***TGA REndering*** i messed up the editing of this video. please skip past the UE4 section to see how to render the TGA... so sorry for my noob mistakes.
@@quackcharge im not 1005 sure what you mean by spreading them. If you mean using VAT to control the translation, scale and rotation of your sprites then i guess you can but UE4 does a pretty good job of calculating it for cheap. maybe if you are working on a VR game or a mobile game. I hope this answers your question?
sry should have been clearer: I meant using the pyro spread solver. I would need to give the sprites some information about where to appear, since it spreads around geo, vat seems good for baking transforms in to get that, but how do I get the sprites to render the part of the flipbook / sim where they appear?
@@quackcharge ah i see. thats a great problem to solve. However i dont think you should aim to be so accurate with how the fire should look at a certain point because if you do then you'll need a unique fire textures for each flame which is almost impossible as there would be way too many. You simply cant create unique textures for each scenario you wont have the memory to do so. Instead you need to get 3 or so variations eg. (small flames, medium flames large flames) and reuse the crap out of them!
Hi . I have 2 questions. if I have an ocean sim with shaders for the water,foam,splash,etc made in Houdini, can I export those shaders as well with the simulation itself , into UE4? 2- How can I make a flipbook when working with fumefx? Thanks
Hey, Rooz! for the ocean sim try watching this video from Call of duty vimeo.com/261901539 And for the FumeFX question look at my other video showing you how you can create flip books in Fume :) th-cam.com/video/CKbgMxLiRJM/w-d-xo.html
There is no camera angle that will work for all situations. Rendering from the top or from an isometric angle is going to give you the best results for most situations. However, if you are planning to make effects for cinematics then you should consider making unique textures for each shot. It's time consuming but this will give the best result to match your camera with the game engine and rendering software.
Hey thx a lot for the tuto! i saw in your ue4 scene you have a torch fire, (burning flame) do you mind to share how to set the particle system for this and the material? Only the particle system, nothing before that like how to use houdini and all. i already have my flipbook so i only need the right particle settings and potential material settings if you made some extra nodes in it. I want it to be a nice burning flame. Thx a lot.
Johannes Coetzee YES! I just learned it was “VAT” I was looking for! But so far I just seen things with blood (or something opaque) nothing with something transparent or translucent. I think it would be useful to something with smoke shockwaves and VATs
@@tekkablade12 Well I haven't tried it before but you should be able to do the same but just set the material to translucent instead of opaque. The problem is mapping a texture to a soft surface (surface that changes topology) .
Thanks for sharing. I just started with Houdini so I have a noob question: is there a way to render the final Mosaic with the texture sheet ROP node? Just to have normal, emissive and different channels. I'm following another tut on this but he take the pyro simulation instead of the first frame with the sheet edit: the tutorial I mentioned is actually the same you linked in a comment below
hey, im not exactly sure what you mean but you can change what your final texture looks like in the "channel packing" tab of the "texture sheets" rop. If you dont see this then maybe you need to update your "game dev toolshelf". Hopefully this answered your question, if not feel free to correct me :D
@@Voxels-Vertices Yeah, besides the fact I'm going straight from my sequence to the node though instead of using trim. (I mean at the end of the day its not a huge deal I can just export as exr and change the format in photoshop) just an odd bug I guess.
@@Voxels-Vertices drive.google.com/file/d/1-i7YAmmCI-9uW62r_12slMg6wkKUoNmd/view?usp=sharing Sure, I mean I only started learning houdini and wanted to get something in engine quick so came here.
Tutorial was so great until he went to composting part, he trimmed and ...? then what??? You must did something, because I followed step by step and I dont have TGA file, just a sequence of exr files. So, I can't continue anymore ... great... :(
Hey! I'm so sorry for the confusion but I made a big noob mistake in my video editing. If you skip forward to 30:00 you carry on from the trim node. 😊 Again sorry for the mix up I'm still trying to get used to editing.
***TGA REndering*** i messed up the editing of this video. please skip past the UE4 section to see how to render the TGA... so sorry for my noob mistakes.
29:54 Back to Houdini export
19:28 Unreal Engine
Thanks so much for the awesome tutorial!
'Image Resolution too large. See Settings->Main Preferences->Compositing to change the limit.'
How should I solve it?
Perfect tutorial! It's my first time trying houdini, and i've got pretty much same results :)
thanks a lot, thanks for the path middle mouse trick aswell "in human terms" made me exhale very sharply through my nose lol
Aha yeah Houdini will do that to you 😂
@@Voxels-Vertices would you recommend using VAT tools for a spreading pyro sim to ue4?
@@quackcharge im not 1005 sure what you mean by spreading them. If you mean using VAT to control the translation, scale and rotation of your sprites then i guess you can but UE4 does a pretty good job of calculating it for cheap. maybe if you are working on a VR game or a mobile game. I hope this answers your question?
sry should have been clearer: I meant using the pyro spread solver. I would need to give the sprites some information about where to appear, since it spreads around geo, vat seems good for baking transforms in to get that, but how do I get the sprites to render the part of the flipbook / sim where they appear?
@@quackcharge ah i see. thats a great problem to solve. However i dont think you should aim to be so accurate with how the fire should look at a certain point because if you do then you'll need a unique fire textures for each flame which is almost impossible as there would be way too many. You simply cant create unique textures for each scenario you wont have the memory to do so. Instead you need to get 3 or so variations eg. (small flames, medium flames large flames) and reuse the crap out of them!
Where is the part of the video when you made a TGA flipbook that you imported in Unreal ? Most important part is missing.
Yes sorry about that. You can find that part at the end of the video. I messed up the order of editing.
@@Voxels-Vertices No worries man, great tutorial. I saw other ones after I finished this one :) Great work !
The magic isn't working for me. The mosaic node not showing anything. Just black with a cross mark. I am using H 18.0.532
Make sure you are on the first frame.
Hi . I have 2 questions. if I have an ocean sim with shaders for the water,foam,splash,etc made in Houdini, can I export those shaders as well with the simulation itself , into UE4?
2- How can I make a flipbook when working with fumefx?
Thanks
Hey, Rooz!
for the ocean sim try watching this video from Call of duty vimeo.com/261901539
And for the FumeFX question look at my other video showing you how you can create flip books in Fume :)
th-cam.com/video/CKbgMxLiRJM/w-d-xo.html
Hi, is rendering from top the standard for UE or should I render from the specific camera angle when I want to use it for cinematics with trails etc.?
There is no camera angle that will work for all situations. Rendering from the top or from an isometric angle is going to give you the best results for most situations. However, if you are planning to make effects for cinematics then you should consider making unique textures for each shot. It's time consuming but this will give the best result to match your camera with the game engine and rendering software.
@@Voxels-Vertices I understand, thank you.
Hey thx a lot for the tuto!
i saw in your ue4 scene you have a torch fire, (burning flame) do you mind to share how to set the particle system for this and the material?
Only the particle system, nothing before that like how to use houdini and all.
i already have my flipbook so i only need the right particle settings and potential material settings if you made some extra nodes in it.
I want it to be a nice burning flame.
Thx a lot.
MEN TRY DO MORE STUFF LIKE THIS PLEASE
Would you also add lights like you do at 9:20 when you create a flipbook of smokeless fire?
probably not for fire, as fire is a light source so you wont need any shadow information. I hope this answers your question. :D
@@Voxels-Vertices I see! Yes, that's exactly what I was wondering about. Thanks for the quick answer! :)
Solid work,Thanks!
nice, can you explain how to bake light directions in RGB inside houdini?
There is a lot to go into this subject but i recommend you start here. vimeo.com/223803985
@@Voxels-Vertices Thanks!
Hey is it possible to make a smoke dust shockwave into a mesh and bring it into unreal?
Hey! do you mean something like this but smoke?
vimeo.com/227512955
Johannes Coetzee YES! I just learned it was “VAT” I was looking for! But so far I just seen things with blood (or something opaque) nothing with something transparent or translucent. I think it would be useful to something with smoke shockwaves and VATs
@@tekkablade12 Well I haven't tried it before but you should be able to do the same but just set the material to translucent instead of opaque. The problem is mapping a texture to a soft surface (surface that changes topology) .
nice ! if possible make tut of UI Unreal4
Thanks for sharing. I just started with Houdini so I have a noob question: is there a way to render the final Mosaic with the texture sheet ROP node? Just to have normal, emissive and different channels. I'm following another tut on this but he take the pyro simulation instead of the first frame with the sheet
edit: the tutorial I mentioned is actually the same you linked in a comment below
hey, im not exactly sure what you mean but you can change what your final texture looks like in the "channel packing" tab of the "texture sheets" rop. If you dont see this then maybe you need to update your "game dev toolshelf".
Hopefully this answered your question, if not feel free to correct me :D
I can only export at a .exr otherwise it gives me an error "Cook error in input: mosaic1."
Are you using the "ROP file output" node?
@@Voxels-Vertices Yeah, besides the fact I'm going straight from my sequence to the node though instead of using trim. (I mean at the end of the day its not a huge deal I can just export as exr and change the format in photoshop) just an odd bug I guess.
@@NibblyBitz Ah that sounds like Houdini. But to be sure you can send me your HIP file and ill take a quick look.
@@Voxels-Vertices drive.google.com/file/d/1-i7YAmmCI-9uW62r_12slMg6wkKUoNmd/view?usp=sharing Sure, I mean I only started learning houdini and wanted to get something in engine quick so came here.
@@NibblyBitz Yeah thats alright its good to iron out the issues early on so you can get faster iterations in. I requested access btw.
Tutorial was so great until he went to composting part, he trimmed and ...? then what??? You must did something, because I followed step by step and I dont have TGA file, just a sequence of exr files. So, I can't continue anymore ... great... :(
Hey! I'm so sorry for the confusion but I made a big noob mistake in my video editing. If you skip forward to 30:00 you carry on from the trim node. 😊 Again sorry for the mix up I'm still trying to get used to editing.
Why I don't find mountain1 ?
Press Tab and type Mountain. Make sure to do that in the Geometry Level.
That South African name though
How I can export normals?
vimeo.com/223803985
Meow dini
Thanks a lot !!!
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