hmihalis1 Posted February 22, 2019 Share Posted February 22, 2019 Hi there, Total Houdini novice here with a bit of a strange question: I have a smoke simulation that I have created the swirls around a central character that is being rendered in Unreal Engine. https://drive.google.com/file/d/1fuoitdNjuBZ1UPgkAi-e9G63CKW-40YS/view?usp=sharing The smoke itself is rendered in out of Houdini in slices and played back in Unreal as the alpha of a video texture, but I was wondering if anyone had any ideas of how it might be possible to set up something like a shadow catcher to catch the shadows cast by the smoke on the surface of the character, but instead of just rendering shadows that hit a specific piece of geometry to a frame as scene by the camera it could be applied to the character and render out as a texture sequence taking into account the characters UVs, so that it can be played back in Unreal? I feel like this is a pretty weird request and no doubt there is tons wrong with it, but I thought I might as well ask, you can do anything in Houdini it seems! Many thanks for any advice, H Quote Link to comment Share on other sites More sharing options...
anim Posted February 22, 2019 Share Posted February 22, 2019 not weird at all just use Shadow Matte material and bake to UVs using Bake Texture ROP (make sure you uncheck Disable Lighting/Emission as you are baking shadows) by default your shadows will go to Alpha, but you can change it by editing the material bake_shadow_to_texture.hip Quote Link to comment Share on other sites More sharing options...
hmihalis1 Posted February 23, 2019 Author Share Posted February 23, 2019 awesome! thanks so much i will try this Quote Link to comment Share on other sites More sharing options...
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