with Unity. I am trying to get more information.

Cheers,
Wes


I was referring to this.  I was under the assumption that an Sbsar could be assigned in Houdini, assign desired parameters in the OTL, then import to a game engine with materials all set up.  Usually OTLs in Houdini come with materials already handled by Houdini.