Hi guys,
I have a “cloud” of quads into Houdini, and I'd like to store for each quad its pivot position into the UVs channel and then extract it into Unreal vertex shader to move each of them separately, do you know what's the right approach to solve this?
My purpose is to make each quad to face the camera.
Any suggestion would be great..
Thank you!
Store Pivot Position into UVs
2628 1 0- antoniocappiello_fx
- Member
- 24 posts
- Joined: 6月 2016
- Offline
- DASD
- Member
- 453 posts
- Joined: 2月 2013
- Offline
To bake pivots and specifically to bake motion, I think you need to look at the Houdini GameDevelopmentToolset https://github.com/sideeffects/GameDevelopmentToolset [github.com] and the stuff that Luiz Kruel did to bake and convert Houdini simulations to shader and texture driven animations in Unreal.
Aside from that you should look at the tools that already exist in Unreal. In particular, look at GPU particles. Also Unreal does have a premade shader function that you can plug into the world offset so that quads always face the camera.
Aside from that you should look at the tools that already exist in Unreal. In particular, look at GPU particles. Also Unreal does have a premade shader function that you can plug into the world offset so that quads always face the camera.
-
- Quick Links