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With the cloth tool you are able to use a cloth simulation inside of Unreal Engine to shape your geometry. This lesson you will learn how to add a cloth simulation to your digital asset tool using the Vellum nodes. This tool will then be used in Unreal using the Houdini Engine plug-in.
Project Titan is an in-house tech demo designed to production test Houdini's procedural workflows while creating a 3D environment that leverages the latest technologies in Unreal. Click Here to learn more.
A quick overview of all the different parts of the Cloth tool lesson. Take a look at where you are headed with this lesson.
Learn how to use Vellum to set up a cloth simulation. The end result will be a flexible system where you let cloth objects fall on custom geometry. Along the way, the setup will become more interesting and relevant settings will be explained.
Learn how to make a digital asset from the cloth setup. Learn how to collapse the network into one single tool that can be used in Unreal Engine. You will then build a custom interface with sliders and promoted parameters. You will see how quickly artists can make their own tools inside of Houdini.
Learn how to open the cloth tool in Unreal using the Houdini Engine plug-in. Test out the asset then make a couple tweaks to improve the tool. The lesson will show how to automatically set up Unreal materials and how to make improvements for speed.
COMMENTS
kyanhudson 3 years ago |
Extremely useful tool! Cant thank you enough, I'm gonna use this a lot.
Sdruvie 2 years, 11 months ago |
Very useful!
locke37 2 years, 11 months ago |
Great tutorial, with perfect structure. More please :)
metalman123456123 2 years, 11 months ago |
has anyone tested this with 4.27? im getting really odd results. The collision is off, Ive even tried directly importing the tool that was made in the demo
clem.lysergy 2 years, 10 months ago |
Did you find any solution to this? I'm using UE5 and am having similar issues.
KieranLatham 2 years, 9 months ago |
Will double check when I get home, but in mine, I had problems with collision geo moving and it was zeroing out in the scene and changing the settings on the merging of the collision geo fixed it so collision appeared in the correct position. Again will double check it was that.
erynjohn 2 years, 8 months ago |
If anyone is wondering about the bug still. A bit of a fix is to use the Time Shift node after it's been exposed. I just incremented the numbers in UE5 5 or 10 at a time until the cloth was on the surface and looking like I wanted.
vinceprom 2 years, 7 months ago |
Excellent tutorial and highly recommend for those familiar with Unreal and other 3D software to start with these Titan series.
Scara 2 years, 7 months ago |
Just what I was looking for - nice!
Davide2212 2 years, 1 month ago |
Hi, I was really inspired by Simon's work on Ivy tool and cloth tool that I wanted to share with you a little work I added to this workflow, after the timeshifting noed, by adding a group that catches the points on the cloth using the bounding object with a bbox peaked a little of the collision object, invert the group and give it a full red color 1.0.0, in unreal use the first image of this link ( https://docs.unrealengine.com/5.1/en-US/world-position-offset-material-functions-in-unreal-engine/ ) to have the wind only on the part that are hanging and not the one on the surface.
Hope it's helpful
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