does anybody knows if it can works to attach mesh sockets to skeletal meshes? I've heard that wouldn't be possible to the way UE generates sockets. Anybody can confirm that though?
@KornelSevinger-pb7nwАй бұрын
what a fstupid way to do this, I've been stuck with this for like 2 years, thanks for the video man.
@WuraolaFagbamiye2 ай бұрын
Thank you so much. You've saved me
@lordlivingwithyourmother3 ай бұрын
thanks
@putteneersjoris3 ай бұрын
for anyone interested, a very similar result can be achieved by a boolean sop with mode set to 'detect' , expand the detection group to 'flood fill connected geometry' and blast this group. no need for a loop.
@owelter4 ай бұрын
substeps and time scale may also help to improve a continuous flow
@owelter4 ай бұрын
Nice tutorial. you should maybe multiply the alpha value by the velocity so particle fade out as they slow down. ( use fit or set a max clamp limit at 1 to prevent increasing opacity )
@SwipeLess4 ай бұрын
Past years they have updated the speed calculation there as default? In the pyro solver, so all this is outdated i guess? I was able to atleast just straight up use speed in the control field
@zdspider67784 ай бұрын
This is interesting but here's an easier way: run the curve through a "PolyPath" node with "Connect End Points" and "Make Isolated Loops Closed" both checked. This will effectively turn the loop into a 2D shape (possibly if you look at it from the bottom) because all closed loops are considered to be geometry in Houdini. Then add a "Resample" node, followed by a "Smooth" node with a somewhat higher strength (optional). Then add a "Sweep" node with the "Surface Shape" parameter set to "Round Tube", and from the "UVs and Attributes" tab, enable them along with "Override Any Existing UVs". Done.
@MadleenAyesh5 ай бұрын
What about the code to restore the flow of water from the same model? I want to control the start and stop of the flow realistically using the code or another method. Please tell me?
@re15 ай бұрын
Is there a way to do this but instead of referencing Materials, referencing Static Meshes or Blueprints inside unreal so I don't have to do it manually everytime? Thanks
@ewerybody5 ай бұрын
It worked!! 😮
@Derabooo5 ай бұрын
Great tutorial! Followed the instructions closely and got stuck playing yet another two sessions
@snyyx5 ай бұрын
Nice! I was looking for a tutorial on this, I'm making some water dripping from roof tops. I used you thing but had to convert everything to vdb, then volume, then poly but it worked!
@AnecProductions5 ай бұрын
it works!
@matiasadrianmahler3225 ай бұрын
You're a genius 🤣
@jackpurkiss7 ай бұрын
What is the volume source part?? It's the one bit that isn't explained
@salvio27768 ай бұрын
Hey, thank you for this! Im moving forward to see the next one but this one gave me so much info already.
@dysnXO8 ай бұрын
the whole remesh manu changed on Houdini 19.5 and even if i put adaptive, i dont see no effect
@isstuff8 ай бұрын
FYI changing frequency across space is rough. If you have a noise n a grid and put a gradient that goes from left to right in the frequency channel you will see some aggressive shapes. maybe because it is a force hidden inside a smoke sim that you cant directly see you may get away with it.
@bramtempelaere84949 ай бұрын
saved my ass
@muhammetmertturan9 ай бұрын
Allah razı olsun aşqom, diğer tutoriallarda asla bulamadım şu "intersection" meselesini... (kızılay)
@gravitomagneticpower10 ай бұрын
Thank you for tutorial. Can you recommend some tutorial for building a shader for this in Unreal?
@HoudiniSimon10 ай бұрын
You can find a lot of information here: realtimevfx.com/t/6-way-lightmap-wip/5457
@gravitomagneticpower10 ай бұрын
@@HoudiniSimon Thanks I have seen this one! It seems It will take a little RnD, but yeah, thank you!
@SergeyPripachkin10 ай бұрын
Thank you friend! Very useful video. You helped a lot. Fat like and subscribe.
@sadeghsaem Жыл бұрын
that was incredible tips
@jowhitmae8982 Жыл бұрын
you can try this: change the "density" to 1 refer to the scatter particle.
@jowhitmae8982 Жыл бұрын
sorry, it is mistake, not 1, please try 0 which definitly refer to the scatter points
@jowhitmae8982 Жыл бұрын
f@myDen = volumesample(1,0,@P); it's maybe OK.
@ThiagoLaranjeiraZerooneBit Жыл бұрын
amazing thx bro
@dandon1968 Жыл бұрын
thanks, you've been very helpful
@tinyredkite Жыл бұрын
Thank you very much for this tutorial! Saved me so much headache!
@joanju_banju Жыл бұрын
thanks man <33
@dengdengEjoa Жыл бұрын
sir, you saved my life. Thanky ou so so so much. This is genius
@JoseCastro-sm9by Жыл бұрын
@HoudiniSimon Wow, it really works! you saved my day!! Although I have a question. Suppose I feed the graph of the for each with points that belong to 3 different groups. How could I do so that the points belonging to the same group do not eliminate each other? Thank you
@N3.1Kryuk Жыл бұрын
Hello, Simon! Thank you for such a great video I'm working on creating an HDA tool for Unreal as a part of my uni project. The question is if I can use an attribute in Unreal Engine to drive some parameters in my material instance. Basically, I spawn a lot of decals, and for these decals, I have a list of Textures (around 50) and more importantly, the system should be flexible enough to get a fresh list of textures and quickly integrate it into the system. I don't really want to go one by one and create material instances for each texture every time. That's why I'm looking for a smart solution for it. Are any ideas on how I can figure it out?
@UnrealSimon Жыл бұрын
I'M afraid I can't help much. I didn't touch HDAs for a while and as far as I know the Houdini Engine <> Unreal Bridge changed over time. So I'm not even sure if my video is still up 2 date...
@N3.1Kryuk Жыл бұрын
@@UnrealSimon Thank you anyway for your answer and for this great video! The techniques you covered still work
@N3.1Kryuk Жыл бұрын
@@UnrealSimon Is there any chance you could recommend someone I can contact to help me with this question?
@arunplukose3109 Жыл бұрын
Thanks 🤝
@bondell1840 Жыл бұрын
say i want to render teh smoke, thne i guss i render it as a diffrent pass?
@popcornfan78XD Жыл бұрын
Tysm!
@i20010 Жыл бұрын
Thank you for a very good tutorial! So what is the Binding tab in the Turbulence? Isn't that also controlling the amount, like the Control tab? What is the difference between those? Thank you!
@sir_moyou Жыл бұрын
Hi there! a bunch of errors show in the Final Simon01 geometry node, any idea on how to fix them?
@tony6795 Жыл бұрын
Thank you, King!
@StephaneSOUBIRAN Жыл бұрын
Thank you
@varadhiaditya1431 Жыл бұрын
thanks man
@user-sl309jd90 Жыл бұрын
Can you add compile blocks this way too? I'm getting an error and not sure how to implement it
@RMAFIRE Жыл бұрын
I have never seen anything like it before🙂
@stinkylando Жыл бұрын
Hey Simon I think link to the hip file is broken
@HoudiniSimon Жыл бұрын
Thank you, fixed! <3
@quackcharge Жыл бұрын
it is indeed useful! ty sir
@Shashwat_445 Жыл бұрын
Thanks man <3, exactly what i was looking for !!
@sergeyfilin5204 Жыл бұрын
Thank, Simon! Simple and handy!
@TroubleShotVFX Жыл бұрын
I hate Houdini...
@soku330 Жыл бұрын
Don’t use it then
@JuyongJeon Жыл бұрын
This is really amazing tutorial, good explainations, 100% helpful, I was looking for this so long time, thanks!