Procedural Stream  2: Flowmaps & Materials

Welcome to this tutorial series about creating a procedural stream with flowmaps in Houdini. You can find all the scene files and more tutorials on our site. 

This is the 2nd tutorial of the Procedural Stream series, focussing on the generation of a small, procedural stream. In this part we dive into Unreal and get our flowmaps and materials to all work together in a single HDA (Houdini Digital Asset)!

Currently we are looking at all the feedback and ideas and because of the changes with the flowmaps in H17.0 and H17.5, we will postponing part 3 of this series for now. We will look over part 1 and 2 and probably make a complete remake of this series in the future! Make sure to keep track of what we are doing.

   - Cheers! ;-)



As the original founder of Dokai, Ivo is passionate about using Houdini to create procedural content for cinematics and videogames, and is currently working as a Technical Artist on the new Gran Turismo games for Polyphony Digital at SONY Interactive Entertainment with the focus on Environmental design. He graduated from IGAD (International Games Architecture & Design) in Breda with 3 years of experience with Houdini, and loves environmental design. He also interned at SideFX Software‘s game dev team in 2018/2019.He grew up in Tilburg, The Netherlands, is an avid martial artist, and wants to help you with his knowledge and share his experience from the industry through tutorials and seminars!

More from Ivo van Roij


  • harryabreu 2 years, 3 months ago  | 

    Thank you very much all the time I was curious how to do character animation for Unreal.
    You helped me alot.

    • Ivo van Roij 2 years, 3 months ago  | 

      This is not the only way, actually. I'm just giving an example of how you could. ;-)
      - Ivo

  • Newman2 2 years, 3 months ago  | 

    This was helpful thanks. But please consider upgrading your microphone.

    • Ivo van Roij 2 years, 3 months ago  | 

      Glad to help! Was it that terrible?
      - Ivo

  • alex1234 2 years, 1 month ago  | 

    I do not think this is the best animation workflow.

    • Ivo van Roij 2 years, 1 month ago  | 

      Hi Alex!

      This most definitely isn't the best workflow for animating. Theoretically speaking, you'd want to use the software that was used for rigging, to have your animater animate with. So when Rigging in Maya, you'd wanna animate in Maya. If you did rigging in Houdini, you'd want your animations to come from Houdini as well. However, as sometimes the case, we don't always have direct access to the rigs of our characters. In this series, I'm just showing the possibilities for a quick animation, using Houdini to get the rig from Unreal (or another engine) and just output another animation in there, if needed. Think of it as something for an indie dev that doesn't want to spend too much time or doesn't have the money to have a separate animator go over and create new/test animations ;-)

      Thanks for the feedback, and thanks for watching!

      Cheers, Ivo

  • Flynn_Dahlberg 1 year, 10 months ago  | 

    I only get errors when trying to import to UE4. Keeps saying I have multiple root bones.

    • Ivo van Roij 1 year, 10 months ago  | 

      Hi Flynn!

      Thanks for watching our tutorials. The error of multiple root bones has to do with the fact that the first node in Houdini is named the same as the actual root bone from Unreal. If you change/remove that in Houdini before your export, it should work.

      Cheers, Ivo

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