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Learn how to generate explosions, smoke, and lightning in Houdini then export these to Unreal. SideFX Labs flipbook textures can be used to generate sprite sheets for dynamic magical explosions, fire, and smoke. SideFX Labs lightning nodes can be used to create lightning with a dynamic remeshing Vat. Falling and breaking glass can be generated within Houdini. Interweave all of these elements with Niagara emitters and blueprints to create multilayer magical combat FX within Unreal.
Create a stylized cracked stone/ textures inside Houdini. Setup the stone Blueprint, material, and lights system inside UE.
Add spinning particles, symbols, and ribbon trails inside Niagara.
Simulate an explosion sprite sheet inside Houdini to instance for the rocks collision. The explosion will be made using Labs Flipbook Textures output node. Create dynamic remeshing lightning using Vertex Animation Textures (VAT) inside Houdini.
Create UE materials for a fiery core and force field. Utilize Lightning Labs inside Houdini to create a static lightning mesh that we will use to surround our fire core inside UE with Blueprints.
Simulate fire sprite sheets inside Houdini using Labs Flipbook Textures. Instance the sprite sheets in Niagara to set up fire effects for the enemy characters.
Procedurally model the glass panels. Create a simple glass falling animation using a dictionary attribute. Export the result as a skeletal mesh FBX.
Fracture the ground geometry into pieces with varied sizes. Simulate the destruction of the ground when the metal ring colliders rise to the surface.
Fracture the glass panels without resulting in noticeable bullet-like impact points. Prepare the glass geometry for vertex color masking. Simulate the two-phased glass destruction sequence.
Export the RBD destruction result through Labs Vertex Animation Textures ROP. Install the SideFX_Labs plugin and set up the VAT shader in UE.
Spawn symbols and circles on the ground using UE materials and Niagara. Create a blueprint to control the speed and timing of our glass simulations.
Create dynamic material instances to crossfade between the falling glass skeletal mesh and the breaking glass VAT. Simulate smoke sprite sheets in houdini to place at the impact point of our falling glass.

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COMMENTS

  • osong 2 years, 9 months ago  | 

    Amazing result, can't wait to jump in and give this a go. Thank you for the ongoing effort of showing latest techniques for realtime!

    • kivril 2 years, 8 months ago  | 

      Hello I get this:
      Error running callback:
      Traceback (most recent call last):
      File "labs::Sop/maps_baker::5.0/execute", line 1, in <module>
      File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\hou.py", line 50953, in __getattr__
      return _hou.HDAModule___getattr__(self, name)
      AttributeError: 'module' object has no attribute 'Render'

      • ShtirlicM 1 year, 1 month ago  | 

        Hello.
        They could not explain exactly how the attribute details were configured and where they were assigned, I could not find the attached files at all. Thank you!

        • ShtirlicM 1 year, 1 month ago  | 

          Its for Animating Glass Panes.

        • yiqing.sun 8 months, 3 weeks ago  | 

          Hello, Is it available for you guys to tell me where is the video for setting up the big circular dispersing purple smoke in demo's last part? It seems that there is no explanation or setup instructions for this content. Thank you!

          • Burk 1 month, 1 week ago  | 

            Check video #3 at the 22 minute mark.

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