syntheticpathos

syntheticpathos

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Problems with Gamedev 1.2.06 fluids v2 and UE4 4.22 Oct. 21, 2019, 12:26 a.m.

Hello!

I'm trying to use the newest release of the Gamedev tools to import a fluid into UE4 4.22. I've followed the newest video tutorial and created the material function, as well as all the edits I need to make to the generated textures and such. However, when I process the fluid sim (reduced to a low-poly mesh via meshreduce in Houdini) it comes out as complete garbage in UE4: flickering, changing triangles that have no bearing whatsoever on the base shape. What's strange is that in the Houdini vertex animation textures object the generated mesh is the exact same garbage, so it's clearly not some sort of Unreal-import error.

I have it set to Fluid (Changing Topology) correctly and I did follow the video at https://vimeo.com/357970428/3eda722f97 [vimeo.com] to set everything up (though that's more about dynamics than fluids, I figure it's similar enough). The strange thing is that I 100% got this working in the 1.0 version of the VAT tool about ~6 months ago, but this new one is just outputting garbage no matter what I do.

To be clear, this isn't the case of slightly offset frame range numbers - that usually manifests as individual polygons flying around and a sense that the animation is there, just timed wrong. This is just absolutely enormous triangles intersecting each other in a huge jumble, oscillating around in time.

Any help would be super appreciated. For refernce, the old version of the vertex animation textures (v1) works perfectly, so I'm at a complete loss.

Trying to export FLIP fluid to Maya Nov. 3, 2016, 3:21 a.m.

circusmonkey
Thats never going to work , flip is driven by points and you need that unique $ID

Rob

Hm. I guess I don't understand – probably entirely due to my newbie-ness with Houdini. Well, either way, thanks for the help! I'll keep messing with it and I'll try to see if I can come up with something…

Trying to export FLIP fluid to Maya Nov. 1, 2016, 6:01 p.m.

circusmonkey
Hi , without following the tutorial, do you have a simple scene I can have to look at.The standard workflow is export the surfaced mesh with colour attributes for vel etc.

Rob

After spending another 10 hours or so on this problem I think I've got the main problem worked out – I can now import the actual mesh into Maya. I think what I was doing beforehand was trying to export the voxels which, obviously, wasn't working super well.

That being said, I still can't solve another problem. Basically I'm trying to create a wave crashing on a beach that's able to loop infinitely in time for a video I'm making. I need to render it in Maya, so I have to export it as polygons which I think I've now accomplished. But the looping in time aspect is now causing problems, as I can't seem to make it seamlessly loop, despite following another separate tutorial on making flames loop in Houdini. I realize it's not quite the same but, as an extreme newbie, this is pretty much the best I could find on this topic…