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Houdini Particles in UE5 | Houdini to Unreal Engine 5 Rendering Tutorial

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  • Опубліковано 15 сер 2024
  • Support on Patreon: / dannylaursen
    Learn to render POP or Vellum particle simulations from Houdini in Unreal Engine 5 by going through Niagara, UE5's particle system. Set up lighting, cameras, and high quality render settings using UE5 ray tracing for VFX / motion graphics quality. This tutorial is aimed at intermediate Houdini users who are new to Unreal Engine. SideFX Labs is required to follow along.
    Houdini to Niagara Plugin: github.com/sid...
    UE5 and Houdini project files and all assets used are available here. Free with code: UERENDER:
    dannylrsn.gumr...
    The simulation setup used in this video comes from a Houdini tutorial by Entagma:
    • Houdini Tutorial: Abst...
    This setup is generally inspired by Maxim Zhestkov.
    Learn more about the Houdini to Niagara workflow from Simon Verstraete at SideFX Labs:
    • Houdini to Niagara
    Unreal Engine 5 / Houdini Tutorial: Easy Houdini to UE5 Rendering
    • Unreal Engine 5 / Houd...
    Chapters:
    00:00 - Intro
    00:08 - Houdini Export
    01:53 - Create Unreal Project
    02:13 - Houdini to Niagara Plugin
    02:50 - UE5 Project Settings
    03:43 - Import Simulation
    03:59 - Simulation Setup in Niagara
    06:40 - Make a Level
    06:57 - Level Sequence
    08:08 - Post Process Volume (control motion blur and exposure)
    08:59 - Material Creation
    09:50 - Use Houdini Particle Color
    10:32 - Particle Cast Shadow
    10:47 - Color Tint Control
    11:27 - Maxim Zhestkov
    11:32 - Color Ramp Control
    12:46 - Lights and Camera
    13:59 - Render Setup
    14:37 - Outro
    Instagram - / danlrsn
    Behance - www.behance.ne...
    Artstation - www.artstation...

КОМЕНТАРІ • 116

  • @familybusyness8075
    @familybusyness8075 Рік тому +4

    Amazing tutorial, learning UE for rendering is my next big goal

    • @DannyLrsn
      @DannyLrsn  Рік тому +1

      Thanks for your kind comment. Good luck!

  • @DavidCha-sc4mu
    @DavidCha-sc4mu Рік тому +1

    Bro thank you so much! I’ve had tNice tutorials software for like a year and was super intimidated by all the bars and windows. The way you’ve

    • @DannyLrsn
      @DannyLrsn  Рік тому

      That's great! Thanks for your comment!

  • @a.kandemir4342
    @a.kandemir4342 Рік тому

    Dear Michael, it's you that make register for youtube, I follow your tutorial from bilibili to your channel here and I'll continue to support

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Maybe this message isn't for me, but I appreciate your support!

  • @silviudoru9333
    @silviudoru9333 Рік тому +1

    I followed the instructions and it easily worked!

  • @kelpfishes
    @kelpfishes Рік тому +3

    this is plain awesome! thank you so much Danny, I'm eager to see more of your tuts!

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Thank you! Glad you found it useful. There's another one coming on Monday!
      Is there anything you'd like to see a tutorial on in the future?

  • @syno3608
    @syno3608 5 місяців тому +1

    Thank you So much Danny . ! Helped a lot .

    • @DannyLrsn
      @DannyLrsn  5 місяців тому +1

      Glad to hear that!

  • @user-dq2ul4bu2v
    @user-dq2ul4bu2v Рік тому +1

    Fantastic hack! I did everything you showed here and it worked! Thanks a lot!

  • @tephillahapostoliccentre9712
    @tephillahapostoliccentre9712 Рік тому +1

    future! Great tutorial and wholeso community! Stay safe in these tis and keep your heads up! Do what you want that inspires you,

  • @olegfenkov
    @olegfenkov Рік тому +4

    Jokes aside, this is what we are actually doing in Maxim's studio to render pre-cached particles from houdini in ue5. this is a cool way, but the only problem - cache files are too heavy for production use (spatially, when we have tons of particles and long sims). I love housinis VAT texture exports too.

    • @DannyLrsn
      @DannyLrsn  Рік тому +1

      That's awesome to hear! I see Maxim putting out some VR-related content. Do you exclusively use Unreal for those projects or does it also have a place in other projects?
      Yes, the caches are absolutely massive. Do you find that VATs give stable results? I experienced a lot of artifacts even with smaller simulations, but maybe I did something wrong

    • @olegfenkov
      @olegfenkov Рік тому +1

      @@DannyLrsn we used to experiment in unity, but for now we are using unreal engine exclusively for all vr/ar related content. Even previewing led installations in vr for galleries. general idea is to have most of the content running in real time in vr.
      VATs are really tricky. you must think about scale of the scene in GPU float precision manner. and yeah, houdini's vat export is not really good and we have developed custom solution for our needs. baking coordinated in textures is much better solution for gpus, but much more complicated.

    • @DannyLrsn
      @DannyLrsn  Рік тому

      @@olegfenkov That's interesting. Whether Unity or Unreal, it's great to see this level of quality coming out of real-time.
      Are you able to share some specifics about your custom solution? Is it the same idea as Labs' VATs or is it a whole other system? No worries if it's all under NDA.

  • @michaelovertonbrown
    @michaelovertonbrown 8 місяців тому +1

    thanks so much - super clear, super quick

  • @nickmedukha
    @nickmedukha Рік тому +2

    Amazing tutorial, Danny! Thank you so much!

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Thank you, Nick! Glad you liked it

  • @alxplayz4039
    @alxplayz4039 Рік тому +1

    Thank you so much for sharing your experience with us. God bless you .

  • @danishhhhh0
    @danishhhhh0 Рік тому +1

    yes

  • @glitchysparx
    @glitchysparx Рік тому +1

    Thanks a lot!! Your tutorial helps me so much!

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Happy to hear that!

    • @glitchysparx
      @glitchysparx Рік тому +1

      @@DannyLrsn maybe do you know how to work with points? I don't use spheres in my project (I have points). I created a volume. Via VEX I generated a 3D mandelbulb which has more than 340k points with animation of course :D I tried to use alembic but all points are represented like cubes in UE5. I understand that I need to use Niagara. But if I choose a mesh and than choose a sphere than all particles will be missing. I tried to scale them but it doesn't help too. Can you help me? I am stuck on 06:00 and don't know what to do

    • @DannyLrsn
      @DannyLrsn  Рік тому

      @@glitchysparx I would keep in mind that a grains simulation isn't spheres. It's points. This workflow only exports points, no spheres. Try to follow the tutorial with this in mind

  • @nitzantregerman
    @nitzantregerman Рік тому +1

    Looks Amazing! Thank you!

  • @MESHQuality
    @MESHQuality Рік тому +1

    Thanks for making this!
    I wish Niagra export was faster though, it takes ages for an average particle sim to export.

    • @DannyLrsn
      @DannyLrsn  Рік тому +1

      You're welcome! Yes, it's very slow. I think exporting the info to exr texture sequences instead would be way better. Read somewhere that it can be as fast as 1 sec per frame for a 4 million particle sim

    • @MESHQuality
      @MESHQuality Рік тому +1

      @@DannyLrsn That's a good info!

  • @nishantmichaelchander9449
    @nishantmichaelchander9449 Рік тому

    Thank you for your reply!

  • @joelberg8576
    @joelberg8576 Рік тому +3

    Been waiting for a simple pipeline to import 1mil plus particles into Unreal for ages. Seems like nothing yet. Particles are cheap, 10mil or so for water splashes or FX is what I hope for soon. Not for realtime, but just to import and render with ease. All options so far and slow or buggy. They need to just write a Houdini - UE particle plugin. Until then we are always going to do offline rendering with any FX

    • @DannyLrsn
      @DannyLrsn  Рік тому +2

      I have something in the works. It takes a bit of setup time if you don't write a Python script to take care of it. I've tested it with 1 mil particles which exports at around one second per frame. I need to work out some quirks before making a video on it, but hopefully I will get to it soon.
      I hope as well that there is something in the works from SideFX's side, but for now we will have to make our own solutions

    • @joelbergfx
      @joelbergfx Рік тому +1

      @@DannyLrsn Yeah, im very surprised SideFX has nothing yet. But your solution definitely seems acceptable. Id gladly wait 1 or 10 sec a frame to import particles for feature quality work.

    • @DannyLrsn
      @DannyLrsn  Рік тому +1

      @@joelbergfx I'll be sure to get it out soon so people can start playing around with it

    • @joelbergfx
      @joelbergfx Рік тому

      @@DannyLrsn looking forward!

  • @user-og3ne8gb8c
    @user-og3ne8gb8c Рік тому +1

    Nice tutorial,

  • @user-hk5et2vh4b
    @user-hk5et2vh4b 9 місяців тому

    Thank you!!!

  • @Aguiraz
    @Aguiraz Рік тому +1

    Thank youuu

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Hope you'll get something from it!

  • @voltek9755
    @voltek9755 Рік тому

    ikr!

  • @Novaprod-jn4kq
    @Novaprod-jn4kq Рік тому +1

    Nice

  • @user-pc5kq7qo6g
    @user-pc5kq7qo6g Рік тому +1

    Houdini render from Redshift to Unreal!! Amazing, can we use this for real time in-game play?

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Thank you! Check my response to your other comment :)

  • @supraneedeesom8040
    @supraneedeesom8040 Рік тому +1

    Early on, You ntion a tutorial You've made, concerning the content setup. I can't seem to see it in Your description though?

    • @DannyLrsn
      @DannyLrsn  Рік тому

      The tutorial I mentioned is not exclusively a project setup tutorial. Just like this one, it goes through the whole process from export to render of a simulation. The project setup is exactly the same in both so you are not missing out on anything there.

  • @irfannurikhsan247
    @irfannurikhsan247 Рік тому

    ikr

  • @inspirationalgoosebumps6006
    @inspirationalgoosebumps6006 Рік тому +1

    Wow, plz more tuts.

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Is there anything specific you would like to see a tutorial on in the future?

    • @inspirationalgoosebumps6006
      @inspirationalgoosebumps6006 Рік тому +1

      @@DannyLrsn Solaris tutorials are scarce. I would really like to see that with your teaching style. Thanks

    • @DannyLrsn
      @DannyLrsn  Рік тому

      @@inspirationalgoosebumps6006 That's interesting to hear. What part of Solaris are you interested in?

  • @ahmednasr93
    @ahmednasr93 Рік тому +1

    can you make a full scene export from Houdini with an animated camera?

    • @DannyLrsn
      @DannyLrsn  Рік тому

      It is possible to export camera as FBX. It is also possible to export static or skeletal meshes as FBX. You can't export anything with changing point counts as FBX, and you should not export a particle simulation as FBX.
      This is a guide in the Unreal documentation on how to get a camera from Maya to Unreal with animation: docs.unrealengine.com/5.0/en-US/import-and-export-cinematic-fbx-animations-in-unreal-engine/

  • @desocrate
    @desocrate Рік тому

    How would I make something like a muzzle flash?

  • @7cd664
    @7cd664 5 місяців тому

    Is it easier to "create the particles and put them into unreal" than "create the particles direct in unreal"?

    • @DannyLrsn
      @DannyLrsn  5 місяців тому +2

      Depends on the effect. It's almost always easier to create it in Unreal since there's less headache going back and forth, but I wouldn't know where to start with an effect like the one I show in this video.

  • @pongpipatwit6375
    @pongpipatwit6375 Рік тому

    Danny, at min 8:08 you said Motion Blur didn't cause the artifacts. Can you elaborate on what was the culprit then? I'm dealing with the unexpected blurring issue, driving me nuts! Thanks and thanks for the great tutorial!

    • @DannyLrsn
      @DannyLrsn  Рік тому

      I honestly don't remember how I arrived at that conclusion. I think it's just a bug when scrubbing the timeline of your level sequence and you won't see any issues like that in the render in the end. Hope that helps!

  • @FreestyleMovement
    @FreestyleMovement 11 місяців тому

    amazing tute! thank you.
    regarding the file type, it seems like the hipnc isn't opening up in my indie file. do you have a hiplc available? or is there another method? i dont have a perpetual license so i can't do the upgrade.

    • @DannyLrsn
      @DannyLrsn  11 місяців тому

      Glad it was helpful, unfortunately I did this demo on an educational license, so I can't help you there.
      You can use the project file more as a reference guide to the video

  • @Kilvish-Gaming
    @Kilvish-Gaming Рік тому +1

    better, but is also more professional

  • @kickheavy8982
    @kickheavy8982 7 місяців тому

    Thanks for making this. I'm an X-Particles user and trying to get my particles into Unreal. X-Particles can export to bgeo format. Would it be possible to import my bgeo file into Houdini, convert it to Json and export into Unreal the way you're showing here?

    • @DannyLrsn
      @DannyLrsn  7 місяців тому +1

      I'm not sure what kind of data x-particles creates, but I guess you should be able to. It's worth trying

    • @kickheavy8982
      @kickheavy8982 7 місяців тому

      @@DannyLrsn X-Particles can export as bgeo and bin data. The bgeo can be imported into Houdini for sure. I was just curious if you knew if Houdini can convert that bgeo data into Json.

    • @DannyLrsn
      @DannyLrsn  7 місяців тому +1

      @@kickheavy8982 I can imagine you just put the file node loading the bgeo sequence into the input of the Niagara ROP and it should all work

    • @kickheavy8982
      @kickheavy8982 7 місяців тому +1

      @@DannyLrsn Ah okay. I'll give it a shot thanks man.

    • @kickheavy8982
      @kickheavy8982 7 місяців тому

      @@DannyLrsn It worked partially haha. I was able to get my X-Particles data into Houdini and export via the niagara Rop node. In Unreal my particles don't show up though. If I had to guess, it's probably because the attribute data of native Houdini particles have different names than the attributes from X-Particles so the Unreal Niagara system can't read them properly. Looks like I have to learn Houdini lol. I'm headed over to the Houdini is HIP series to start. Wish me luck man.

  • @user-pc5kq7qo6g
    @user-pc5kq7qo6g Рік тому

    I think you're just using Unreal Engine's MovieRentQ like a renderer like Octane or Redshift, is that correct? Is it too heavy to use as a real-time renderer?

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Yes and no. I am using the movie render queue to help increase the quality of the output render. This means that it renders slightly slower than real-time (maybe 1-2 seconds per frame), but Redshift or Octane would need 1-2 minutes per frame.
      If you want to use this for a game that actually needs to be real-time, check out SideFX's own videos on the Houdini to Niagara workflow. They talk a bit more about how to make sure it'll run well in real-time.

  • @Ra00Da
    @Ra00Da Рік тому +1

    I tried it but it seems that it doesn't support a high level of particles, in my case I have 1.500.000 particles and I can't even import the file to Unreal.

    • @DannyLrsn
      @DannyLrsn  Рік тому +1

      Right you are! Check out my advanced workflow in another video. Maximum is still 2 mil, though.

    • @Ra00Da
      @Ra00Da Рік тому +1

      @@DannyLrsn Thanks for the advice ❤

    • @DannyLrsn
      @DannyLrsn  Рік тому

      @@Ra00Da No worries. Good luck!

    • @Ra00Da
      @Ra00Da Рік тому +1

      maybe we need to try now with UE 5..3@@DannyLrsn

    • @DannyLrsn
      @DannyLrsn  Рік тому

      @@Ra00Da I don't have access to Unreal these days, but looking at the roadmap, I don't see any improvements on this area. Feel free to try it out for yourself and see if anything changed :)

  • @chinesefood8386
    @chinesefood8386 Рік тому

    Sere the great..

  • @Luiz2959
    @Luiz2959 Рік тому

    Also your mind catches more stuff when you're interested

    • @DannyLrsn
      @DannyLrsn  Рік тому

      Very true!

    • @Luiz2959
      @Luiz2959 Рік тому

      @@DannyLrsn the most bizarre thing is that 16 hours ago i wasn't even online, i didn't watched this video because i don't work whit UE5 and i didn't commented this video either... Well, I changed my password and activated 2 factor verification, whoever hacked my account wouldn't be able to do that again

    • @DannyLrsn
      @DannyLrsn  Рік тому

      @@Luiz2959 sorry to hear that. Hope your accounts are safe now

  • @SuperlativeCG
    @SuperlativeCG Рік тому +1

    Just what I've been looking for.

  • @user-pp9uj1tc6e
    @user-pp9uj1tc6e Рік тому

    How should I scale the entire imported effect? Not the size of individual particles. Do I have to import Houdini to reset the size calculation?

    • @DannyLrsn
      @DannyLrsn  Рік тому

      I don't know if it works with this method, but try to set the Niagara emitter to local space and then you might be able to just scale the Niagara system actor in the level

    • @user-pp9uj1tc6e
      @user-pp9uj1tc6e Рік тому

      @@DannyLrsnit's work. thanks

  • @ethereum1249
    @ethereum1249 Рік тому

    yo must be nice

  • @MonsterJuiced
    @MonsterJuiced 6 місяців тому

    Is there a reason you're using CPU rather than GPU?

    • @DannyLrsn
      @DannyLrsn  6 місяців тому

      Yes, this method is not available with a GPU sim

    • @MonsterJuiced
      @MonsterJuiced 6 місяців тому

      @@DannyLrsn Hey just a quick update. I've been using houdini to create point cloud caches for niagara to use but I discovered something quite specific. The colour data doesn't get read properly if you use GPU mode. If in CPU then the colour is all there but the performance is ofc atrocious. I discovered that the GPU mode doesn't ready the blue channel in the RGB cd attribute. I found this out by trying to diagnose it. Did you know this?

  • @yashrajsinhjethwa2535
    @yashrajsinhjethwa2535 Рік тому

    LMFAO good one

  • @KafinToys_313
    @KafinToys_313 Рік тому

    how did i get here?

  • @officialmail3099
    @officialmail3099 Рік тому

    Fakhri Habibi hamoud

  • @melihkara8851
    @melihkara8851 Рік тому

    lmao facts

  • @Rohit1497
    @Rohit1497 Рік тому

    doesn't have sufficient space. Thanks!

    • @DannyLrsn
      @DannyLrsn  Рік тому

      If you need help with the space issue, can you elaborate a bit on the problem?

  • @NamNguyen-uu8yq
    @NamNguyen-uu8yq Рік тому

    mac

  • @gurkirat7035
    @gurkirat7035 Рік тому

    Sa lol

  • @ngochieungo8819
    @ngochieungo8819 Рік тому

    lol