How to Import Phoenix FD water sim into Unreal Engine 5

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  • เผยแพร่เมื่อ 17 ม.ค. 2025

ความคิดเห็น • 29

  • @PrasadNarse
    @PrasadNarse หลายเดือนก่อน

    You are a genius man! Super helpful in transferring point cloud system out of Blender, thanks so much!

  • @faheemrana1281
    @faheemrana1281 5 หลายเดือนก่อน

    extreme low voice was a nightmare for me,
    I had to instal a booster to listen what you are saying.
    But this is a life saver for me, totally worth it
    Thank you

    • @victorblanchard7774
      @victorblanchard7774  5 หลายเดือนก่อน

      @@faheemrana1281 😂 sorry i also hate my voice especially in english 😰
      Will do more effort next time, this was late night and improvised🥴
      By the way , i found a faster workflow so you don’t need to use blender: you can mesh the foam with phoenix or tymesher directly in 3ds max and then export it as alembic

    • @faheemrana1281
      @faheemrana1281 5 หลายเดือนก่อน

      @@victorblanchard7774 When I tansfer directly abc file from 3ds max and try to import it in UE as geo-cache, it doesnt allow to import, it says the mesh should be triangle.
      Also the huge file size is a big problem, whether using blender or 3ds max. Is there any other solution to keep the file smaller and smoothly import in UE ?

    • @victorblanchard7774
      @victorblanchard7774  5 หลายเดือนก่อน

      @@faheemrana1281 sometimes it happen to me too…i know both blender and C4D as a option to convert the mesh in triangle.
      Sometimes I import first there, then export again, then import in ue 🤯
      Or you can triangulate your mesh from
      Your pointcloud directly in 3ds max with tyflow(tymesher tool)

  • @FX_AnimationStudios
    @FX_AnimationStudios ปีที่แล้ว +1

    super nice tutorial Victor.. thanks so much.. i was wondering how to export the foam etc.. glad to know there's a way!!

  • @83emre
    @83emre 2 หลายเดือนก่อน +1

    Help ! I did the same thing but when I export the file from blender again, it only appears as 2kb.

  • @benveasey7474
    @benveasey7474 ปีที่แล้ว +4

    When Houdini Alembics come into Unreal you can use the white water points to bake a mask into the vertex colour of the mesh..I was hoping the points on a Flip Fluids alembic might be used in the same way. This should be much lower in memory than converting the points to a mesh before exporting from Blender....but I don't know how to achieve the mask :(

    • @victorblanchard7774
      @victorblanchard7774  8 หลายเดือนก่อน +1

      I am also spending efforts on Houdini trying to optimise this workflow...After watching at GTA6 trailer i have no doubt this can be enhanced a lot yet in realtime...if anyone reading this know some workaround to get nice realtime yacht sim please let me know :)

  • @madmillion
    @madmillion ปีที่แล้ว +1

    Nice !!! Thank you for sharing you RnD 🙏🏻

  • @ahmedsabrah4133
    @ahmedsabrah4133 4 หลายเดือนก่อน

    When exporting from blender i get really small file size with nothing on it and it doesn't get imported into ue5 i tried to use realize instances and apply the geomtry node but i get error

  • @PrasadNarse
    @PrasadNarse หลายเดือนก่อน

    Just an update on this importer, Blender's corresponding Unreal Engine version or latest version works, you might have to go back to blender's 3.4.1 version to export particles from blender to UE5.1 and above. I was trying to export from Blender's latest version but UE5.1 wasn't able to load it. Thanks for this valuable tutorial!

  • @Digi9vfx
    @Digi9vfx 7 หลายเดือนก่อน

    Is there any possible to export flip fluid simulation from blender to ue5 . I search whole net but I don’t get any tutorial. Kindly advise bro.

  • @adrianasalas1245
    @adrianasalas1245 4 หลายเดือนก่อน

    Hi! @victorblanchard7774 I followed your video but I have a problem exporting the foam from blender. Every time I export the alembic, the file is empty and I get the error: unable to export/Pointcloud as instance. I don't know what to do, or if there is a way to export it with phoenix, can you explain me how to do it? Thanks!

  • @BCS_Official
    @BCS_Official ปีที่แล้ว

    do u have this in Niagara?

    • @victorblanchard7774
      @victorblanchard7774  ปีที่แล้ว

      I wish but I´m a total noob with Niagara, I just started to learn it!

  • @JieDu-yj2vd
    @JieDu-yj2vd ปีที่แล้ว +1

    Can it support the water of ue

  • @gabehenry9404
    @gabehenry9404 ปีที่แล้ว

    Can this be setup to run in realtime using unreal engine? Of is it only used in the sequencer for rendering videos and such? For example if i wanted to make a ship simulator game with realistic splash effects?

    • @victorblanchard7774
      @victorblanchard7774  ปีที่แล้ว +1

      On my Rtx 4090 i got about 20fps with this setup so don’t expect this to run it in realtime yet with this amount of particules. It is more for offline renders. With the plugin “waterline pro” you can generate splash and mist of the boat for more cheap gpu coast, it is looking decent but not as good as a phoenix simulation. With waterline pro you get more a look like “gta” when you drive a boat and it is easy to set up + you will find tutorial from the devs on youtube. Look for “waterline pro boat splash” on youtube

  • @adriantalan6446
    @adriantalan6446 ปีที่แล้ว

    How i import Liquid Sim from 3d max phoenix fd to unreal engine5?
    is always failed import, please give me answer

    • @victorblanchard7774
      @victorblanchard7774  8 หลายเดือนก่อน

      You need to make sure to crop all the empty frames at the beginning of your sim...When you run it with Phoenix FD, usually the first 2-3 frames are without geometry so UE5 can´t read it and fail at import. Since 5.2 you have checkbox option to automatically crop the empty frames when you import the .abc. Other option is to crop the first frames when you export the .abc

  • @AbodeAlor3
    @AbodeAlor3 ปีที่แล้ว +1

    wow

  • @ashwinj9879
    @ashwinj9879 ปีที่แล้ว

    All used are free stuff?

  • @qgouaillier
    @qgouaillier ปีที่แล้ว

    Génial ton tutoriel merci beaucoup ! serait-il possible de faire un deuxième tuto avec shader d'eau / animé les saccades et roulis du bateau. J'ai également la suite pour le tuto 3: animation caméra / export ! 😉 Plus sérieusement, merci beaucoup pour le partage et le temps que tu prends pour expliquer, ça aide énormément. Continu comme ça 👌

    • @victorblanchard7774
      @victorblanchard7774  ปีที่แล้ว

      Hey! Merci pour tes encouragements ça fait plaisir 😉Pour les mouvements du bateau, il faut rajouter quelques keyframes au long de l’animation pour le lever et lui donner quelques degrés de rotation sur différents axes. Le mieux, c’est de le faire depuis 3ds max avant de lancer la simulation Phoenix, afin que cela affecte aussi les alembic files du liquid/foam/splash/mist. Mais tu peux aussi le faire depuis Unreal (plus simple). En ce qui concerne l’animation des caméras et l’export, ça marche je partagerais mon workflow dans une prochaine vidéo. J’en profiterai pour te montrer comment donner un peu plus de réalisme avec le roulis du bateau. Stay tuned ;)

    • @qgouaillier
      @qgouaillier ปีที่แล้ว

      @@victorblanchard7774 bien vu pour les mouvements dans 3ds max je n'avais pas anticipé ça, merci. Je vais suivre ton travail, c'est super intéressent !