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romainjanil avatar romainjanil commented on May 24, 2024

interesting, thinking vitrivio generation result as full ue actors would open a lot of possibilities, particularly for instances and shareable material instances. On the subject of reusing material, I didn't test it so may be it already works, it would be great if direct material shader redirection like with datasmith could be supported, if coded properly in the RPK cga (so static generated meshes would use some consolidated material instances directly, if they exists).

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bneukom avatar bneukom commented on May 24, 2024

Hi Romain!

On the subject of reusing material, I didn't test it so may be it already works, it would be great if direct material shader redirection like with datasmith could be supported, if coded properly in the RPK cga (so static generated meshes would use some consolidated material instances directly, if they exists).

This actually already works. You can set the CGA material.shader to a material path for Unreal (eg. set(material.shader, "/Game/Materials/M_Grass")). If a mterial at the specified path exists (for this example in the Content/Materials/M_Grass) it will be used as the parent material of the material for the generated mesh. This even allows you to use material parameters from CityEngine in your custom parent Material (for example the diffuseColor attribute).

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bneukom avatar bneukom commented on May 24, 2024

Added with #49 #51 #57. Closing this now.

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