John Chitmon
John Chitmon
About Me
One Season, I took Applied Houdini: Rigids 1-3 and had a blast learning Houdini, now I'm here, hooked.
INDUSTRY
Gamedev
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United States
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Recent Forum Posts
Houdini explosion effect to Unreal Engine June 26, 2019, 6:03 p.m.
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.