I've had some fun with the “Realtime VFX” shelf tool by Steven Burrichter. It's the tool that lets you get baked simulations into Unreal Engine.
Here are my results sofar:
https://vimeo.com/152437236 [vimeo.com]
https://vimeo.com/152580247 [vimeo.com]
Realtime VFX - Houdini in Unreal
8702 11 2- MagnusL3D
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Hey Magnus,
Very nice, feels much better than regular destructable in unreal. how's the performance? would it hold during a battle scene with AI and all?
Where can you get that tool? I'm very curious on the process.
right now I'm exporting my simulations to maya to get a bone animation and get a skeletal mesh and finally to unreal, but I can't get that many pieces.
thanks for sharing!
Very nice, feels much better than regular destructable in unreal. how's the performance? would it hold during a battle scene with AI and all?
Where can you get that tool? I'm very curious on the process.
right now I'm exporting my simulations to maya to get a bone animation and get a skeletal mesh and finally to unreal, but I can't get that many pieces.
thanks for sharing!
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Thanks Misterbil, and as you noted on your vimeo comment, all the info is in the video description, but for those that dont want to go there, everything I did is explained in this tutorial by Steven: https://vimeo.com/124874315 [vimeo.com]
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I'm really curious to see how it holds up with heavier scene, it's looks really great in your scene and it would be too bad that you'd have to lower the visual bar because of the performance!
and here is Peter Quint looping pyro video link https//vimeo.com/46910933
super simple and very useful, enjoy )
b
and here is Peter Quint looping pyro video link https//vimeo.com/46910933
super simple and very useful, enjoy )
b
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Yeah i think memory is the biggest concern since it is aalot of keyframes and mesh data. probably fine for PC but not so sure on XBOX1 and PS4.
Looked at the Peter Quint looping and thats sort of how it's been done with 2D sprites in AfterFX for years but I am thinking this still will look better.
Thank you for the link !
Looked at the Peter Quint looping and thats sort of how it's been done with 2D sprites in AfterFX for years but I am thinking this still will look better.
Thank you for the link !
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Yes, I think for cut scenes or special event it would work great!
I was also doing the AFX trick for awhile until I discovered houdini and asked Peter Quint about the looping stuff.
Glad you like it )
I'm currently working on big pyro explosion for a in game FX and trying to recreate Bill Kladis stuff inside houdini. I'm testing the the upres solver to see if I can increase the quality without killing the render/simulation time.
Have you tried it? any good result?
by the way I love to share more houdini/unreal/game stuff idea and techniques but not sure if we are going to drive people crazy over here )
just in case you are interested, my email misterbil(at)gmail
I was also doing the AFX trick for awhile until I discovered houdini and asked Peter Quint about the looping stuff.
Glad you like it )
I'm currently working on big pyro explosion for a in game FX and trying to recreate Bill Kladis stuff inside houdini. I'm testing the the upres solver to see if I can increase the quality without killing the render/simulation time.
Have you tried it? any good result?
by the way I love to share more houdini/unreal/game stuff idea and techniques but not sure if we are going to drive people crazy over here )
just in case you are interested, my email misterbil(at)gmail
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