Це відео не доступне.
Перепрошуємо.
Houdini Export Looping Particles to Unreal 5 Tutorial
Вставка
- Опубліковано 15 сер 2024
- In this tutorial we'll set up a quick looping particle emitter and export the results to Unreal Engine 5 for use with Niagara
Support us on Patreon for assets:
/ smallrobotstudio
Get assets on our Gumroad Store:
www.gumroad.com...
Check out more Small Robot Studio:
/ smallrobotstudio
smallrobotstudi...
Check out more or Érika’s Work:
www.erikacasab.com
/ erikacasab
Stay up to date on Facebook:
/ smallrobotstudio
Thank you for that tutorial sir! Now I can build my complex particle scenes in Houdini and just render them in real time. Awesome!
oh would love to see more houdini plus unreal videos, lovely channel
How to import color of particles from houdini to Unreal ?
All works thank you so much!
Thank you for the easy to follow tutorial!
It's not really too important, but if someone else is having trouble with that, in order for ray node to work, you need to set "Method" to "Minimum Distance" in your ray1 node in sopsolver. Hope that helps someone lol.
Cheers for letting people know, might solve someone's issue!
@@SmallRobotStudio thank you for the tutorial!
Any tips on getting motion blur in unreal? is the vel attribute needed for that in houdini?
is it working with 1mill+ particle count ?
What are some of the main advantages of building particle behavior in Houdini for import versus natively in Niagara?
Bit unfair for me to comment on personally as I'm far more experienced with Houdini than Niagara but for me the workflow in Houdini is incredibly versatile and procedural, you can mix a lot of elements from the different procedural systems in Houdini and blend them with your particle systems. I'm 100% sure Niagara is incredibly capable (from what I've seen) but as Houdini is really low level in terms of design you can get very specific in your designs and control of particle simulations.
I don't know if niagara lets you cache stuff natively in unreal, the houdini cache is nice for pre-recorded stuff or cinematics, because it's cache, more predictable, less things happen by chance
@@YuuJer Currently Niagara doesn't have caching, but you can set emitters/particles to be deterministic (with deeper levels of this on select modules) and get the same behavior on playback. It isn't 100% all the time but works for me in general for the cinematics work I do.
That said, I think people coming from Houdini will be more comfortable utilizing their workflow this way at first until they gain familiarity with how Niagara can replicate those results, and from someone who comes from UE/Niagara I've found that Houdini is offering me very powerful ways to crossover (point caches, flipbooks, HDAs, etc.).
hi I want to know where can we copy "opinputpath"? thank you
can i export with apprentice version of houdini
thx for tutorial! i have problem with make loop thing :( when i set 'remove particle' for 'dead after loop end' then there is no particle shows
i fixed it haha its really good tutorial thank you so much!
@@sunnypark8533 How did you solve it because I am having the exact same problem
9:48 dont forget to turn on show plugin content
10:21 there are other reasons apearantly as ive done both and it doesnt show up
I had the same issue - after importing the file through Unreal Engine into that folder it showed up in my content browser. Hope it fixes it for you!
Select "Show all", Uncheck "Library only", Select "Parent Emitters", then search for "Hou..."
@@sicfxmusic thanks mate!
l am thinking about to learn real time vfx in game for seeking an internship like going to Ubisoft.l am looking forward to be technical artist.And l found that houdini and niagara are the most important things to learn.Can you give me some advice?Thanks a lot!
I don't work in games so I can't talk specifically about what to focus on. My general advice is have a lot of work in your portfolio to show that you are regularly pursuing your craft and improving your skillset. A good reel is your best asset.
You were able to get Houdini running in UE5? Would love to know how it all worked for you.
I'm not using Houdini in Unreal here just exporting the point cache from Houdini. You can do something similar with Houdini Engine in unreal I believe but I've not looked into it yet