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Tech Hamlin
Sweden
Registrace 25. 04. 2023
Hello!
Welcome to my corner where I do Tutorials for Unity and Houdini. I enjoy doing this and I hope you enjoy it too. Enjoy!
Welcome to my corner where I do Tutorials for Unity and Houdini. I enjoy doing this and I hope you enjoy it too. Enjoy!
Sample Mesh Sample SDF Unity VFX Fire Ring part 1
Hello everybody!
In this tutorial I will sample mesh and sdf in VFX and set it up for the burning stone ring.
Mesh Link:
drive.google.com/file/d/1VdryAuojkesrpOm1iOojbvbdXyjXd0Cn/view?usp=drive_link
Unity VFX Tool Link:
github.com/Unity-Technologies/VFXToolbox
www.x.com/TechHamlin
www.techhamlin.com
techhamlin
In this tutorial I will sample mesh and sdf in VFX and set it up for the burning stone ring.
Mesh Link:
drive.google.com/file/d/1VdryAuojkesrpOm1iOojbvbdXyjXd0Cn/view?usp=drive_link
Unity VFX Tool Link:
github.com/Unity-Technologies/VFXToolbox
www.x.com/TechHamlin
www.techhamlin.com
techhamlin
zhlédnutí: 23
Video
Procedural Shader Graph Unity Glowing Stone Ring
zhlédnutí 65Před 9 hodinami
Hello everybody! In this tutorial I will make the procedural stone material in Shader Graph. No Textures, everything procedural! Enjoy If you want the mesh to follow along the tutorial you find it here: drive.google.com/file/d/1VdryAuojkesrpOm1iOojbvbdXyjXd0Cn/view?usp=drive_link www.x.com/TechHamlin www.techhamlin.com techhamlin
Stone Ring In Houdini
zhlédnutí 135Před 19 hodinami
Hello everybody! In this tutorial I will make the Stone Ring I will use in the upcoming tutorials. Only Houdini in this tutorial. Enjoy! www.x.com/TechHamlin www.techhamlin.com techhamlin
Overview Stone Portals
zhlédnutí 69Před dnem
Hello everybody! In this overview, I will explain what is coming up in the next tutorials. I really like the result and hope you enjoy it! www.x.com/TechHamlin www.techhamlin.com techhamlin
Procedural Cable With Flow Shader Graph Unity part 2
zhlédnutí 139Před dnem
Hello everybody! a procedural shader in Unity part 1, in part 2 we will add flow to it www.x.com/TechHamlin www.techhamlin.com techhamlin
Procedural Cable Shader Graph Unity part 1
zhlédnutí 129Před 14 dny
Hello everybody! a procedural shader in Unity part 1, in part 2 we will add flow to it www.x.com/TechHamlin www.techhamlin.com techhamlin
Create Cable In Houdini
zhlédnutí 221Před 14 dny
Hello everybody! create a cable mesh in Houdini with vertex color to use in Shader Graph Unity (Or Unreal if you prefer). www.x.com/TechHamlin www.techhamlin.com techhamlin
Procedural Blood Splash Shader Graph Unity
zhlédnutí 186Před 21 dnem
Hello everybody! Wanna do some creepy meat for your game? Well, here you are :-) In the first part, we create the mesh in Houdini, then the procedural meat shader, and finally the procedural splash, which is a decal. If you are looking for the Insect Swarm tutorial, you can find it here: czcams.com/video/EEgXJVmsrD0/video.html www.x.com/TechHamlin www.techhamlin.com techhamlin
Procedural Meat Material Shader Graph Unity
zhlédnutí 214Před 21 dnem
Hello everybody! Wanna do some creepy meat for your game? Well, here you are :-) In the first part, we create the mesh in Houdini, then the procedural meat shader, and finally the procedural splash, which is a decal. If you are looking for the Insect Swarm tutorial, you can find it here: czcams.com/video/EEgXJVmsrD0/video.html www.x.com/TechHamlin www.techhamlin.com techhamlin
Pile Of Meat Mesh In Houdini
zhlédnutí 197Před 28 dny
Hello everybody! Wanna do some creepy meat for your game? Well, here you are :-) In the first part, we create the mesh in Houdini, then the procedural meat shader, and finally the procedural splash, which is a decal. If you are looking for the Insect Swarm tutorial, you can find it here: czcams.com/video/EEgXJVmsrD0/video.html www.x.com/TechHamlin www.techhamlin.com techhamlin
Unity VFX Count Particles part 2
zhlédnutí 69Před měsícem
Hello everybody! Want to know how to count particles in a VFX setup? Here you have it! 2 parts www.x.com/TechHamlin www.techhamlin.com techhamlin
Unity VFX Count Particles part 1
zhlédnutí 57Před měsícem
Hello everybody! Want to know how to count particles in a VFX setup? Here you have it! 2 parts www.x.com/TechHamlin www.techhamlin.com techhamlin
Unity VFX Kill Particles With Player part 2
zhlédnutí 90Před měsícem
Hello everybody! In this tutorial, I will show you how to kill particles with Unity VFX. 2 parts. Enjoy! www.x.com/TechHamlin www.techhamlin.com techhamlin
Unity VFX Kill Particles With Player part 1
zhlédnutí 132Před měsícem
Hello everybody! In this tutorial, I will show you how to kill particles with Unity VFX. 2 parts. Enjoy! www.x.com/TechHamlin www.techhamlin.com techhamlin
Looped GameTrailer
zhlédnutí 184Před měsícem
Check out the lovely interactive story "Looped" That I, Thomas Costas Freté and Pär Davidsson have made! Thomas the Art guru: vurpaman Pär is doing the sound and you can read more about him here: www.unitedsound.se/ Peter Hamlin, programming and publishing: This channel :-) We are releasing this short interactive story on IOS june 19, Steam june 19, and Nintendo Switch Q3 2024. Ch...
Fullscreen Shader Graph Twirl Unity part 2
zhlédnutí 109Před 2 měsíci
Fullscreen Shader Graph Twirl Unity part 2
Fullscreen Shader Graph Twirl Unity part 1
zhlédnutí 227Před 2 měsíci
Fullscreen Shader Graph Twirl Unity part 1
Lighting Sparks Electricity VFX Unity part 2
zhlédnutí 104Před 3 měsíci
Lighting Sparks Electricity VFX Unity part 2
Lighting Sparks Electricity VFX Unity part 1
zhlédnutí 155Před 3 měsíci
Lighting Sparks Electricity VFX Unity part 1
Hi, I really like your video! May I get a new git hub link for the Unity project? The link you sent seems not the one you showed in the video. Thank you
Im glad you like it! I just verified its the correct link. You are looking for the project on github right? Then this is the correct link. github.com/NikLever/Unity-URP-Cookbook
do you plan on doing UE5 videos one day ?
Sorry, been thinking about it but that will not happen as for now. Though unreal is mutch more complete and powerful. Been using Niagara when I worked on a AAA game. It’s really good. Hope unity add features they have. One for instance is mixing GPU and cpu in same graph is really useful and spline support is so much better… but I decided unity is my shit. There is a lot of good tuts though, you should find 🙂☀️
Hey there, this is a great tutorial! I only seem to have an issue with the step where you add the pop wrangle. I can dive into the flip solver but the pop wrangle doesn't show up in the context menu and when I try to add anything else it tells me I don't have permission to add anything. even when I allow editing the solver the pop wrangle doesnt' show up. am I missing something?
Hmmm, you might not have the right solver, or you are in the "wrong" folder. What I mean by that is if it is the same folder/node as in the tutorial? Maybe you ended up in the wrong place? Then the context cant add pop wrangle
@@TechHamlin Hey thanks for the quick reply! Someone pointed out I am not using the FX license but a core license, that made the difference :)
@@annakohler977 oh! can be many reasons 🙂
Your videos are awesome, I'm learning a lot!. Do you know and can recommend others channels that teach unity + houdini? Thank you.
What I do know is this guy, but he stopped doing stuff. But really good stuff, learned a lot my self there. www.youtube.com/@IndiePixel3D This guy I know to! www.youtube.com/@brundlethwaite
@@TechHamlin Thank you
snakes
Hehe oh yeah
Which preform better VAT or BlendShapes
VAT! It runs on GPU
lol unity 2023 is very buggy .. my editor keeps producing weird bugs like that one in the end😅
Hehe feels good that I’m not alone then 😁
Great tutorial!
Hi , thank you for the tutorial, when I try typing Set Custom attribute, nothing is showing to me, is there any thing i am missing?... I am using unity 2023.2.20f1, and vfx graph 16.0.6
Hmm, you mean you can’t find the node? In that case just write custom, and see if you find it. Also I don’t know if you need to have experimental features ticked in settings. Try that out 🙂
@@TechHamlin Wow, ticking the experimental features did it .. thank you so much sir 🌹 , also I have another nooby question, my mesh particles do not cast shadows .. is there any setting that can be disabling it?
@@mostafa3beed118 Glad it worked! That might be you need to choose "lit" shader. Also, check you light if shadows is set to on/off. Could also be a setting inside the shader. check the graph settings
@@TechHamlin It was a check box in the scriptable object related to the lit mesh block and it worked .. thank you so much 🌹
Thank you, Hamlin, for keeping your works updated. Can I ask you a question about vertex colors? I can't get that information when using Houdini Engine. It works fine when I export as FBX and it also works in UE. What did I miss?
Thanks! 🙂 Yes than should be pretty straight forward. Are you using Unity or Unreal with Houdini Engine?
@@TechHamlin I faced the issue inUnity so I worried about my setup then I tried to test in UE.
@@ominhtriet6163 It should work with no problems. Make sure that your @Cd is a vector and not something else like float. and save it on points in Houdini. And that should be enough to work. So for instance I had a problem in this tutorial in the end where occlusion was saved as f@Cd and not v@Cd. ok? Just do a box, and then a point wrangler with v@Cd = @P; and wrap it up like a digital asset. That should work
@@TechHamlin you are right, It should work when @Cd on Point but I wanna inject the Vertex Color to shader. I also used the Houdini Starter Kit from Sidefx, they use Point Attribute to control Color, I tried to get that infromation to Shader but failed.
Then it should just be a vertex color node in Shader graph?! Have you controlled you have the correct material assigned? Other than that I can’t think of anything else
I am trying to make interactive floor on sensor LED floor, any help or possibly colab or anything actually. I am kinda srucked. 😅
Try to break it down on smaller things to solve. One step at the time. Maybe doing this tutorial first so you understand the basics! Then you will solve it 🙂
I love your music! Did you make it yourself?
I know, its great! A friend made it, Pär Davidsson www.unitedsound.se/ is the one who made the music!
@@TechHamlin Will it be on Spotify?
@@mewko3906 The music guy said he would put it there. I will ping you when that happens. Or if he publish it somewhere else 🙂
still waiting for the video on Interactive shader cloth sim XD
Hehe
Hi thank you for this! I can generate procedural meshes. But mew to materials and shaders over all. Awesome stuff!
Tech Hamlin, awesome content I really liked it
So Happy to hear 🙂 thanks!
u never fail to amaze us :)
Glad you feel so :-)
awesome video, love your tutorial series. I am still waiting for the tutorial on interactive shaders that simulates cloth.
Ohhh good thing you reminded me! 😁
amazing
Thanks for the tutorial! But I still don't get why we fix the squash of by scaling?
Its all about how plugins are made. I don't know how it works under the hood, but I suspect its like this. A vertex can be offset buy 1 unity. imagine you have a boundingbox around each vertex. It can only offset 1 unity or maybe 0.5 unity in each direction because vertex map is between 0-1. (each pixel in the texture only does vector3 from 0 - 1). so buy scale it down you can actually offset it 10 units., thus the boundingbox is 10 units. This is nothing I have confirmed anywhere but that's how I suspect it works. Its all about bounding boxes and how plugins are made. I have different experience in Unreal 5 with Houdini for instance.
You can avoid all this pain by exporting .bgeo from Houdini and importing the .bgeo by Houdini engine in Unity. this is my pipeline i work everyday with Houdini and Unity.
Oh!! thanks a lot for sharing, I'm definitely gonna check that out.
oh man I though they only use Houdini with UE hahah, you guys still here
what a great shader. Is it under urp or hdrp . Also can you share this shader if it is in urp??
Its HDRP. But it should work the same way in URP. Just make a Shader Graph UPR and it should work just fine 🙂
@@TechHamlin where can I get the shader and the graph
@@harshadakhandelwal3459Sorry for not being clear, it's not available anywhere. You need to follow the tutorial. Good luck!
wow this was great thumbs up
I wonder if there is a process to bake the abc cache directly to vat in houdini?
Hello my friend! What exactly do you mean with abc cache? In this texture you bake everything into a VAT texture. what exactly are you looking for?
@@TechHamlin This part I mainly used to deal with the interaction of the hull with the sea and the interaction of the creatures with the sea surface, the generation of abc is the way the movie and television workflow, I use the vat process with Houdini output found that there will be a limit to the number of vertices, I do not know how to apply the vat process correctly!
ah alembic! Its soooo contex based on how easy/hard it is do solve that. if your abc file have the points number (ptnum) not jumping around but following the animation if you understand what I mean, then it should be not to hard. But break it down to smaller problems and solve it one by one. I guess your first step would be to read the attributes and understand how attributes get affected by animations inside Houdini. Then take it from there. Hope I point you in right direction 🙂
@@TechHamlin Thank you for your reply, I understand for the time being, to go through the vat process, there is a limit on the number of model faces (about 200,000 or so), if more than these faces try to deal with it in chunks, and there is also a change in the number of points in the abc file as you said, I'll test test test again!
What kind of FBX model can export color data? I exported my own model as a point cache, but it doesn't have any color attributes.
You default settings do export color data. That is vertex color. Make sure you save it as @Cd as attributes on the models. This is for models. However if you want to export point cache, then don't use fbx, use the method described in the tutorial
@@TechHamlin Thank you, I have resaved the vertex colors in Blender and now successfully exported the point cache.
@@PoohWinnie789 Happy you solved it! 🙂
Very Useful Tuto. !! Thx you alot : > !!!
I've got a question about VAT fluids ... I've got a scene with a pool of lava (planar patch mesh) and I'm using VFX Graph to spawn and respawn a VAT fluid at random places on the surface and shoot glowing lava up in the air ... everything works but I _cannot_ seem to get the timing/loop right! My simulation was 300 frames, 10 seconds (30fps). But in Unity I cannot get it to match. I set my particle lifetime to match the simulations properties but it always ends too early or too soon and gets out of sync with the VFX spawning. How do you deal with that? *EDIT:* I figured out a solution! You use particle age over life multiplied the number of frames then take floor of that value to drive the "display frame" property, turn off autoplay and use vfx total time minus spawnTime for the time ⏲️
A nice you solved it, can be a bit fiddling :-)
Ah Triplanar projection is so much fun! :D
It is! But I’m not using triplanar to do this mesh, it’s 3d noise only 🙂
@@TechHamlin Oh my bad I thought there was some kind of projection going on for wrapping it, that's what I get for skimming the video
welldone!
Amazing. Great idea and great tutorial. Thanks for that. Can't wait for the next part.
It was very fun to make 🙂
Can you link the gizmo mesh, it pretty useful
Its very useful! Here you are 🙂 drive.google.com/file/d/1WM0Upa5DsyekA5_eLfslMp71xCTbvnLK/view?usp=drive_link
You did an amazing job. I followed you tutorial and loved the out come. But it seems there is a bug. The floor tile sime times vanishes. It's still there but not rendering. How can I fix it?
Thats because you bounds in Iniialize Particle section is outside your camera view. Change the Size and that will sort it out. When Camera View don't "see" the effects center it will stop render to save performance :-)
Awesome!
Great video, it’s very cool that effects from Houdini are so easily imported into Unity
It is! I should do more tuts about it. Its so fun 🙂
high quality tutorials <3
is it possible to create Cloth sim out of Interactive shaders?
In a way yes. Sounds like a fun thing to investigate. I might do something about it, thanks for idea 🙂💡
@@TechHamlin Glad you found it fun, looking forward to the video...
bro its magic
awesome bro!
Actually Im thinking of making a new one like v2. because the noise only gives out 1 float you get a stretched noise if you noticed. Put different noises for each x & y. Make sure you offset input position for one of the noises and you get even better shader! 🙂
@@TechHamlin Thanks to you I was able to make a cool blood effect for the game, but there is one thing vfx effect has bad collision. I think I'll just do it with particle system
Hello i got a probleme when i put the sphere into de sphere transform like you at 25:19 it dosent work BUT before puting the sphere the "avoid zone" worked at the moment i linked the avoid pos with the sphere with this line visualEffect.SetVector3("avoidPos", sphereTransform.position); its now to the VFX graph it linked the sphere (if i move the sphere i see the value changing) but the avoid effect stop working do you know why by any chance ? (i hope my question is understandable)
Yea its hard to know the problem :-).But are you running it in edit mode or playmode? If you do edit mode, then make sure you have [ExecuteInEditmode] in the script. Also, try to narrow the problem down, so if you have avoid values, crank up all the values to see if it even affect at all. And if it do affect, maybe you can narrow it down to the parameters that's not working for you. Maybe need to tweek some amp values or so to make them move away stronger?
@@TechHamlinI dont want to ask too much but is it possible for you to give the project file ? So people that got problème like me can compare and see where we fail Maybe ? I would love to compare the unityproject to see where I fail and learn from this !
@@TechHamlin i find the solution it was because i didnt reset the transform of my vfx (it's always small details like this in unity or ue ahah)
Im glad you solved it! And thats the best thing when you solve it your self. Actually Ive been thinking about a patreon site, where I post the scenes for all tutorials. As example you asked for it. Do you think it would be a good idea? @@takeomasaki3423
@@TechHamlin It could be a great idea i know that i cannot afford a patreon but maybe sum people can and it would be great! (it's always better than nothing)
Does i need to animate the wings or o can create the animation in unity?
No rigging no nothing. It’s a static mesh where you have vertex color on the wings. I would recommend downloading the fly that you find in the description and use it as a reference when modeling your own. Good luck 🙂
They're so sproinky, I love it!
Mate u release Part 2 already (czcams.com/video/YLUGAAzIpMk/video.html) this must be part 3: https
It depends on how you look at it. Based on your reply, I understand it's part 4 for you. However, you can do the interactive shader part without completing the two previous ones. :-) Glad you enjoy it!
Thats so cool
Interactive Shader sounds yummy XD btw r u tech artist?
That’s correct! I haven’t made any kind of presentation video about this channel. I’m a technical artist that want to do content about unity and Houdini. Pivoting towards procedural content
How to Achieve a 2D Sprite Image Dissolve Animation Effect in Houdini?
I have not, but I have been thinking about a tutorial about it. having a plane/quad/sprite could yield really good results too. Do you have any examples that you have in mind?
A monster dissolves after being hit.@@TechHamlin
I will take a note on that idea, thanks!@@AIGameMonster
Don't stop making these! By the way, do you have a Discord or would be willing to join ours? 🙂
I am actually thinking of creating a discord. I will reply one I have it setup. Thanks for reaching out 🙂.
@@TechHamlin please do, I'd love to join each other's Discords and share/discuss techniques and help each other however we can. I've been in software/game engineering for ages but I think I still have under 1yr experience with Houdini itself and this channel has been an immense help with quickly learning it 🙂
@@TechHamlin you might like this, also ... last night I found a way to get OpenVDB volumes to work _directly_ in Unity ... I literally right-click >> Save geometry and create a .vdb and can drop it in a Unity scene haha. I'm eager to combine this with VFX Toolbox's stuff and some of the other integrations and update/improve it 🙂
Im glad to hear! Yea thats great about vdb in Unity. If its good enough, no need for doing in Houdini 🙂@@GameDevNerd
Nice bro
Thank you for the good stuff!
Can you provide a tutorial on creating a health bar with rounded corners using Shader Graph? Also, thank you for the tutorials.
Glad you like it. There is a "Rounded Polygon" node in shader graph thats easy to use. Try it out, That might solve your ideas!
@@TechHamlin I tried using "Rounded Polygon" the node as you suggested, but I couldn't succeed, so I came across your tutorials. If you can show how to use it, I would be grateful thank you.
No plans atm to make more tutorials about UI. Will keep it in mind though. hope you solve it in the meantime! :-)@@erdemaltun3652
can we not trigger animation on collation? without the vfx graph?
What do you mean with collaction? The shader graph animation that controls the wall can exist without the vfx if that’s what you are asking.
I followed your steps exactly, but it still doesn't work. The mesh in the scene doesn't have any animation and remains in the initial frame state. It seems like the VAT is not working at all.😮💨
Switching to URP for the scene resolved the issue. Does VAT only support URP?
Are you doing it in urp or hdrp?