Houdini Pyro FX -> Mosaic Flipbook workflow for UE4

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This video: https://vimeo.com/164776667 [vimeo.com] shows the amazing potential of using Houdini in UE4.

Specifically at 4:34, it seems the setup to get from a rendered sequence to a flipbook is very easy.

I'm very new to Houdini and am just feeling my way around, but I couldn't find any information on going from a PyroFX sequence to getting a rendered sequence file (in the case of that video, it's named “GenericFire_F_exr”), and then correctly connecting it up to a mosaic/rop comp to export the final flipbook.

If there'd be anyone willing to create a quick video that goes through the steps (from correctly rendering the sequence to then using the data to create and export a flipbook for use in UE4), I'd greatly appreciate it.

I understand the workflow at a high level (make effect, render to frames, take folder of frames and composite into flipbook, export flipbook), the lack of knowledge of Houdini just makes it hard to figure out how exactly to do those steps correctly.

Would also love to see normal map creation and the packed channel method that he used also for more control (at 5:22 in the video). I'm assuming that once you know how to set it up once, the same method will apply for most other kinds of particles.

The potential here is staggering, and I'm ready to base my entire realtime FX pipeline on Houdini, but some basic tutorials to correctly process the data would help hugely, it's the small things that could save hours of trial and error.

Thanks!
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