hi guys,
I’ve been struggling to get a texture atlas mapped correctly from Houdini into Unreal engine onto a surface. The surface has been imported from houdini as an FBX. the procedural noise shader inside of houdini has been baked using the bake texture node and then i used the composite tab to create a texture atlas. Annoyingly it comes in all wrong. What am i doing wrong??
Also shouldn’t my UV’s be less distorted(see image 1) when using the unwrap component in houdini?
i’ve also tried the mantra uv render with micropolygons but nothing.
Anam