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Merge branch 'Development' of https://github.com/sideeffects/GameDevelopmentToolset into Development
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= GameDev Terrain Layer Export =
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#type: node
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#context: sop
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#internal: gamedev::sop_terrain_layer_export
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#icon: terrainlayerexport
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#tags: tech, model
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""" The terrain layer export SOP exports a heightfield with the correct settings for Unreal. """
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The terrain layer export SOP exports a heightfield with the correct settings for Unreal. It does so by properly orienting the heightfield prior to export, and also remaps it into the expected range (0-256).
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This tool is designed to work together with Terrain Layer Import.
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@parameters
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== Export ==
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Save to Disk:
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This will export the heightfield to disk.
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Host:
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This allows you to specify if the tool is being used to export a heightfield from Houdini, or Houdini Engine. This is important to have correct in order to prevent rotated heightmaps. The tool should automatically detect what the host is, but its recommended to confirm manually.
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Layer Prefix:
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This is the prefix used for exporting the heightfield maps.
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Heightmap Name:
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The name used for the heightmap.
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Export Folder:
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This is the folder on disk that the extracted maps will be exported to.
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== Tiling ==
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Divide into tiled maps:
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This enables/disables the exporting of maps as tiled maps.
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Tile Method:
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This controls how the heightfield will be cut up into tiles. Either based on size, or on absolute number of chunks.
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Tile Size:
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When Tile Method is set to Tile Size, this controls the resolution used for cutting up the heightfield into tiles.
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Number of Tiles:
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When Tile Method is set to Number of Tiles, this controls the number of tiles the heightfield will be cut up into.
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Tile Overlap:
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This controls the number of shared voxels that will overlap on the tile borders.
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File Naming:
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Determines the file naming used for each tile. Either based on UDIM, UV Tile, Frames or XY Tile.
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UDIM Stride:
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Limits the maximum number of UDIM stride width used.
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Pad Tile Numbers:
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The padding used for tile numbers.
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== Layers ==
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Export All Layers:
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Enables/Disabled the exporting of all maps as opposed to filtering them using the "Export Layers" multiparm.
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Export Layers:
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Allows you to manually specify which layers you want to export.
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Name:
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This allows you to specify the name used of the heightfield primitive that has to be exported.
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= GameDev Terrain Layer Import =
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#type: node
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#context: sop
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#internal: gamedev::sop_terrain_layer_import
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#icon: terrainlayerimport
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#tags: tech, model
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""" The terrain layer import SOP exports a heightfield with the correct settings from Unreal. """
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The terrain layer export SOP imports a heightfield with the correct settings from Unreal. It does so by properly orienting the heightmap prior to import, and also remaps it into the expected range (0-256).
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This tool is designed to work together with Terrain Layer Export.
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@parameters
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Reimport from Disk:
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This button triggers a reimport of the files from disk.
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Heightmap:
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This is a path pointing to the heightmap you want to import.
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Import Layers:
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This multiparm allows you to specify how many mask layers you want to import in addition to height. (Ex flowmap, debris, etc)
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Name:
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The name of the imported mask data. This will be used to name the generated heightfield primitive.
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Image:
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This points to the mask you want to import.
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= GameDev Unreal Pivot Painter =
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#type: node
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#context: sop
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#internal: gamedev::sop_unreal_pivotpainter
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#icon: pivotpainter
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#tags: tech, model, gamedev
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""" Pivot Painter is a SOP that stores model pivot and rotation information in the model's vertex data and additional UV channels. """
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Pivot Painter is a SOP that stores model pivot and rotation information in the model's vertex data and additional UV channels. That information can then be referenced inside of Unreal's shader system to create interactive effects.
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This tool is specifically built to work with the material functions provided by Epic Games in Unreal Engine. It is however possible to use this encoded information in other engines such as Unity, since it uses common attributes.
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[https://docs.unrealengine.com/en-US/Engine/Content/Tools/PivotPainter/index.html]
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@parameters
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Data Packing Method:
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This menu determines if the tool should encode PivotPainter information in the default way, or based on a custom configuration.
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Layout Lightmap UVs:
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This forces the tool to automatically generate Lightmap UVs based on the primary UVs.
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UV Padding:
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This controls the padding applied to the Lightmap UVs while they are laid out.
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== Per Object ==
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Pivot Position:
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The attribute components used to encode Pivot Position.
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Forward Axis:
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The attribute components used to encode the Forward Axis.
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Random Value:
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The attribute component used to encode a random value.
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Motion Mask:
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The attribute component used to encode the Motion Mask.
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== Hierarchical ==
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Leaf Pivot Position:
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The attribute components used to encode the Leaf Pivot Position.
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Branch Pivot Position:
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The attribute components used to encode the Branch Pivot Position.
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Branch Angle:
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The attribute components used to encode the Branch Angle.
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Use Mask:
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This toggle enables/disables the use of vertex colors for the motion mask of the object.
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Input Data:
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This menu allows you to control if you want the tool to try and generate pivot positions, or if you want to use your own.
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Branches Group:
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The primitive group containing the branches geometry.
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Leaves Group:
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The primitive group containing the leaves geometry.
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