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Development - #45

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lkruel merged 68 commits into
Houdini16.0from
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Nov 6, 2017
Merged

Development#45
lkruel merged 68 commits into
Houdini16.0from
Development

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@lkruel

@lkruel lkruel commented Nov 6, 2017

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Merging Development back into 16.0

mikelyndon-sesi and others added 30 commits August 17, 2017 11:59
Flowmap to color should now work correctly with the built-in material functions in ue4.
There is also a toggle that flips the necessary channels for it to work with Unity.
Added the ability to choose which axis the volume is sliced on.
This tool is designed to generate a texture that combines multiple angles of the same object to be used on a sprite as an impostor for background assets. It allows for both a full 3D impostor as well as a single rotation axis.
… would stick together while not being identical.
…s would not. Added controls to UI. Implemented Compile Block in heavy calculation tree.
… allows the user to introduce variation in heavy tiling regions, while keeping less dense ones intact.
In the process of exposing the attributes that can be exported as textures.
mikelyndon-sesi and others added 29 commits September 18, 2017 12:22
All export options now use COPs to generate the final textures.
Also added the ability to choose which attributes are written out in the advanced tab.
Exposed colour export for the cloth export option (because mestela wanted it and you know, it's mestela)
Fixed various, badly referenced parms
…e-ROP

Rfe 84508 84509 volume texture rop
WIP updates to the impostor tool:
The tool uses user defined shaders, expecting a principal shader for map exports.
Added the ability to export animations.
Currently working on normal map export.
Renamed the new texture sheet rop so that the older one will automatically be hidden but still available.
Removed an intermediate version of the texture sheet ROP that's no longer needed.
Added the correct icon to the latest version.
The particle export was incorrectly setting the max no. of points across the range of the simulation as well as incorrectly setting the resolution of the export texture. Both issues have now been resolved.
Previous commit created an empty HDA.
Adding an HDA that wraps up some basic sample settings of a mantra rop for quick preview renders of volumes, as well as creating a simple light rig to mimic an environment light.
Changed icon for pyro preview rop
…alculated, causing unwanted behavior. Output mesh is now identical to input mesh, but with altered / generated UVs. No more extra vertices & altered Normals.
Added a lens shader that does a single frame render. This is much faster for rendering on a single machine
TODO - single frame render for animations
Cleaned up working files and renamed the nodes to be more consistent with industry norms.
Created Unity package with examples.
Added Impostor Unity Shader.
The rbd vertex animation texture shader for Unity has been updated to take 4 arguments to define the min and max range if the textures are normalised.  boundingMin1 and boundingMax1 define the range for position and boundingMin and boundingMax define the range for the pivots.
@lkruel
lkruel merged commit 79a6e37 into Houdini16.0 Nov 6, 2017
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3 participants