Hey~ We can use “pack” node by string type attribute ,to split geo to multi obj in Unity Engine!
This method always used to instance meshes
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Houdini Engine for Unity » Split Geos to Different Game Objects
- ztyqaz111
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Houdini Engine for Unity » It's about Fluid
- ztyqaz111
- 3 posts
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Hello everyone~
According to the official Unreal4 code, I used the AmplifyShaderEditor to reimplement the FluidVertexAnimation Shader(for Unity3D) and add some normals and additional deformation controls based on the local coordinate system.
I know many artists do not write the code, but I hope to be able to maintain the basis of the official Shader, so I did it.
Thanks to the tools provided by the hardworking staff of SideFX and looking forward to 2018 Houdini more amazing features updated.
Cheers~
According to the official Unreal4 code, I used the AmplifyShaderEditor to reimplement the FluidVertexAnimation Shader(for Unity3D) and add some normals and additional deformation controls based on the local coordinate system.
I know many artists do not write the code, but I hope to be able to maintain the basis of the official Shader, so I did it.
Thanks to the tools provided by the hardworking staff of SideFX and looking forward to 2018 Houdini more amazing features updated.
Cheers~
Edited by ztyqaz111 - Feb. 5, 2018 01:14:18
Houdini Engine for Unity » It's about Fluid
- ztyqaz111
- 3 posts
- Offline
HI ~
I have a suggestion:
Can developers try Shader for Producing Official Cases using ShaderForge or AmplifyShaderEditor? Shader edits extensibility for technical art or anyone else's visualization.
Just suggestions, thanks!
I have a suggestion:
Can developers try Shader for Producing Official Cases using ShaderForge or AmplifyShaderEditor? Shader edits extensibility for technical art or anyone else's visualization.
Just suggestions, thanks!
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