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

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  • @familybusyness8075
    @familybusyness8075 ปีที่แล้ว +4

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

    • @DannyLrsn
      @DannyLrsn  ปีที่แล้ว +1

      Thanks for your kind comment. Good luck!

  • @silviudoru9333
    @silviudoru9333 2 ปีที่แล้ว +1

    I followed the instructions and it easily worked!

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Great to hear!

  • @syno3608
    @syno3608 7 หลายเดือนก่อน +1

    Thank you So much Danny . ! Helped a lot .

    • @DannyLrsn
      @DannyLrsn  7 หลายเดือนก่อน +1

      Glad to hear that!

  • @a.kandemir4342
    @a.kandemir4342 2 ปีที่แล้ว

    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  2 ปีที่แล้ว

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

  • @DavidCha-sc4mu
    @DavidCha-sc4mu 2 ปีที่แล้ว +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  2 ปีที่แล้ว

      That's great! Thanks for your comment!

  • @АртёмИванов-с4ы2ц
    @АртёмИванов-с4ы2ц 2 ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Great to hear!

  • @kelpfishes
    @kelpfishes 2 ปีที่แล้ว +3

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      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?

  • @tephillahapostoliccentre9712
    @tephillahapostoliccentre9712 2 ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Thanks so much!

  • @michaelovertonbrown
    @michaelovertonbrown 10 หลายเดือนก่อน +1

    thanks so much - super clear, super quick

    • @DannyLrsn
      @DannyLrsn  10 หลายเดือนก่อน

      Thank you!

  • @nickmedukha
    @nickmedukha 2 ปีที่แล้ว +2

    Amazing tutorial, Danny! Thank you so much!

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Thank you, Nick! Glad you liked it

  • @alxplayz4039
    @alxplayz4039 2 ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Thanks for your comment!

  • @olegfenkov
    @olegfenkov 2 ปีที่แล้ว +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  2 ปีที่แล้ว +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 2 ปีที่แล้ว +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  2 ปีที่แล้ว

      @@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.

  • @nitzantregerman
    @nitzantregerman 2 ปีที่แล้ว +1

    Looks Amazing! Thank you!

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Glad you found it useful!

  • @supraneedeesom8040
    @supraneedeesom8040 2 ปีที่แล้ว +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  2 ปีที่แล้ว

      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.

  • @MESHQuality
    @MESHQuality 2 ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว +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 2 ปีที่แล้ว +1

      @@DannyLrsn That's a good info!

  • @user-pc5kq7qo6g
    @user-pc5kq7qo6g ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  ปีที่แล้ว

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

  • @北科大-凃泓廷
    @北科大-凃泓廷 2 ปีที่แล้ว +1

    Nice tutorial,

  • @joelberg8576
    @joelberg8576 2 ปีที่แล้ว +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  2 ปีที่แล้ว +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 2 ปีที่แล้ว +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  2 ปีที่แล้ว +1

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

    • @joelbergfx
      @joelbergfx 2 ปีที่แล้ว

      @@DannyLrsn looking forward!

  • @nishantmichaelchander9449
    @nishantmichaelchander9449 2 ปีที่แล้ว

    Thank you for your reply!

  • @FreestyleMovement
    @FreestyleMovement ปีที่แล้ว

    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  ปีที่แล้ว

      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

  • @user-pc5kq7qo6g
    @user-pc5kq7qo6g ปีที่แล้ว

    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  ปีที่แล้ว

      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.

  • @KaitoShindo-u6z
    @KaitoShindo-u6z ปีที่แล้ว

    Thank you!!!

  • @pongpipatwit6375
    @pongpipatwit6375 ปีที่แล้ว

    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  ปีที่แล้ว

      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!

  • @kickheavy8982
    @kickheavy8982 9 หลายเดือนก่อน

    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  9 หลายเดือนก่อน +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 9 หลายเดือนก่อน

      @@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  9 หลายเดือนก่อน +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 9 หลายเดือนก่อน +1

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

    • @kickheavy8982
      @kickheavy8982 9 หลายเดือนก่อน

      @@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.

  • @ahmednasr93
    @ahmednasr93 2 ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      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/

  • @Aguiraz
    @Aguiraz 2 ปีที่แล้ว +1

    Thank youuu

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Hope you'll get something from it!

  • @Novaprod-jn4kq
    @Novaprod-jn4kq 2 ปีที่แล้ว +1

    Nice

  • @desocrate
    @desocrate ปีที่แล้ว

    How would I make something like a muzzle flash?

  • @王其浩
    @王其浩 ปีที่แล้ว

    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  ปีที่แล้ว

      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

    • @王其浩
      @王其浩 ปีที่แล้ว

      @@DannyLrsnit's work. thanks

  • @7cd664
    @7cd664 8 หลายเดือนก่อน

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

    • @DannyLrsn
      @DannyLrsn  8 หลายเดือนก่อน +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.

  • @danishhhhh0
    @danishhhhh0 2 ปีที่แล้ว +1

    yes

  • @inspirationalgoosebumps6006
    @inspirationalgoosebumps6006 2 ปีที่แล้ว +1

    Wow, plz more tuts.

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

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

    • @inspirationalgoosebumps6006
      @inspirationalgoosebumps6006 2 ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

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

  • @Ra00Da
    @Ra00Da ปีที่แล้ว +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  ปีที่แล้ว +1

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

    • @Ra00Da
      @Ra00Da ปีที่แล้ว +1

      @@DannyLrsn Thanks for the advice ❤

    • @DannyLrsn
      @DannyLrsn  ปีที่แล้ว

      @@Ra00Da No worries. Good luck!

    • @Ra00Da
      @Ra00Da ปีที่แล้ว

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

    • @DannyLrsn
      @DannyLrsn  ปีที่แล้ว

      @@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 :)

  • @voltek9755
    @voltek9755 2 ปีที่แล้ว

    ikr!

  • @MonsterJuiced
    @MonsterJuiced 9 หลายเดือนก่อน

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

    • @DannyLrsn
      @DannyLrsn  9 หลายเดือนก่อน

      Yes, this method is not available with a GPU sim

    • @MonsterJuiced
      @MonsterJuiced 9 หลายเดือนก่อน

      @@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?

  • @MSee_React
    @MSee_React 2 ปีที่แล้ว

    how did i get here?

  • @Kilvish-Gaming
    @Kilvish-Gaming 2 ปีที่แล้ว +1

    better, but is also more professional

  • @ethereum1249
    @ethereum1249 2 ปีที่แล้ว

    yo must be nice

  • @Luiz2959
    @Luiz2959 2 ปีที่แล้ว

    Also your mind catches more stuff when you're interested

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

      Very true!

    • @Luiz2959
      @Luiz2959 2 ปีที่แล้ว

      @@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  2 ปีที่แล้ว

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

  • @chinesefood8386
    @chinesefood8386 2 ปีที่แล้ว

    Sere the great..

  • @irfannurikhsan247
    @irfannurikhsan247 2 ปีที่แล้ว

    ikr

  • @officialmail3099
    @officialmail3099 2 ปีที่แล้ว

    Fakhri Habibi hamoud

  • @melihkara8851
    @melihkara8851 2 ปีที่แล้ว

    lmao facts

  • @Rohit1497
    @Rohit1497 2 ปีที่แล้ว

    doesn't have sufficient space. Thanks!

    • @DannyLrsn
      @DannyLrsn  2 ปีที่แล้ว

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

  • @yashrajsinhjethwa2535
    @yashrajsinhjethwa2535 2 ปีที่แล้ว

    LMFAO good one

  • @ngochieungo8819
    @ngochieungo8819 2 ปีที่แล้ว

    lol

  • @gurkirat7035
    @gurkirat7035 2 ปีที่แล้ว

    Sa lol

  • @NamNguyen-uu8yq
    @NamNguyen-uu8yq 2 ปีที่แล้ว

    mac

  • @glitchysparx
    @glitchysparx ปีที่แล้ว +1

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

    • @DannyLrsn
      @DannyLrsn  ปีที่แล้ว

      Happy to hear that!

    • @glitchysparx
      @glitchysparx ปีที่แล้ว +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  ปีที่แล้ว

      @@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