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Create a magic projectile effect using Houdini to define the look and the VFX Graph in Unity’s HDR Render Pipeline to define gameplay. Through this lesson, learn how to create a base mesh for the projectile, an RBD sim of the ground breaking apart and a vector field to shape the particles in Houdini. In the end, use the Unity VFX graph to bring all the parts together and add the results into gameplay.
NOTE: These lessons use the SideFX Labs tools. Make sure the latest release (non production build) is installed when doing this lesson.
Explore the different components of the magic projectile effect to understand how this effect will be built. Learn about all of the components in preparation for the upcoming lessons.
Build the base projectile model, then add a ribbon using a spiral and a sweep. Learn how to set up uvs for all the parts to prepare for texturing. Once the model is ready you can export the results to FBX. This file can then be imported into Unity and set up within the VFX Graph where you will emit the projectile at regular intervals.
Learn how to texture the projectile using an image derived from a particle simulation set up in Houdini. This will give an interesting edge to the texture that you can design yourself. Once applied, there may need to be some adjustments made to the UVs to get the look you want for the projectile.
Add an explosion of particles in Unity at the point where the projectile dies. To control the particles, use a vector field created in Houdini. To export it to Unity, access the VFXToolbox from Unity’s github which will supply the exporter node. You will also create a particle trail for the projectile as it moves.
To accompany the particles, you will learn how to create a ground destruction effect. Taking a box, you will use a material fracture then a bullet solver to break apart the ground surface using a hidden piece of geometry. Learn how to refine the results then export RBD to FBX which can be loaded into Unity. You will also use the destructed pieces to create a texture map in Substance Designer which will be used as the crack in the floor.
Learn how to bring together the particles, the ground destruction and the cracked ground texture to achieve the combined effect. You will group them then sync up the timing and animate some of the parameters on the texture. To add the effect to the game you will create a spawner with code that references the Magic Projectile and all of its parts.
COMMENTS
ThomasSpaceflower 4 years, 1 month ago |
I always watch Simon's videos! Thanks for sharing
BlissettDMB 4 years, 1 month ago |
Great work Simon!!! Really excellent tutorials as always!!!
Can we possibly get a tutorial on how to do Destruction\Vertex Animation setup between Houdini and Unity.
There was this great walk-through by the Boarderlans 3 team, but it was focused on Houidni and Unreal.
See SideFX Video on Youtube here: https://www.youtube.com/watch?v=KYCDmOe4i_A
Destruction Reel: 2:14
Vertex Animation: Minutes:13:14
If this is already in the Game Toolkit, any links provided would really help.
Many thanks again,
Dave.
Simon_V 4 years, 1 month ago |
The artist who worked on the borderlands vfx made a video for Sidefx. It is a full tutorial talking about destruction and vertex animations. It is shown in Unreal and will work in Unity as well. https://www.sidefx.com/tutorials/destruction-fx-for-realtime/
BlissettDMB 3 years, 11 months ago |
I thought I had my ear to the wire... How did I miss this?
Checking out the tutorials now.
A Big Thanks Simon [and the rest of the SideFx team]. Big Brains!!!
Ujjawal 4 years ago |
Loved it when are the other videos coming out?
maxpleaner 3 years, 10 months ago |
Does this work with URP?
maxpleaner 3 years, 10 months ago |
never mind i should watch the video first lol .... you said like 1 min in that its not
goodbyegirl1974 3 years, 3 months ago |
Thank you for your video. it is amazing for me.
May I ask a question?
I couldn't understand how I use "Volume Tiling" node, named "volumetile19", on Houdini when I saw the third video, "VectorFields in Unity".
Would you tell me how I use "Volume Tiling" node?
And if possible, I want to get some samples about the geometry node named "VelocityFields". I'm very glad if you tell me how I get some samples about it.
Thank you for your video and reading my question.
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