I am having trouble getting VAT to work with PDG, it is all set up correctly but exr files that come out are correct size and all but they are all black. Pressing render button no VAT node however produces expected results. Am I missing something or is it a bug ?
PDG network is dead simple, it reads fbx animations from a folder, brings them to sops, does stuff and renders them out.
Official Labs Vertex Animation Textures 3.0 FAQs and Links
59529 87 32- kumpa
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- kripto289
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- zhuxiongyusi
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I am currently trying to implement VAT3.0 on in-house engine.
Where can I find reference implementation of VAT 3.0 in HLSL like this?
https://github.com/sideeffects/GameDevelopmentToolset/blob/Houdini16.0/unity/shaders/vertex_soft_body.shader [github.com]
I mean, I'd like to avoid porting node graphs to code.
Thank you.
Where can I find reference implementation of VAT 3.0 in HLSL like this?
https://github.com/sideeffects/GameDevelopmentToolset/blob/Houdini16.0/unity/shaders/vertex_soft_body.shader [github.com]
I mean, I'd like to avoid porting node graphs to code.
Thank you.
- timmeh
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Similarly to some others in this thread, I've been having issues exporting sequences to Unity that appear related to the size of the sequence and its components. I've not yet worked out much beyond scaling the simulation down at the end to some arbitrary value (it's been different between tests) seems to "fix" it.
Simple test sequence in Houdini:
Exported to Unreal:
Exported to Unity:
In this specific example, if I scale the bowl down to below 15 for the radius, it works (in the video, it's set to 50). I've also tried other things, like scaling down globally at the end, followed by the assemble, which works. Insights appreciated!
Simple test sequence in Houdini:
Exported to Unreal:
Exported to Unity:
In this specific example, if I scale the bowl down to below 15 for the radius, it works (in the video, it's set to 50). I've also tried other things, like scaling down globally at the end, followed by the assemble, which works. Insights appreciated!
Edited by timmeh - Oct. 2, 2024 12:28:49
- happybabywzy
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- Damien_dl
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Hi everyone,
I'm working on a project involving volumetric fluid effects similar to this asset: Volumetric Blood Fluids [assetstore.unity.com], where the author mentions 3 to 6k triangles while still achieving good results, and I'm trying to create something cheap in Houdini that can still work well in real-time.
I've tried using the Dynamic Remeshing (Fluid) VAT setup from Labs, but I noticed that it ends up consuming quite a lot in terms of polycount. My current mesh has about 30K vertices and 10K triangles at 60 fps, along with the VAT textures for position, rotation, and lookup. While this works, it feels a bit heavy for what I'm aiming for in terms of real-time performance.
I'm curious if anyone has managed to create volumetric-style fluid effects in Houdini with a more optimized approach that reduces the polycount or the resource cost overall? Are there alternative methods or optimizations for VAT that you use to keep it lightweight but still visually appealing?
Any advice or examples of setups that worked well for you would be greatly appreciated!
Thanks in advance!
I'm working on a project involving volumetric fluid effects similar to this asset: Volumetric Blood Fluids [assetstore.unity.com], where the author mentions 3 to 6k triangles while still achieving good results, and I'm trying to create something cheap in Houdini that can still work well in real-time.
I've tried using the Dynamic Remeshing (Fluid) VAT setup from Labs, but I noticed that it ends up consuming quite a lot in terms of polycount. My current mesh has about 30K vertices and 10K triangles at 60 fps, along with the VAT textures for position, rotation, and lookup. While this works, it feels a bit heavy for what I'm aiming for in terms of real-time performance.
I'm curious if anyone has managed to create volumetric-style fluid effects in Houdini with a more optimized approach that reduces the polycount or the resource cost overall? Are there alternative methods or optimizations for VAT that you use to keep it lightweight but still visually appealing?
Any advice or examples of setups that worked well for you would be greatly appreciated!
Thanks in advance!
- PeterHam
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Damien_dl
Hi everyone,
I'm working on a project involving volumetric fluid effects similar to this asset: Volumetric Blood Fluids [assetstore.unity.com], where the author mentions 3 to 6k triangles while still achieving good results, and I'm trying to create something cheap in Houdini that can still work well in real-time.
I've tried using the Dynamic Remeshing (Fluid) VAT setup from Labs, but I noticed that it ends up consuming quite a lot in terms of polycount. My current mesh has about 30K vertices and 10K triangles at 60 fps, along with the VAT textures for position, rotation, and lookup. While this works, it feels a bit heavy for what I'm aiming for in terms of real-time performance.
I'm curious if anyone has managed to create volumetric-style fluid effects in Houdini with a more optimized approach that reduces the polycount or the resource cost overall? Are there alternative methods or optimizations for VAT that you use to keep it lightweight but still visually appealing?
Any advice or examples of setups that worked well for you would be greatly appreciated!
Thanks in advance!
I actually made a tutorial on this topic for Unity. It might give you some of the answers you're looking for, here it is.
Hope it helps, and good luck with your setup!
/TechHamlin
- arturmandas
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Have anyone had luck with making VAT work with tangent-space normals, like the normals of the specific texture sets? Setup requirement is to use world-space normals. I want to use VATs material functions in Unreal Engine as an intermadiary which can be turned on with a static switch on a parent material, so that my child materials can use it, if they need. But of course, as is the standard, most of my materials use tangent space normals, for instance megascan surfaces. If this is not possible, this limits the usability a great deal.
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