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MrMochi
Is anyone able to get a VAT working with Unity's VFX graph or Shuriken? In Unreal this is easy and its basically plug and play to get it to work with the particle engine. I am trying to get a Fluid sim to work with the particle system so I can manipulate it. Is this even possible in Unity?
teeoemm
I haven't done it but I'm planning to in the future. It should be totally possible, VATs are nothing but a shader on geo, and ShaderGraph has all the required functionality.

Here's a GitHub repo with a working VAT shader:
https://github.com/keijiro/HdrpVatExample [github.com]

If you scroll to the FAQ, there's info about the URP version, but it seems as though it doesn't work on mobile.

Turns out SideFX Labs includes a VAT shader as well (thanks Simon!). Check out the second lesson.
https://www.sidefx.com/tutorials/vertex-animation-textures-in-unity/ [www.sidefx.com]

If all else fails, you may need to build the shader yourself. This is a tutorial in Godot, but it should translate to ShaderGraph fairly easily.
https://www.youtube.com/watch?v=NQ5Dllbxbz4 [www.youtube.com]
alexr25
Hello,

I just saw your post about VFX and VAT (browsing on another topic at first).
It's possible to use VAT with VFX but you will need few tweaks on the shader side. First, you need to set the sahder as a compatible on on VFX (support VFX graph bool on the shader params). Also for VAT3.0 you will need to replace the Bool Keyword by Bool as the VFX blackboard doesn't support Enum and Keyword.

If you're interested, I am currently working on a tool to automatically bind VAT data to VFX graph. It has all the modifications done on the shader side and support Soft/Rigid/Dynamic Remeshing and Particle Sprites. It's still under development (just need some cleanup and a proper readme). Here is the link: https://github.com/Bonjour-Interactive-Lab/Unity3D-VATUtils [github.com]. The package also exists for VAT2.1 which is already on NPM [www.npmjs.com]
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