Daniel Lloyd-Wood


About Me

VFX Artist
United Kingdom


Recent Forum Posts

Exporting a fish particle based sim Jan. 19, 2018, 9:11 a.m.

Thanks Mike. That vertex animation workflow is very awesome. I got it working to a point. I use the RBD method and got 200 fish out and moving about as expected. Where I fell down is trying to combine the two methods. I couldn't see how I could “attach” a Softbody cache of a swimming fish to an RBD cache of the fish centroids.

Also I have a copy stamp which offsets the fish swimming motion and also changes the speed of the motion based on velocity so the fish swim harder when they are going fast. It would be really nice to get this over into Unreal too but I think that's probably asking too much of the vertex animation export. It might be possible in an unreal shader although I'm not sure how I would go about sampling the velocity? It would need the swimming cache and movement cache to be separate though so it would be good to solve that first if it's even possible.

I've attached a file in case that is useful.

Exporting a fish particle based sim Jan. 12, 2018, 12:12 p.m.

Hi all,

I have a simple particle system with fish copied on which I'd like to get out into Unreal. I'm not really sure of the best way to this. I'm can't use Houdini Engine in this instance either.

I was think something similar to the way RBD sims are exported might work but I'm not really sure how to set things up for the RBD to FBX node?

What does the environment setup do? Jan. 10, 2018, 4:02 p.m.

I haven't found a solution for this but I have figured out a way to use the houdini.env file for my setup so I'm going with that.