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Found 11 results

  1. Animation export to Unity

    Hello everybody! I have a simple grid animation like this: The animation is driven by a $F*0.001 expression in mountain node offset channel: Is there a way to: 1) Loop this animation seamlessly And the most important: 2) Is there a way to export this animation to Unity? If yes, what format is better for the task and what export/import settings should I use? Thank you for your time.
  2. Houdini GDC 2017 reel

  3. Hi ! I was trying to do some Vector Field or Velocity Grid for Unreal. And during my research, many forums redirected me on the asset Velocity Grid Exporter by Benny Yang on Orbolt. That's an amazing tool but it doesn't work on H15.5 with Particle Simulation. I don't know why, I tried to look through the code, but I can't see what's wrong. Do I make a mistake in using it ? Is there another solution to export Vector Field or Velocity Grid to Unreal ? Any help is welcome ! Cheers, Gaël.
  4. Hello everyone, I've seen a couple of post about this but not exactly what I'm looking for. A little background on what I'm trying to do. I'm trying to export a 2d image of a fluid to animate the UV coordinate of an texture in a game material ... not super clear I know, these guys might explain it better : http://www.valvesoft...s_waterflow.pdf This way I can add detailed motion to a sprite with only 2 textures, and not use ginormous sequence of animation. But in Valve instance they "paint" their texture to add flow motion to a river or pond. I would like to generate that image procedurally with a fluid for FX work. right now here is what I do: - have a fluid animation that I like -cache it -DOPI/O all the info I need back into SOP -use a Point VOP -use the velocity info to color points on a grid -render that grid but my problem is that the velocity field is (naturally) all over the fluid container, so I was wondering how can I use my density field as a "mask" for my velocity? In VOP, saying something like where my density is zero, set my velocity to zero, ... make any sense? In the 2 images attached you can see how it works. when a pixel is 50% red, 50% green and 0% blue no motion. 100% red, 0% in G and B pixel are moving south west ...etc. The flow test images show you what I have, so you can see that I have no motion (R=50%, G=50%, B=0)outside the container, but inside I have motion all over.... And last an image of the density field.... where I want my motion. so can I use density to "mask" out my velocity? any help or question would be really appreciated. flowmap_test.hip
  5. recently i wached some demo of game engines. it looks fantisic. so do you think will us use game engine to render filme in future? if this became true, how can our clastic renders such as renderman mantra Arnold survival? and any one know compare to unity unreal cryengine which game engine is better?
  6. I am trying to imitate the pyro effect made by Mannoraoth in this Blizzard cinematic. I am getting nowhere figuring this out by myself. I got the color scheme down in the shader but past that, i do not know where to go. I am not sure if i should use a pyro fx shelf tab flames, explosion or fireball. If you know of a better way, please tell me. i am willing to learn and listen to the communities knowledge base. I am going to use it for a game i am working on. Please help. timecode: 2:15-2:21 PS: I am working in Houdini 15
  7. The Procedural Art of DragonMaze

    Lune from Feline Arts talks about how Houdini was used to create procedural game art for his indie game DragonMaze. Learn more about DragonMaze at: http://www.felinearts.net The Procedural Art of DragonMaze
  8. You might have already seen this when it was published back in January, but here's a Gamasutra article about procedural workflows for games written by Side Effects Software President and CEO Kim Davidson. http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php
  9. Houdini for Games - Frima Studio

    Learn more about Houdini is playing a growing role in game development in Quebec-based Frima Studio. Houdini for Games - Frima Studio
  10. Learn about how Guerrilla Games used Houdini to create effects for the PS4 launch title, Killzone: Shadow Fall, in this SideFX customer story. Killzone: Shadow Fall - Guerrilla Games
  11. Hi, my name is Ben and I am the Games Community Manager at Side Effects Software. If you are using Houdini to make game art, assets, animation, VR, etc. I'd like to talk to you! Don't hesitate to contact me via PM or email at ben@sidefx.com. Cheers
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