Unreal Engine 5 / Houdini Tutorial: Easy Houdini to UE5 Rendering

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  • čas přidán 11. 06. 2024
  • Support on Patreon: / dannylaursen
    Learn to render Vellum simulations from Houdini in Unreal Engine 5. 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.
    UE5 and Houdini project files and all assets used are available here. Free with code: UERENDER:
    dannylrsn.gumroad.com/l/bdjop
    The Vellum setup used in this video comes from a Houdini tutorial by Entagma:
    • Simulating Fabric Hose...
    Chapters:
    00:00 - Intro
    00:05 - Houdini Export
    00:49 - Create Unreal Project
    01:09 - Project Settings
    01:58 - Importing Alembic Cache to UE5
    03:03 - Lighting and Level Sequence
    03:58 - Simulation Moves in Real-Time
    05:15 - Explaining Material Slots
    05:43 - Cd Attribute and Material Slots
    06:48 - Reimport Alembic
    07:03 - Vertex Color Material
    07:34 - Metallic Material
    08:15 - Material Instance
    08:50 - Import Texture
    09:45 - Tiling Parameter
    10:30 - Camera Animation and Focus
    11:19 - Render Setup
    12:26 - Outro
    Instagram - / danlrsn
    Behance - www.behance.net/dannylaursen1
    Artstation - www.artstation.com/dannylaursen
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Komentáře • 109

  • @emirunalan1287
    @emirunalan1287 Před rokem +11

    Great video for the community. Thanks for preparing this. I've been using this workflow for a while. So I want to add something.
    You might have some problems after importing alembic files to UE. Sometimes meshes lose their quality. To prevent this, you can use the minimum value for "Compressed Position Prescision" parameter in import options.

    • @DannyLrsn
      @DannyLrsn  Před rokem +3

      That's good to know. Thank you for sharing!

  • @adproproductions2038
    @adproproductions2038 Před rokem +6

    This is fantastic! Please keep these Houdini / UE5 tutorials coming!

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Thank you! New tutorial coming in a couple of hours

  • @atasafarzadeh7110
    @atasafarzadeh7110 Před rokem +4

    As a result, I have subscribed to your CZcams channel in the hope of seeing more tutorials like this one, since combining these two is critical to getting better results. TNX.

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Thanks so much! I will be sure to elaborate further on this in a later tutorial.

  • @jordanhwang
    @jordanhwang Před rokem +3

    wow I'm truly thankful that you made this tutorial! I come from a Houdini background and this video helps me so much in transitioning to a Houdini + Unreal workflow

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Thank you for your kind comment. I'm glad to hear it was useful for you!

  • @arnoldsoko
    @arnoldsoko Před rokem +1

    wow. One small step for and a giant leap for unreal houdini community. im saving this tutorial 🙌🏿🙌🏿

  • @2you2cool
    @2you2cool Před rokem +1

    Awesome!! thanks for the great tutorial, combining UE5 and Houdini feels like a magical combination for the future

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Thank you, Tim! It really does. Can't wait to discover more!

  • @tricks3594
    @tricks3594 Před rokem +1

    this is one of the best all around unreal engine tutorials I’ve seen, thank you!

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Thanks so much for your kind words!

  • @ntotheizm
    @ntotheizm Před rokem +7

    good stuff, you're gonna be a great educator!

  • @MAJmufin
    @MAJmufin Před rokem +1

    very helpful, quick and concise. 10/10

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      Glad to hear that! Thanks for the comment

  • @MarkFancherFX
    @MarkFancherFX Před rokem +3

    This is super helpful thank you so much for these h to unreal workflow videos - Much needed content!

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      Thanks for your comment, Mark. I'm glad to hear you found it useful!

  • @urgisjot
    @urgisjot Před rokem +1

    Wow, you're a very talented explainer

  • @sonovadob
    @sonovadob Před rokem +1

    This is a really good tutorial. good work!

    • @DannyLrsn
      @DannyLrsn  Před rokem

      That's great to hear. Thank you!

  • @brutepunk
    @brutepunk Před rokem +1

    amazing tutorial

  • @Aguiraz
    @Aguiraz Před rokem +1

    very good content, well explained at a good pace - please, we need more

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      Thank you! More is coming soon. Is there anything specific you would like to see in the future?

    • @Aguiraz
      @Aguiraz Před rokem +1

      @@DannyLrsn this combination of houdini and unreal engine is super interesting, anything along this lines will be appreciated.
      In particular myself I am having issues exporting vellum grains simulation to unreal engine (how I found your tutorial, unfort didnt help me with the issue)
      Anyway, your editing is impeccable and I am looking forward to more

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      @@Aguiraz that's perfect! Grains is the next thing I'm covering as it is a bit of a different workflow

  • @jameejamshid9921
    @jameejamshid9921 Před rokem +1

    Great One. Thanks for the video

  • @YOGESHKUMAR-ry1fz
    @YOGESHKUMAR-ry1fz Před rokem +1

    finally finally thank you so much for sharing

  • @flexcg675
    @flexcg675 Před rokem +1

    thank yo bro! I got it all!

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Good to hear! Make some cool stuff!

  • @sangminh6705
    @sangminh6705 Před rokem +1

    So great, this content i need

  • @ertar0
    @ertar0 Před rokem +1

    amazing! thank you

  • @amandeepsangwan0077
    @amandeepsangwan0077 Před rokem +1

    well paced, on point and easy to understand
    waiting for moar videos

    • @DannyLrsn
      @DannyLrsn  Před rokem

      That's good to hear! Having seen this video, is there anything in particular you would like to see covered moving forward?

    • @amandeepsangwan0077
      @amandeepsangwan0077 Před rokem +1

      @@DannyLrsn procedural materials would be cool and maybe more about render settings.

    • @DannyLrsn
      @DannyLrsn  Před rokem

      @@amandeepsangwan0077 render settings are definitely on the list as I glanced over them for the sake of speed here. Maybe materials can fit into that somehow

    • @carlosrivadulla8903
      @carlosrivadulla8903 Před rokem +1

      @@DannyLrsn I want to see something in particular sir. The same way groups are used to make material slots or adding collision meshes, there is some way for the engine to interprete groups as physic material layers?

    • @carlosrivadulla8903
      @carlosrivadulla8903 Před rokem

      prismaticdev goes through that topic on the video below, but is as complex and long as the traditional method, a true pain in the ass. Should be awesome if there is a way to skip this process using houdini. czcams.com/video/nFgiyUkr8J4/video.html&ab_channel=PrismaticaDev

  • @syno3608
    @syno3608 Před rokem +1

    thank you so much

  • @mtk2productions143
    @mtk2productions143 Před 3 měsíci +1

    Bless you!

  • @juliomarinsanz1395
    @juliomarinsanz1395 Před rokem +1

    good works!

  • @syno3608
    @syno3608 Před rokem +1

    looking forward to get more lessons from u.

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      Thank you! Let me know if there's anything particular you'd be interested to see

    • @syno3608
      @syno3608 Před rokem

      @@DannyLrsn yess. I will

  • @TRABITY
    @TRABITY Před 7 měsíci

    I get this error when i import to UE5
    "Error: Unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads (4)."

    • @DannyLrsn
      @DannyLrsn  Před 7 měsíci

      Make sure your mesh consists of all quads or triangles. One way to do this would be to drop down a triangulate before your alembic ROP.

    • @TRABITY
      @TRABITY Před 7 měsíci

      @@DannyLrsn hey thanks for helping! I just did that but still got the failed to load popup

    • @DannyLrsn
      @DannyLrsn  Před 7 měsíci

      @@TRABITY If "failed to load" is all it tells you, I don't really know what that's about. Let me know if you figure it out, though!

  • @CODXVII
    @CODXVII Před rokem +1

    Let's GOOOOOOO!

  • @LeoCooperMMA
    @LeoCooperMMA Před rokem

    Does the this export method only work for vellum? I've got a keyframe animation with rbd physics and a fluid sim and i want to export it as one whole thing. Is that possible?

    • @DannyLrsn
      @DannyLrsn  Před rokem

      It is possible. The only thing to keep on mind is that the larger the file size of the .abc, the harder it will be for unreal to run it

  • @omidmehdipour4912
    @omidmehdipour4912 Před rokem +1

    this is awesome, please do more tutos like this( from Houdini to UE)

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Thank you! What would you like to see in a Houdini to UE tutorial?

    • @omidmehdipour4912
      @omidmehdipour4912 Před rokem +1

      @@DannyLrsn Building setups in Houdini then use UE as a render engine, I know its a bit tricky but I believe there are so many stuff doable with small tricks. for me the most annoying part is to waste so many hours waiting for render to be done , and I believe UE5 can help us a lot .

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      @@omidmehdipour4912I have a tutorial coming tomorrow which goes over an advanced workflow for exporting Houdini particle sims to Unreal Engine. Hope you'll find that useful
      You're right! UE can save a lot of render time and still provide good quality if you use it correctly.

    • @omidmehdipour4912
      @omidmehdipour4912 Před rokem +1

      @@DannyLrsn Thanks man! that would be awesome, really appreciate it.

    • @omidmehdipour4912
      @omidmehdipour4912 Před rokem

      @@DannyLrsn Do you by any chance have a discord channel or any other way so we can ask our questions there?

  • @RMAFIRE
    @RMAFIRE Před rokem +1

    Surprising👍☑

  • @AshT8524
    @AshT8524 Před rokem +2

    Thank you for this tutorial I learned a lot :) *subscribed *
    Is it possible to render HQ fluid and particle sim in UE5 ? I've seen people render niagra particles but not particles directly from houdini and no Fluid sims, am I just looking in wrong places or is it not technically supported right now ?

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      That's great!
      As far as I know, it's not possible yet. Unreal is getting closer and closer to being able to deal with fluid sims, but it would still be too heavy with any method I know of.

    • @terramidia3d
      @terramidia3d Před 8 měsíci

      There's a plugin called FluidFlux, maybe what you're looking for. Not the same quality as Houdini, but is realtime.

  • @jbach
    @jbach Před 9 měsíci

    This is great. One question. With Alembic cache because you are essentially rendering single frames is there any motion blur at all when you render with Temporal Samples?

    • @DannyLrsn
      @DannyLrsn  Před 9 měsíci

      Thanks! I'm not sure if Unreal manages to interpolate velocity if you have a consistent point count.
      Otherwise, if you calculate velocity in Houdini and keep the v attribute, you can import "motion vectors" in the alembic cache import window of Unreal.
      Hope that helps!

  • @jordanhwang
    @jordanhwang Před rokem +1

    this is a pretty beginner question, but I finished the same Entagma tutorial and in your video at 0:30 how are you getting the uv and Cd attributes? Is it something with a uv node you added to the tubes?

    • @DannyLrsn
      @DannyLrsn  Před rokem

      Hey, no worries. Yes, I just made sure to give the tubes UVs before simulating. If you want to check out how I did it, my project files are available in the description for free.

    • @jordanhwang
      @jordanhwang Před rokem

      ​@@DannyLrsn ah very interesting. It looks like you used the uv attribute tab in the sweep node, and then you added a uv texture for the caps

  • @harshmittal4548
    @harshmittal4548 Před 29 dny

    Hii, bro my unreal engine crashes while importing alembic file with 'flatten tracks' feature off
    do you know how to solve this problem??

  • @EliRezik
    @EliRezik Před měsícem

    hey man, great tutorial, any idea why unreal wont import my alembic file of a RBD simulation? I read somewehre it might be because I have faces with more than 4 vertics, but I'm not sure of how to clean that from the rbdmaterialfracture results. any tips you can give?

    • @DannyLrsn
      @DannyLrsn  Před měsícem

      Thank you!
      I think you explained it yourself. Houdini has a "Divide" node that can triangulate meshes for you. Maybe use that on the results on the rbdmaterialfracture?

    • @EliRezik
      @EliRezik Před měsícem

      @@DannyLrsn thank you Danny, got that fixed :)

    • @DannyLrsn
      @DannyLrsn  Před měsícem

      @@EliRezik Awesome!

  • @everydayfitness3004
    @everydayfitness3004 Před rokem +1

    Awesome! thanks. I have a question? Is it posible for Unreal to have Proxies? Like RS Proxies?

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      You're welcome!
      Whenever you try to look for the "same" feature between two different packages, there are often a few key differences. The answer to your question depends a bit on what you need it for, specifically.
      Unreal, by default, instances things like foliage, and it does it really well. In my experience, it's much nicer to work with than it is in Houdini / Redshift. You can basically instance any static mesh this way, but it's mainly used for foliage.
      Unreal has Niagara, a particle simulation system, which can instance meshes onto particles. It can handle millions of particles and millions of mesh instances.
      Nanite is a new system in Unreal for dealing with large amounts of triangles. There are demos of people instancing spheres up to the point of 100 million triangles.
      A huge difference for all of these to something like redshift proxies is that you don't really have an option to "hide" them until render time, and, in most cases, you don't need to. You'll still be running 40FPS and reaping all the benefits of real-time rendering.
      Let me know if that answers your question!

    • @everydayfitness3004
      @everydayfitness3004 Před rokem

      @@DannyLrsn Thanks for explaining it clarify somethings I really appreciate it! But I was thinking specifically this about RS proxies. I mean make an animation in Houdini then save that as is a proxy then import that one animated mesh into UE then use that to spawn into object. czcams.com/video/S9Ccta-6YC8/video.html

    • @DannyLrsn
      @DannyLrsn  Před rokem

      ​@@everydayfitness3004 It's hard for me to tell from that video what purpose RS proxies serve. From what I understood, it's a system that allows you to instance geometry onto just a single point, right?

    • @everydayfitness3004
      @everydayfitness3004 Před rokem +1

      @@DannyLrsn Yes that's it. So he creates different animations of different flowers then save those into RS Proxies then he uses them to into points randomly.

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      @@everydayfitness3004 Okay! I've seen a feature in Niagara called "mesh flipbook" or something like that, but I have not looked at it at all so I have no idea if it works like I expect. You can look into it, but I have no idea if it will be what you need.
      Maybe one day I'll get around to looking into it. In the end this might be one of those situations where Unreal is still a game engine so it's not geared to handle many high quality animations at the same time.

  • @TheBradlackey
    @TheBradlackey Před rokem

    is your Cd set to point, prim, or vertex?

    • @DannyLrsn
      @DannyLrsn  Před rokem +1

      You can download the project files from the link in the description to check for yourself, but vertex is the safest because that's what it gets converted to inside Unreal at import.

    • @TheBradlackey
      @TheBradlackey Před rokem

      @@DannyLrsn Thank you.

  • @tony6795
    @tony6795 Před rokem +1

    Can collision be added to Alembics?

    • @DannyLrsn
      @DannyLrsn  Před rokem

      As far as I know, no. I could be wrong so let me know if you find a way to!

    • @tony6795
      @tony6795 Před rokem +1

      @@DannyLrsn Cool, thanks! I will :)

  • @rickvdvulkaan
    @rickvdvulkaan Před rokem +1

    Just a tiny bit of criticism here. Almost every single sentence you made a few very tight cuts and even cut off some words here and there. No "rest" moments anywhere, which makes it feel very rushed and unnatural.. anyway, lots of great tips and tricks, thanks for explaining all of this, very useful.

    • @DannyLrsn
      @DannyLrsn  Před rokem +2

      I appreciate the critique and see your point. I'll definitely be more careful about cutting off words at the end of sentences.
      Glad you found it useful regardless!

  • @carlosrivadulla8903
    @carlosrivadulla8903 Před rokem

    Is not fbx format better for sims?

    • @DannyLrsn
      @DannyLrsn  Před rokem

      As far as I know, it only works better for packed non-deforming geo. So you could use it for an RBD sim. But I haven't looked into it that much so let me know if you have different experiences using FBX to export Houdini sims

    • @carlosrivadulla8903
      @carlosrivadulla8903 Před rokem +1

      @@DannyLrsn Thanks for ur kind reply. I didn't know that difference to be honest. I still learning.

    • @DannyLrsn
      @DannyLrsn  Před rokem

      @@carlosrivadulla8903 That's cool! You never know with Unreal. It works in weird ways sometimes