Houdini to UE5 - How to Send Geometries with Attributes - Tutorial
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- čas přidán 12. 06. 2024
- In this tutorial video I'm explaining how you can send geometries with multiple number of custom attributes from Houdini to UE5 (Unreal Engine 5) using the combination with Alembic and the technique of VAT (Vertex Animation Texture).
I've also started a Patreon, it would be great if I could get your support to continue creating tutorial contents. You can ask questions about the tutorial via Patreon.
00:00:00 Introduction - What is this?
00:01:23 Existing & New Approach for sending Geometries with Attributes
00:09:56 Brief Workflow for this New Approach
00:15:55 Explanation: Point Number Conversion
00:20:37 Explanation: Save Attributes as Texture
00:27:07 Explanation: Software Pipeline
00:30:12 Houdini: Animated Geometry
00:45:48 Houdini: Point Number to Color
00:54:01 Houdini: Save Alembic File
00:56:39 Houdini: Create Custom Attributes
01:11:09 Houdini: Create Global Parameters
01:20:14 Houdini: Point Grid with Attributes
01:51:35 Houdini: Create Image with COP
02:02:57 Houdini: Render Texture Image
02:05:45 UE5: Initial Setup
02:14:06 UE5: Level Blueprint Setup
02:28:26 UE5: Shader for Custom Attributes
02:52:01 Conclusion
[Project Data Downloads]
github.com/jhorikawa/CustomAt...
[Patreon page]
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[Houdini Related Playlists]
Houdini Tutorial: • Houdini Tutorials
Houdini Algorithmic Live: • Houdini Algorithmic Live
Houdini Snippets: • Houdini Snippets
VEX for Algorithmic Design: • VEX for Algorithmic De...
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[Books]
Algorithmic Design Workbook with Houdini: gum.co/GOZFw
Tiling Pattern with Houdini: gumroad.com/l/OVDgY
Algorithmic Design with Houdini: www.bnn.co.jp/books/9788/
Books on BOOTH: orangejellies.booth.pm/
[Contact]
Twitter: / jhorikawa_err
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Awesome, make more UE5 - Houdini content, please :D
I'm only 15 min in: holy moly, you are very fine wine when it comes to explaining! this is A++++++++++ !! Explaining by the book, to anyone out there making tutorials, this is how you we all should do it.
That was absolutely mind-blowing. Amazing work, Horikawa-san!
Thank you Junichiro! I've been trying to fix Houdini VAT3.0 not export correctly for the dynamic remesh use all day. And I found you. You are true hero. Again, thanks for sharing!!!
Thank you for sharing your logic before you get into it
It helps a lot!
Thank you so muuuuch, I've learned a lot from this, Can't wait to incorporate it with my future projects
This is amazing. Can't wait to test it.
Thank you very much for your amazing work!
Great video, thank you so much! It would be great to get something on the crowd, especially VAT crowd or any other better workflow. Thank you for your hard work! Your videos are great!
Thanks for this one! going to be using a lot I think ;)
AMAZING! NEED MORE
Thank you!
Hello Junichiro! I know this is an old tutorial, but I absolutely LOVE IT! Thank you so much for making it, and being so clear about things! I was wondering about a free software workflow, as far as I know Houdini apprentice doesn't support alembic, or fbx export, instead you would export an obj sequence, and then convert that into alembic in, say, blender. My question then is, would all the custom attributes still match if the mesh is reprocessed in blender? One more question I have is about the glowing spiral you have as a custom attribute, I noticed the jagged edges of it, kind of pixelated. To mitigate that one could use an SDF of that texture, do you think that could be done in Houdini, and converted to a cutom attribute? Thank you so much again, and hope you're doing good! All Best!
Thank you for this Amazing Tutorial.
Can this approach be used for 3d Character Animations?
Really nice video. I see you are using a MacBook, is it m1? Any issues using Houdini, unreal, substance for game dev? Do all nodes work properly? How about karma render and performance? 🙏
What would you say is the best way of blurring the Aliasing-look on the emission spiral areas in Unreal? (Without increasing the Houdini resolution too much).
U R awesome
Considering you can add as many UVs as you need woudn't be much more practical to use the UV2 for sample as a point index?
I was going to make the same comment. Laying out the vertices on a uv2 and just shifting them by 1 pixel over time would give you the information you need to sample any other attribute texture.
Thank you, can you please make tutorial on the citysample houdini files for unreal. I can't even get it to show :(
石津さんのキャップとマスクを堀川さんに転送して装着させる事は可能ですか?
Is there a problem with Houdini exporting UE5.0 using VAT now, fluid scintillation and fragmentation
Is Alembic more performant in UE5 than it was previously. Small Alembics such as this spline are totally fine, but I remember some (large) Alembics were just too heavy to playback and caused crashing in Unreal.
It seems about the same, maybe even worse. Alembic geometry caches do not use Nanite.
i do the same operation like you do,but finaly in ue5 render ,it show some flikering when i play, i don't konw why
自動生成の字幕入れていただけると嬉しいです!
well, you have 8 bit, could you also make use of alpha ? then you have x255 more. Otherwise, couldn't simply be a 16 bit file format be used in order to store more data for those hardcore flip fluid maniacs :D ? (could still be interesting for people aiming to use the path tracer and do offline rendering anyways)
very difficult