Is there a hlsl shader example which reads a sideFX Labs VAT anywhere?
(I tried outputting a unity .shader from one of the older implementations of VAT but never got it to generate a file.)
A 'generic' non-engine specific example of a vat vertex shader would be great for situations with custom pipelines or odd use cases.
Cheers and as always great work Labs team, your tools are amazing!
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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links
- Matic3D
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Houdini Indie and Apprentice » getting camera transform? SOLVED
- Matic3D
- 4 posts
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I'm glad it helped I'm pretty sure there's a more direct or cleaner way to get the camera position, if anyone knows a better trick let us know, in the meantime at least this gets the job done, cheers. - AM
Houdini Learning Materials » Vertex Animation Textures - Unity Tutorial
- Matic3D
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I've been working thru the same workflow... I was able to get the package properly installed in unity 2021.2.4f1 with URP 12.
Unfortunately I am not getting an animated result when I go thru the tutorial, I'm not sure if it's a shader issue or if I maybe did something wrong when I exported my VAT assets. Next step is to try the same workflow with the example assets and make sure the process isn't broken.
(time passes) Hmmm, I follow the workflow with the fluid from the tutorial and get the same result - I bring in the fbx and textures, apply the presets, apply the textures to the material, apply the material to the fbx and the result is the same: the same cloud of triangles, just black, no animation.
Can someone else look into this and confirm if there's a reproducible issue?
Ultimately I'd like to try VAT with Unity 2020.3.24 and see how it performs. I'd also like to see PopcornFX supported in the latest iteration of the ROP the way it initially was... I'm not sure if that comes from Labs or if the popcorn peeps need to do something on their end?
The VAT exporter ROP is very exciting, keep up the amazing work guys! Labs tools are the best!
Unfortunately I am not getting an animated result when I go thru the tutorial, I'm not sure if it's a shader issue or if I maybe did something wrong when I exported my VAT assets. Next step is to try the same workflow with the example assets and make sure the process isn't broken.
(time passes) Hmmm, I follow the workflow with the fluid from the tutorial and get the same result - I bring in the fbx and textures, apply the presets, apply the textures to the material, apply the material to the fbx and the result is the same: the same cloud of triangles, just black, no animation.
Can someone else look into this and confirm if there's a reproducible issue?
Ultimately I'd like to try VAT with Unity 2020.3.24 and see how it performs. I'd also like to see PopcornFX supported in the latest iteration of the ROP the way it initially was... I'm not sure if that comes from Labs or if the popcorn peeps need to do something on their end?
The VAT exporter ROP is very exciting, keep up the amazing work guys! Labs tools are the best!
Edited by Matic3D - 2021年12月3日 09:06:23
Houdini for Realtime » Houdini Niagara Updates
- Matic3D
- 4 posts
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Hi gang, I've been having a blast taking in particles from Unreal and playing with them in Niagara.
Most of what I've done so far has been generating procedural shapes in Houdini and exporting them as single frames, with particle counts up to 100k not being a problem (though of course this is heavy and intended for cinematic use more than gameplay.) Still getting framerates of around 60-120fps for basic animations, even stuff involving more computations like this:
So far use on the houdini side is intuitive and seamless, really learning how to use Niagara has been the only real challenge. My only question at the moment is what is meant by the “spawn group” value in the “Spawn particles from Houdini Point Cache?” This suggests I could have two caches to read from in a single emitter? Would be interesting to try to morph from one to another.
Early on I tried much more sparse pointclouds and tried to create the line-art look I'm after with ribbons, but ribbons seem fairly unstable at the moment and simply interpolating more particles got me to my look much simpler. I'd still love to see some kind of support for lines/wires so we could fake fabrics, splines etc but I'm not sure such a thing is even on the radar…
I will post updates on my progress on my blog here [andy.moonbase.net] and continue to experiment. Thanks for a very promising and useful initiative!
Most of what I've done so far has been generating procedural shapes in Houdini and exporting them as single frames, with particle counts up to 100k not being a problem (though of course this is heavy and intended for cinematic use more than gameplay.) Still getting framerates of around 60-120fps for basic animations, even stuff involving more computations like this:
So far use on the houdini side is intuitive and seamless, really learning how to use Niagara has been the only real challenge. My only question at the moment is what is meant by the “spawn group” value in the “Spawn particles from Houdini Point Cache?” This suggests I could have two caches to read from in a single emitter? Would be interesting to try to morph from one to another.
Early on I tried much more sparse pointclouds and tried to create the line-art look I'm after with ribbons, but ribbons seem fairly unstable at the moment and simply interpolating more particles got me to my look much simpler. I'd still love to see some kind of support for lines/wires so we could fake fabrics, splines etc but I'm not sure such a thing is even on the radar…
I will post updates on my progress on my blog here [andy.moonbase.net] and continue to experiment. Thanks for a very promising and useful initiative!
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