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anon_user_78405866

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Cloud transformation to Unity Oct. 30, 2015, 10:18 a.m.

I understand.

At the moment, we rely on Unity due to plugins and community developing for VR, making it optimal platform.
Both of these functions will be needed, so I look forward for possible integration from Houdini.

Cloud transformation to Unity Oct. 30, 2015, 6:24 a.m.

Thank you for quick response.

It is meant as an in-house tool, part of our visualization workflow for the clouds that are result of CFD simulations.

As you said, Unity does not have a OOTB support for sequence animation with caching. There are third party solutions that enable this in Unity, such as Mega Fiers etc.

Workflow you mention does not give advantage over simply extracting more states/meshes from original simulation data and feeding them into Unity as bunch of meshes to play a sequence of.

Are there any options in Houdini FX Unity integration that would enable to contribute to the workflow by building a volume/cloud shader in Unity or ability to bake meshed volume morphing animation into a FBX file?

Cloud transformation to Unity Oct. 28, 2015, 9:41 a.m.

I am searching for a workflow to animate morphing of 10 or more models of a cloud one into other. When the morphing animation is completed, I need to transfer it into Unity5 and show there inside a scene.

1. Is Houdini able to morph several different models with vertex colors one into other?
I have FBX files with static vertex colored meshes of a cloud, like on pictures attached, showing three different states. They can be represented with particle system or meshes, just to show how cloud develops from one state to other.

2. Can that animation from Houdini be transferred to Unity?

If there is any tutorial showing a similar case, I would like to check it.

tnx :wink: ,
minev