Thanks for the replies!
I got it to work by reducing the mesh in houdini and deforming it using the original sim as a guide. Then exported it as a separate mesh + position texture, which I set up using custom lod meshes and material instances in unreal.
Think it’s a pretty decent optimisation since every LOD halves the polycount and texture size, seems good for our project at least.
If anyone is interested I could make an example of how I did it sometime!
from RSSMix.com Mix ID 8320141 http://bit.ly/2HIF9hP
Hi
ReplyDeleteI was looking for this. Could you help me out?