Thinking of different ways to render/import a pyro fx simulation to Unreal.
1. Create one 2D texture atlas using Mosaic COP. In Unreal, use FlipBook component in a Material and apply to a plane.
This will produce only one view of the simulation.
2. Create multiple 3D texture atlases using Volume Texture ROP. In Unreal, ?.
3. Create multiple 2D texture atlases using multiple cameras at different angles and Imposter Texture ROP. In Unreal, ?.
For 2 and 3, I don't know what to do in Unreal but this would should produce a 3D view of the simulation.
What are other ways to port a Houdini pyro fx simulation to Unreal?
Is there a way to get a point cloud from the pyro solver so I can use that with Unreal's Niagara?
Different ways to import a pyro fx simulation to Unreal?
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- goingbananas
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- goingbananas
- Member
- 27 posts
- Joined: March 2020
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Update on how to get a point cloud from pyro solver: Pass the solver results to a POP Network and use POP Advect by Volumes inside the popnet to update the velocity. Then connect the POP Network to a Niagara ROP to output to a file. My emitted particles don't seem to flow exactly the same as the original smoke but I do see a very similar shape. I probably have to play around with the settings in POP Source and/or POP Advect by Volumes.
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