Learn how to create a cloudscape for Unreal Engine 4 using a skyrig that we're going to make in Houdini, then convert it to a mesh and use it as a spawn surface in Unreal. We're also going to look at how to create some basic textures for this effect. 



You can download the scene files used in this video here! It includes an annotated .hip file, all .uassets and a Readme file.

 Software Builds Used

Houdini 16.0.577
Unreal Engine 4.14
Photoshop CC 2017

CREATED BY

ANDREAS GLAD

Andreas has spent a third of his life as a VFX artist in the games industry working on games of all shapes and sizes. From gritty explosions in Battlefield 1 to whacky powerups in Disney Universe He recently realized that there is a despicable lack of educational material for realtime vfx so he decided to try and do something about it. In both his work and tutorials he strives to live by KISS (Keep It Simple, Stupid). Finding simple solutions to hard problems has become an addiction and it's the reason he's neck deep in Houdini. He's currently freelancing for some of the biggest names in both games and VR.

More from Andreas Glad

COMMENTS

  • stefan_dahlberg 7 months, 1 week ago  | 

    Really nice. Something I can really use. Thank You.

  • plug5 7 months ago  | 

    thanks great. this is useful.

  • KevinToet 7 months ago  | 

    Hi, the Sky mesh doesnt import into Unreal as a Skeletal mesh. I'm using Unreal 4.15.
    The Sky is listed as a static mesh but the skeletal mesh section is empty.

    • KevinToet 7 months ago  | 

      Fixed it by exporting with blend shapes from Houdini.

  • Partikel 7 months ago  | 

    Hmm. I haven't tried it in 4.15 yet but I'm glad you solved it. Thanks for sharing, in case others run into the same issue!

  • stephenanimation27 5 months, 4 weeks ago  | 

    Can you use this in unity?

  • Partikel 5 months, 4 weeks ago  | 

    I haven't tried it but all the functionality is there.
    It should even be easier since you can emit from mesh by default, and you dont have to do the skeletalmesh hack.
    Instead of importing the mesh as a skeletalmesh, import it as a regular mesh and on your particle, just use mesh as your Shape.

    Try it and let me know if you get stuck :)

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