High Quality Water in Unreal Engine 5 via Alembic Caches | Part One

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  • čas přidán 11. 06. 2024
  • Quite a few people asked on Twitter if I could make an explainer / tutorial video on how I went about doing the water for my Epic Megajam entry, Ant Ausventure (available here: itch.io/jam/2022-epic-megajam...)
    Obviously you don't need to use Houdini for this, you could use anything that does fluid simulations, like Blender or Maya etc.
    Hit me up on Twitter @ DylserX
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Komentáře • 151

  • @ivonmorales2654
    @ivonmorales2654 Před rokem +11

    I always thought what would happen between Houdini and Unreal. Your work is excellent, my friend.

  • @1d33f1x3
    @1d33f1x3 Před rokem +5

    The results are really great. Your Megajam entry was one of my favourite this year, should be a shoe-in for the photo realism prize!

    • @dylser
      @dylser  Před rokem

      Thanks for the kinds words! ah that would be insane haha I'd be very honored if it did!

  • @DannyLrsn
    @DannyLrsn Před rokem +4

    Really awesome result! Cool to see the water rendered in real-time

  • @MortalShores
    @MortalShores Před rokem +5

    Thanks for guiding us through this! It looks so damn good.

  • @AshT8524
    @AshT8524 Před rokem

    Thank you so much for this.
    I've been looking for something like this for quite some time

  • @mirkoventuri6660
    @mirkoventuri6660 Před rokem +29

    Hi! Great results! Really nice.
    Regarding the looping part in Houdini: you could convert the *mesh version* of the fluid sim to vdb, and then loop it. Then after that you can convert it back to mesh. I used this trick a few times, sometimes with a blend node using the grid option, sometimes with the "make loop". I find that this way gives me more control over the looping options

    • @dylser
      @dylser  Před rokem +6

      Thanks for the tip! will give it a go in the future :D

    • @Kate-Tea
      @Kate-Tea Před rokem +2

      love finding random tips like this around, really handy to know when you need it!

    • @wbass243
      @wbass243 Před rokem +3

      you should check out "How Disney's 'Moana' created its amazing water effects" on youtube. it has the best physics of water and the most likely to be re-created in a video game. I hope they eventually sell or license the technology to unreal. It would be a game changer

  • @STICKOMEDIA
    @STICKOMEDIA Před rokem +2

    Meanwhile, just casually playing as an Ant, beautiful

  • @blakeallred9097
    @blakeallred9097 Před rokem +4

    I would love a game like this where you can be different kinds of spiders and have to make webs and hunt, etc.

    • @psy237
      @psy237 Před rokem +2

      hero spiders that can fend off evil humans and eat them :'D

  • @3dstuff677
    @3dstuff677 Před rokem +1

    Wow !!! A real game changer !!! Amazing stuff !!! Congrats Bro !!!

  • @unreal_animations
    @unreal_animations Před rokem +3

    Awesome ! Fantastic water material too.

  • @lln6123
    @lln6123 Před rokem

    Very nice Explanation there, thank you. First time I've seen something in Houdini.

  • @alexxxx1448
    @alexxxx1448 Před rokem +1

    Bloody hell! I love the result ! great quality !

  • @Gaientv
    @Gaientv Před rokem

    this is beautiful ! great job

  • @Jsfilmz
    @Jsfilmz Před rokem

    Dylan is the POSEIDON OF UE5!

  • @azvasamusic7095
    @azvasamusic7095 Před rokem

    SO amazing!!! This gives me many ideas

  • @Zartris
    @Zartris Před rokem

    Really nice.
    Thanks for the video

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

    This is fantastic

  • @robjinstudio
    @robjinstudio Před rokem +1

    Great Job Dylan ! it's Look really cool :)

  • @vincentvega7105
    @vincentvega7105 Před rokem +1

    Very cool, I was thinking about trying this with a realflow project.

  • @nfenton
    @nfenton Před rokem +1

    Looks awesome! A few years ago in UE4 I tried using alembic caches generated using FlipFluids in Blender and it destroyed the framerate during runtime. I ended up making a blueprint to show/hide each mesh for every frame that I could then control the framerate. It would play back similar to a cartoon flipbook animation lol. Good to see UE5 handling the caches well!

  • @danelokikischdesign
    @danelokikischdesign Před rokem

    This is amazing!

  • @outofrhythm9670
    @outofrhythm9670 Před rokem

    i've done water sim before using realflow on unreal and it was beautiful

  • @ce7309
    @ce7309 Před rokem +7

    Looks fantastic, great job!
    There is a another way to loop it although it requires more setup. Sim your particle/fluid cache, lets say its 100 frames. Then copy/paste the cache and offset it the amount of frames in your sim. (100) That way a new instance of the sim starts on the same frame that the previous one stops. Then mesh both instances of the particle/fluid sim together. Should get you a clean loop.
    You could also use vertex colors to blend in a foam map if you wanted a bit more variation in the texture.

    • @dylser
      @dylser  Před rokem

      Yeh I have thought about doing it this way! definitely one to try in the future, cheers!

  • @Ahivo
    @Ahivo Před rokem

    amazing job

  • @shubhamartist2001
    @shubhamartist2001 Před rokem

    I really like it thanks for sharing

  • @fran.fndz.techart
    @fran.fndz.techart Před 4 měsíci

    if someone still have issues with loop, cache the vellum fluid (this issue is only with vellum), create a point wrangle, add ID, (ptnum) Life ( 1), Age(100), then use make loop. nice loop

  • @veithtutorials
    @veithtutorials Před rokem

    Thank you so much! Respect!!!!

  • @heinzlu8671
    @heinzlu8671 Před rokem

    just awesome!

  • @scrutch666
    @scrutch666 Před rokem +2

    I love that. Please pitch this as a game. Obviously this needs more but it had my head going

  • @pinoyunrealengine9261

    Galing nito. Salamat po!

  • @fireaza
    @fireaza Před rokem +6

    Water animation looks great! Ant idle animation makes it look like it's an enemy in a PS1 era Final Fantasy though!

  • @manuel.camelo
    @manuel.camelo Před 4 měsíci

    Of COURSE.. it had to be Houdini.. DAMN IT.
    👁️👃👁️

  • @sanyamakedon110
    @sanyamakedon110 Před rokem

    Your skill level is GodLike!!! Recreate water in game it amazing=) I wish i can do it too)

  • @kegsfx8603
    @kegsfx8603 Před rokem

    Very nice! :)

  • @MasekFilip
    @MasekFilip Před rokem

    insane!

  • @unfgames
    @unfgames Před rokem

    Love it! ❤🧡💚💛

  • @MADMOVIESINC
    @MADMOVIESINC Před 3 měsíci

    Very cool work!
    Question: do you happen to have a video going over your water material setup?

  • @flurishart612
    @flurishart612 Před rokem

    Wow thx!

  • @fracturedfantasy
    @fracturedfantasy Před rokem +1

    Very cool - I just started learning Houdini basics during the megajam, so as a jr. this all seems intriguing but complex at the same time. Any suggested learning paths for a n00b that would love to get to this level of understanding? How long have you been working with Houdini? Thanks for sharing, it's greatly appreciated.
    Ha.. just realized you sort of address not being an Houdini guy at the end of the vid - I'm going to leave the question anyways as I think its still valid ;)

    • @dylser
      @dylser  Před rokem +2

      haha yeh I am most definitley not a Houdini guy, but I find experimentation and youtube tutorial to be the most useful, but i suppose We have been using it quite a bit at work recently so I've been learning from our one Houdini guy haha

  • @TerenceKearns
    @TerenceKearns Před rokem +1

    Very nice. Although the OCD in my can't ignore the ant "pulsing?" up and down the whole time. I don't think ants really do that. It's really distracting

  • @taoryan8995
    @taoryan8995 Před rokem

    very nice 3ks!

  • @shivdholakia
    @shivdholakia Před 4 měsíci

    It’s really cool! Thanks for sharing!
    How would you go about adding whitewater to this?

  • @chadtheall682
    @chadtheall682 Před rokem

    I cannot believe this is being run in real-time-ish! We have NEEEEVER been able to have water physics this real looking in video games! It's so exciting to me!!! I assume this is not interactable water and it's just a sort of real-time simulation correct? Do you think in the near future we should be able to get to the point where it's interactable and dynamic with changes to the environment? Nevertheless it's a HUGE step forward in video game graphic simulation... even just running through a scene like this in a game where you can't jump in the water but can atleast look at it up close adds so much to the ambience and realism of the game's world... LOVE it!!! Excellent job! Thank you for sharing!!

    • @dylser
      @dylser  Před rokem +1

      So this is not a realtime simulation, you are essentually simulating it offline in Houdini then imported an animated static mesh into Unreal so yeh not interactable aha cheers!

    • @MonsterJuiced
      @MonsterJuiced Před 10 měsíci +1

      For what you're after, you would be interested in Fluid Flux and Ninja Fluids for real-time simulations. Not exactly FLIP fluids but they're still very realistic and impressive. This alembic is a baked animation, it looks beautiful but takes up an entire hard drive of space and kills performance so only good for cinematic renders I guess.

  • @suju198
    @suju198 Před rokem

    nice brooii

  • @DepthEngine
    @DepthEngine Před rokem +1

    Awesome video. Thanks a lot. I have trouble with getting Motion Blur at all. I use Maya for creating the Alembic file and it has motion vector information in it. Is there a specific thing I have to consider? Of cause I check the right import option in Unreal but maybe is there something wrong with the vertex color set.

  • @nick-boson3590
    @nick-boson3590 Před rokem

    This is reaaaaayl awsome. So if you want to add whitewater will you use the same method? Because those are particles

  • @cybershellrev7083
    @cybershellrev7083 Před rokem +1

    It's certainly a glimpse in the future of games but for it to be used by AAA devs, Alembic animations would have to be cheaper I think.

  • @Girasole4ever
    @Girasole4ever Před rokem

    Nice, you should add whitewater with just a bit of opacity! It would knock it out the park!

  • @skeletonking4119
    @skeletonking4119 Před rokem

    Truly remarkable! But I felt sad when I see that it wasn’t used blander for the process of created the water :”(

  • @glenn3646
    @glenn3646 Před rokem

    Cool

  • @tryptamedia7375
    @tryptamedia7375 Před 7 měsíci

    Thanks for making this, is there a way to deal with fluid sims that have more surface area? for example a melting sim? Would that be pushing the boundaries of the ABC to unreal workflow?

  • @user-wv1mz5do9p
    @user-wv1mz5do9p Před rokem +1

    Which tool can I express the most similar to Houdini? for Realistic Water

  • @MuratAtasoy
    @MuratAtasoy Před rokem +1

    Awsome 🤯 What is your graphic card?

  • @kyozon8925
    @kyozon8925 Před rokem +1

    If you don't mind me asking, what system hardware are you using to simulate such nice high-quality fluid in Houdini? Awesome stuff, thanks for sharing!

    • @dylser
      @dylser  Před rokem +1

      Thanks!, This was simmed on my work PC, AMD Threadripper Pro 3975X 32-Core / 64-Thread with an AMD RX6950XT GPU and 256GB Ram

    • @kyozon8925
      @kyozon8925 Před rokem

      @@dylser Awesome! I’m building a TR Pro workstation too. Currently debating between the 32C or 64C part. Do you think the 64C would make a big difference for Houdini Sims and UE5 source and shader compiles? Thx!

    • @dylser
      @dylser  Před rokem +1

      @@kyozon8925 Well it certainly will make a difference for most Houdini stuff, just watch out for certain processes in Houdini that are single threaded which catch me off guard sometimes, but FLIP sims definitley are multi threaded! and yeh the 32C absolutley demolishes the UE5 source compiles haha so i guess the 64 would be even better

  • @srdjankovic
    @srdjankovic Před rokem

    Amazing stuff Dylan! I was wondering where I could find info regarding a way to also include foam or splashes in UE5...do you think that would be possible via Alembic Caches? Or is that something that would be sorted out withing the water material in UE?

    • @dylser
      @dylser  Před rokem

      Foam there are a few ways, I did a new video showing a baked vertex colour workflow here: czcams.com/video/ZfmLXfWKJ0c/video.html for splashes, probably easiest way would be to use Houdini Engine to import particles form houdini maybe?

    • @srdjankovic
      @srdjankovic Před rokem

      @@dylser Tanks dude! Will check it out!

  • @Unknowable_Void
    @Unknowable_Void Před rokem +1

    This is freakin awesome Dylan.
    May I ask what settings you used on the nodes of the optimised alembic file in Houdini?
    currently doing my own sim and getting huge file sizes
    cheers

    • @dylser
      @dylser  Před rokem +2

      Cheers! yeh sure the remesh I did for the optimised mesh for the really nice looking one in the second half of the video was to set to adaptive, relative density to 1, Gradation to 1 and min size to 0.05 , which brought the poly count from ~1 million down to ~300,000 , this was a change of 15GB alembic down to 3.3GB and then around 600mb when imported into unreal

    • @Unknowable_Void
      @Unknowable_Void Před rokem

      @@dylser epic I'll try that out! Thanks heaps legend

    • @KarmaChoedakAcharya
      @KarmaChoedakAcharya Před rokem +2

      @@dylsersize of 600 mb is totally acceptable in game with extremely well looking water sim

  • @littlecurrybread
    @littlecurrybread Před rokem

    Can I ask what your pc specs are? Lovely work btw.

  • @benveasey7474
    @benveasey7474 Před rokem +3

    How does this compare to using Niagara Fluids with high quality settings and rendering with the Movie Render Queue (i.e. not used in games)?

    • @dylser
      @dylser  Před rokem +3

      I've played with Niagara Fluids a little bit and in my experience you can go much higher quality with a pre cached sim, however i think Niagara Fluids are the future being able to be simed Realtime is a whole different ballgame, once the tech matures

  • @gracegetty9044
    @gracegetty9044 Před rokem +1

    can you help me to understand my alembic 1gb 200 frame, when i try to import it is just crashing UE5

  • @IMMERSYVstudios
    @IMMERSYVstudios Před rokem +1

    I was immpressed by this result .. and turned out its you again Dylan .. wow man ..

  • @owenjenkinsofficial
    @owenjenkinsofficial Před rokem +1

    Hey, One quick question. So I have been using this method ever since I saw your workflow. I think its genius! I have three viscus fluid sims imported into my UE5.1 scene and I have the same settings for my material, but each mesh cannot be in focus unless it is intersecting with geometry behind it that is in focus a.k.a. I can't render it with DOF without something behind the fluid cache. Any ideas on how I might approach fixing this or maybe a setting I'm forgetting?

    • @owenjenkinsofficial
      @owenjenkinsofficial Před rokem +1

      So I found this is only a problem when you want to use glass that is default lit. DOF works when its set to thin translucent shading. I would love to learn/understand better why that is not the case with the default lit tho.

    • @dylser
      @dylser  Před rokem +1

      In the material you will need to make sure its set to render before DOF and tick the output velocity checkbox which also makes it write to the depth pass, then it should work

    • @owenjenkinsofficial
      @owenjenkinsofficial Před rokem

      @@dylser Thats actually why I'm confused. Even with that done, if the material is default shaded translucent its showing out of focus unless I pull the focus plane past 5000. This has happened twice today. I had some alembics that had this problem but so did an FBX. I just can't figure out why it won't. I was able to tweak my thin translucent to look really good like normal glass, but would love to figure the other one out. I bet its some checkbox that I accidentally clicked somewhere in the material.

  • @kaizendigital_id
    @kaizendigital_id Před rokem +2

    Can you share the water material you used in this tutorial? OR where link to buy it?

    • @kaizendigital_id
      @kaizendigital_id Před rokem +1

      nevermind. I just saw you shared the material in the near end of the video. Nice! thank you!

    • @dylser
      @dylser  Před rokem +1

      Its shown in the video near the end its a super simple shader set to thin translucent

  • @wilismatrix9847
    @wilismatrix9847 Před rokem

    looks very nice, is there any way to get the splashes and foam too ?

    • @dylser
      @dylser  Před rokem +2

      Splashes work fine as part of the sim, and foam / bubbles can be done a few ways , I did ti with vertex colour czcams.com/video/ZfmLXfWKJ0c/video.html

  • @kickassmovies5952
    @kickassmovies5952 Před 11 měsíci

    tutorial plz

  • @hckhanh
    @hckhanh Před rokem

    Can I use Fluid Simulation Niagara from UE5 to make this?

  • @francescocatalini7727

    Hi! nice Sim. I tried with simulations in alembic and UE5, but I had problems finding a workaround to bigger files and found no script to read single frames in sequence like in other programs. I would apreciate if u had suggestions. Thanx

    • @dylser
      @dylser  Před rokem

      Interesting, how large are we talking? haha

  • @nownezz
    @nownezz Před rokem

    hey, so its a 100 frames loop? im always very demotivated by the huge sizes of alembic or vdb files :((( but i heard there is a new AI compression to vdb drastically reducing the file sizes, which is great great news to me

    • @dylser
      @dylser  Před rokem

      Yeh I've done 100 and 200 frame loops, when optimised with a remesh and culling unneeded geometry they get down to around 1-6gb most of the time , depending on the size of the sim of course but once imported to unreal they get compressed quite a bit, most are around 300-500mb on disk once imported

  • @buystander
    @buystander Před rokem

    I can't imagine how long that alembic was imported.

    • @dylser
      @dylser  Před rokem +1

      The ones in the video took around 15 to 30 minutes to import

  • @scaduxx9040
    @scaduxx9040 Před rokem

    Hey thank you for the video!
    Trying to make water look the same as yours, copied your material, but still it looks cell and fake. Any tips ? Anything has to do with lighting or environment tricks ?

    • @dylser
      @dylser  Před rokem

      Is it the reflections what look strange? I'm using the "High Quality Translucent Lumen Reflections" setting in the UE5-Main branch on github which does add a lot for translucent materials.

  • @victorblanchard7774
    @victorblanchard7774 Před rokem

    Great work! I had success to import Liquid sim from PhoenixFD to unreal but had to chance to import the foam, splash and mist. Is that possible to import those into unreal?

    • @dylser
      @dylser  Před rokem

      Its possible but i havent looked into it yet

    • @victorblanchard7774
      @victorblanchard7774 Před rokem

      @@dylser Have been trying so many ways and could not success 😪

  • @nodelayfordays8083
    @nodelayfordays8083 Před rokem

    Any chance Houdini can handle fluid collisions with a character mesh that’s animated?

    • @dylser
      @dylser  Před rokem

      If its a pre animated character for a cinematic then yes, you can export the animation to houdini and use it as a collider in the sim.

  • @itscoldcoldwinter
    @itscoldcoldwinter Před rokem +1

    can we use this water to make realistic rain u know to reach and move how rain dos in real life

    • @dylser
      @dylser  Před rokem

      I'd love to try this out at some point!

  • @donmatus42
    @donmatus42 Před rokem

    Are you planning on adding surface bubbles?

  • @badmondaywang
    @badmondaywang Před 9 měsíci

    What abt the whitewater on top of this base sim ?

  • @joelberg8576
    @joelberg8576 Před rokem

    Any pipeline to import a decent number of particles yet? Say over 1 mil splash or foam particles? Im not concerned of real-time, just if there's a way to grab all the points and attributes from Houdini and not have anything crash.

    • @dylser
      @dylser  Před rokem +1

      I'll be looking into this next! :)

  • @UE_5_beginner
    @UE_5_beginner Před 27 dny

    Can this be done using only UE?

  • @halfMTstudios
    @halfMTstudios Před rokem

    are you having file size limits when importing? i find anything over 2 gigs crashes out.

    • @dylser
      @dylser  Před rokem

      Not really, I've imported alembics up to 40GB before, they ran terribly though! how much RAM do you have?

    • @halfMTstudios
      @halfMTstudios Před rokem

      @@dylser i heard on a podcast from epic developers that unreal has a 2.1 gig alembic limit. is this not accurate? i have 128 gigs of ram and can never go past 2-2.1 gigs.

    • @dylser
      @dylser  Před rokem +1

      @@halfMTstudios Interesting, I have definitely imported 12-18GB ones recently, it just takes a while, and the one in shown in the second half of the video is over 3GB

    • @halfMTstudios
      @halfMTstudios Před rokem

      @@dylser so weird I’ve tried for months and no luck. 😟😟

  • @kr-su6od
    @kr-su6od Před rokem +1

    is the a way to import the white water sim inside unreal along with this ??

    • @dylser
      @dylser  Před rokem

      I haven't tried anything yet aha maybe!

    • @kr-su6od
      @kr-su6od Před rokem

      @@dylser thanks for this upload inspired me to work on something similar to this

  • @RichardRiegel
    @RichardRiegel Před rokem

    I tried to import beach waves alembic cache 40 GB simulated in Houdini, which is working well, but the problem is still the import of whitewater... It's almost unable to import such a big files of particles to niagara.. and vdb not working at all... I would appreciate some particle caches import directly into sequencer or something like that...

    • @dylser
      @dylser  Před rokem

      Yeh I haven't looked at whitewater yet but I hope to when work isn't as busy :)

    • @flurishart612
      @flurishart612 Před rokem

      Have you tried creating a mesh from them? You could convert them to VDB and then back to polygons and then use the same method from this video I would think

    • @RichardRiegel
      @RichardRiegel Před rokem

      ​@@flurishart612 Yes I know, but seriously. Did you saw a good realistic looking foam performed by mesh?

    • @flurishart612
      @flurishart612 Před rokem

      @@RichardRiegel No I haven't tried it before either. I could see it maybe working though if you get a material that breaks it up a bit too

  • @antoniopepe
    @antoniopepe Před rokem

    Did u try exporting VAT from houdini instead of alembic?

    • @dylser
      @dylser  Před rokem +1

      I haven't yet no, although I'm pretty sure that technique may have some issue with software Lumen as its vertex animation

    • @antoniopepe
      @antoniopepe Před rokem

      @@dylser but this vertex animation issue will be solved in 5.1 ? Its a Lumen problem or even in raytracing mode ? Thanks for your time 👍.really inspiring.

    • @dylser
      @dylser  Před rokem +1

      @@antoniopepe I'm just not sure it would accurately bounce light using software Lumen thats all, will have to give it a go at some point! should be fine in hardware lumen mode as that uses RT

  • @carlosrivadulla8903
    @carlosrivadulla8903 Před rokem

    will usd serve for this purpose too?

    • @dylser
      @dylser  Před rokem

      I am intending on trying this! will be an interesting comparison

  • @josefh8782
    @josefh8782 Před rokem

    Not to take away from your work here, because it is fantastic - but this approach would not be suitable for an actual game would it, given the huge amount of disk space required and surely a fairly significant amount of processing to run?

    • @dylser
      @dylser  Před rokem +1

      Disk space once imported is quite reasonable for what you are getting, these caches are 300 to 600mb once imported, and processing depends on Disk speed and the resolution of the mesh, when optimised has been fine for higher end machines, in fact I imported a 90GB alembic into Unreal the other day and even that played back smoothly in real time, it's definitely doable just within a certain scope. Ant ausventure runs at 30-50fps at 1080p on a 3080 with two of these caches in the scene, so I can imagine as more optimisations happen it becomes a bit easier

  • @ysuftuysuz2591
    @ysuftuysuz2591 Před rokem

    Can you please write this waterfall asset pack link?

    • @dylser
      @dylser  Před rokem

      haha I suppose I could do a lower quality asset pack in the future, these sims are usually specific to the geo in the level though so they wouldn't fit with other places, its really more of a bespoke simulation per area.

  • @HalkerVeil
    @HalkerVeil Před rokem

    When the whole gpu is used to simulate water and leaves no room for an actual game. Then you only get an obby.

  • @itscoldcoldwinter
    @itscoldcoldwinter Před rokem

    so we can have water from hudini in unreal and it runs 30 fps wow

  • @syntaxed2
    @syntaxed2 Před rokem +1

    Realtime?

    • @dylser
      @dylser  Před rokem +1

      Its running realtime, but the water sim is cached out

  • @neoryu
    @neoryu Před rokem

    El agua parece demasiado "viscosa"

    • @neoryu
      @neoryu Před rokem

      Como si le faltara velocidad

  • @sauravbhagat4150
    @sauravbhagat4150 Před rokem

    Please make me your Apprentice PLEASE Sensei !!

  • @undeny
    @undeny Před rokem +1

    Water looks like it feels a bit thick, like a very watery gravy almost. I know im being a dick but maybe you can use this as feedback?

  • @TheKevphil
    @TheKevphil Před rokem +3

    Your water looks wonderful. Your ant is awful. ;)

    • @dylser
      @dylser  Před rokem +1

      haha yeh its just an ant i found on marketplace that I re did the shading for a more realistic subsurfacy look, I am 100% not an organic modeler :P

  • @daniel6sharma
    @daniel6sharma Před rokem

    I'd suggest not publishing a video until it's finished processing in HD.

  • @tondann
    @tondann Před rokem +13

    It looks stunning! My bachelor thesis which I finished just a few weeks ago was about comparing FLIP sims in unreal (Niagara Fluids) and Houdini - now this looks like a cool hybrid , to sim in Houdini and render in unreal, love it 😍

    • @benveasey7474
      @benveasey7474 Před rokem

      How do the high settings Niagara Fluids compare to Houdini's imported alembics? Have you managed to get the foam from Houdini to work in Unreal?

    • @MysticNode626
      @MysticNode626 Před rokem +2

      @@benveasey7474 Houdini is better in almost every way, except user experience.

    • @MonsterJuiced
      @MonsterJuiced Před 10 měsíci

      @@MysticNode626 lmao, the UX of houdini is a nightmare...