Hello friends,
I am wondering if there is way to have a cached particle animation in Houdini. (particle do stuff.$F4.bgeo.sc)
play its full cached animation in unreal. via HDA
could it be a .bgeo.sc file and H-engine could call in the positions/orientation in the cache?
or could it be another extension that it will play all of the animation?
how should i cache and in which extension?
its about 195K of points and we are concerned how to get it into unreal. with copy(sop) geo(simple oval) on each point.
I need your guidance.
Cached simulation to Unreal via H-engine
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- Angel Negron
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- Angel Negron
- Member
- 33 posts
- Joined: 10月 2014
- オフライン
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- Angel Negron
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- 33 posts
- Joined: 10月 2014
- オフライン
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- DASD
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- 489 posts
- Joined: 2月 2013
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Look into GPU particles. Basically you could do this stuff in Unreal and use Houdini to create a vector-field to control the particles. - Depends on what you are doing, of course.
Alternatively something like: https://www.orbolt.com/asset/bk_::bk_vertexanim_bake [orbolt.com]
or
https://www.orbolt.com/asset/mifth::mifth_extract_objects [orbolt.com]
might work.
Alternatively something like: https://www.orbolt.com/asset/bk_::bk_vertexanim_bake [orbolt.com]
or
https://www.orbolt.com/asset/mifth::mifth_extract_objects [orbolt.com]
might work.
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