hi , im new on both houdini and unreal so i watched a video about making explosion effect in houdini and export it for unreal .
but there left a low questions and i am asking on of the biggest issue about workflow : what should i pick when i select item for “export node” inside of vertex animation node in houdini , forexample , whole geometry or just shpere which inside of geo list (base mesh) or pyro node or import node one . i can explain it if u dont understand sorry for my english
and the second question is : which node to which panel . when i copy fluid codes before export and paste it into unreal engine material page , it creates those notes and i dont know what settings should be . customUv one that i am asking to where " i am asking because my expllosion isnt working inside of unreal engine.
https://media.discordapp.net/attachments/520752875647795210/578391347090685981/unknown.png?width=914&height=514 [media.discordapp.net]
and if u want to say what should be material domain and blend mode is
Houdini explosion effect to Unreal Engine
6719 5 1- HasanCanTaova
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- Mary537
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Hi!
1- you must export the last node (NULL node for example)of the geometry (where you transform the particles in meshes).
2- In Unreal if you click the material node (in your image with name: constant)in its details (on the left of your image) you can find the parameter called “num_custom_uvs” and you must set it to 3.
1- you must export the last node (NULL node for example)of the geometry (where you transform the particles in meshes).
2- In Unreal if you click the material node (in your image with name: constant)in its details (on the left of your image) you can find the parameter called “num_custom_uvs” and you must set it to 3.
- HasanCanTaova
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thanks for reply !
2- done , thanks so much
1- its a long story so i catched images i hope u can understand why it is not working
first of all i selected null but when i select null it says “Can't detect import type. No mesh is found or animation track.” in unreal engine4 message logs.
a - https://media.discordapp.net/attachments/520752875647795210/578512146128699404/unknown.png?width=914&height=514 [media.discordapp.net]
b - https://media.discordapp.net/attachments/520752875647795210/578513784868569089/unknown.png?width=914&height=514 [media.discordapp.net]
but when i choose file cache , at pyro_import list , it finds a mesh and import it into ue4 but its not working too , no any animate or something else.
a - https://media.discordapp.net/attachments/520752875647795210/578514776767070209/unknown.png?width=914&height=514 [media.discordapp.net]
2- done , thanks so much
1- its a long story so i catched images i hope u can understand why it is not working
first of all i selected null but when i select null it says “Can't detect import type. No mesh is found or animation track.” in unreal engine4 message logs.
a - https://media.discordapp.net/attachments/520752875647795210/578512146128699404/unknown.png?width=914&height=514 [media.discordapp.net]
b - https://media.discordapp.net/attachments/520752875647795210/578513784868569089/unknown.png?width=914&height=514 [media.discordapp.net]
but when i choose file cache , at pyro_import list , it finds a mesh and import it into ue4 but its not working too , no any animate or something else.
a - https://media.discordapp.net/attachments/520752875647795210/578514776767070209/unknown.png?width=914&height=514 [media.discordapp.net]
- Mary537
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- HasanCanTaova
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- John Chitmon
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If you're still looking for a solution, I can kinda help there.
Houdini Side:
1. Make sure you have a way of meshing your particle system.
2. There are multiple methods to mesh your geometry for export. For pyro effects I recommend converting to a VDB, Run a VDB Smooth and then convert teh VBD back to polygons… Finally, use the optimized version of the mesh to export to a file cache.
3. Make a new Scene to keep the data clean.
4. Use the File sop to import the simulated geo cache and attach the null
5. do the VAT thing
From that point you're gonna be hopping into Unreal
1. Make sure you copy the blueprint generated by houdini for your particular FX type
2. Create a material, a material instance, and import the mesh / texture(s)
3. Keep the BBOX Min & BBOX Max info somewhere safe
4. Paste the blueprint into the material graph
5. Save the material
6. Use the material instance and assign the newly saved material to this instance
7. Check the “POS Texture” and Assign the pos(vertex) texture to the category
8. In your material instance set your frame count (usually Total Frames-1) and Bounding box sizes
9. Select the Mesh, search for High precision UV,s and check it on.
Houdini Side:
1. Make sure you have a way of meshing your particle system.
2. There are multiple methods to mesh your geometry for export. For pyro effects I recommend converting to a VDB, Run a VDB Smooth and then convert teh VBD back to polygons… Finally, use the optimized version of the mesh to export to a file cache.
3. Make a new Scene to keep the data clean.
4. Use the File sop to import the simulated geo cache and attach the null
5. do the VAT thing
From that point you're gonna be hopping into Unreal
1. Make sure you copy the blueprint generated by houdini for your particular FX type
2. Create a material, a material instance, and import the mesh / texture(s)
3. Keep the BBOX Min & BBOX Max info somewhere safe
4. Paste the blueprint into the material graph
5. Save the material
6. Use the material instance and assign the newly saved material to this instance
7. Check the “POS Texture” and Assign the pos(vertex) texture to the category
8. In your material instance set your frame count (usually Total Frames-1) and Bounding box sizes
9. Select the Mesh, search for High precision UV,s and check it on.
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