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With the cloth tool you are able to use a cloth simulation inside of Unreal Engine to shape your geometry. This lesson you will learn how to add a cloth simulation to your digital asset tool using the Vellum nodes. This tool will then be used in Unreal using the Houdini Engine plug-in.

Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal. Click Here to learn more.

CREATED BY

SIMON VERSTRAETE

Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

More from Simon Verstraete

COMMENTS

  • kyanhudson 1 year, 11 months ago  | 

    Extremely useful tool! Cant thank you enough, I'm gonna use this a lot.

  • Sdruvie 1 year, 10 months ago  | 

    Very useful!

  • locke37 1 year, 10 months ago  | 

    Great tutorial, with perfect structure. More please :)

  • metalman123456123 1 year, 9 months ago  | 

    has anyone tested this with 4.27? im getting really odd results. The collision is off, Ive even tried directly importing the tool that was made in the demo

    • clem.lysergy 1 year, 9 months ago  | 

      Did you find any solution to this? I'm using UE5 and am having similar issues.

    • KieranLatham 1 year, 8 months ago  | 

      Will double check when I get home, but in mine, I had problems with collision geo moving and it was zeroing out in the scene and changing the settings on the merging of the collision geo fixed it so collision appeared in the correct position. Again will double check it was that.

  • erynjohn 1 year, 7 months ago  | 

    If anyone is wondering about the bug still. A bit of a fix is to use the Time Shift node after it's been exposed. I just incremented the numbers in UE5 5 or 10 at a time until the cloth was on the surface and looking like I wanted.

  • vinceprom 1 year, 6 months ago  | 

    Excellent tutorial and highly recommend for those familiar with Unreal and other 3D software to start with these Titan series.

  • Scara 1 year, 5 months ago  | 

    Just what I was looking for - nice!

  • Davide2212 1 year ago  | 

    Hi, I was really inspired by Simon's work on Ivy tool and cloth tool that I wanted to share with you a little work I added to this workflow, after the timeshifting noed, by adding a group that catches the points on the cloth using the bounding object with a bbox peaked a little of the collision object, invert the group and give it a full red color 1.0.0, in unreal use the first image of this link ( https://docs.unrealengine.com/5.1/en-US/world-position-offset-material-functions-in-unreal-engine/ ) to have the wind only on the part that are hanging and not the one on the surface.
    Hope it's helpful

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