small update.
- minor fixes with english language, but although it is unlikely to become better
- added few pictures
- in readme.txt added description of how to fix lost *.obj files in TestMap.hip, for people who are not familiar with Houdini.
I made a couple Photoshop actions for working with flow maps.
First, an action for generating a texture coordinate image like so:
Secondly, an action for converting a morphed/deformed texture coordinate image like you would get out of Maya Fluids (just like imbueFX's tutorial) or Photoshop's liquify tool to a vector flow map.
(before)
(after)
The latter half of imbueFX's tutorial goes over the usage and creation of vector flow maps inside of UDK. You can save yourself a few shader instructions by doing the conversion beforehand.
Here's what the layer setup looks like for the conversion if you're curious about the color math:
(The '+' group is set to screen, the '-' group is set to multiply, the 'TexCoord' layers are set to subtract.)
The levels adjustment layers are so you can normalize the flow map for better compression.
(Adjust the white input slider to the same non-clipping value on both layers.)
Added an action for converting a 16 bits/channel RG flow map into 8 bits/channel RGBA map. Negative values are stored in R/G, positive values are stored in B/A.
I'm about to do a supplemental chapter to my FX flowmap tutorial, and the big star of the chapter is how to do animated flowmaps with your particles. The chapter will be free for existing customers. Here's a quick sample video I put together last night that hightlights it in action.
Update 04/15/2013. Maybe, for now, it can be named "Version 1.0".
- document structure has been changed, but it's almost the same that was.
- fixed issue with Rotator. For now, texture's rotation not influence on flow.
- added description about creating flow in Houdini using curves (see Appendix A).
- added scene with curves examples.
- assets saved in February 2013 UDK BETA2.
- IMPORTANT! flow map calculation has been changed:
Early, flow map calculation formula was: ($NX*0.5 + 0.5, -$NZ*0.5 + 0.5, 0)
and it was multiplied on (1; -1) in shader.
Now, calculation formula is ($NX*0.5 + 0.5, $NZ*0.5 + 0.5, 0)
and, in shader, Flow Power multiplied on (-1).
old variant also works fine, but new one more optimized.
I've made a flowmap generator that uses a fluid simulation to calculate the flowmap. It's a Unity plugin right now, but I have plans for making a stand alone version. You can bake out flowmaps as textures, so they can be used in other engines.
I don't know if anyone still looks at this, but could someone give me a nudge in the right direction on how to bake a flow map out of a 3d fluid sim? Something like liquid colliding with an object, and getting a flow map out of the diversion of the particles?
ex: a sim of river water colliding accurately with a rock in a 3d package. How would I convert the particle's direction around the rock to a flow map to use with the geometry baked from the sim?
Hi, Everyone! Is anybod knows how to make this skydome technique in Unreal? And how to bake Flow map on skydome? 19:55 https://youtu.be/o66p1QDH7aI?t=1184
Replies
Few days ago I finished my tutorial about flow feature for UDK.
It explains all details about UDK materials and flow map creation with Houdini FX.
Available here - http://forums.epicgames.com/threads/939815-TUTORIAL-Water-Flow-For-UDK
- minor fixes with english language, but although it is unlikely to become better
- added few pictures
- in readme.txt added description of how to fix lost *.obj files in TestMap.hip, for people who are not familiar with Houdini.
First, an action for generating a texture coordinate image like so:
Secondly, an action for converting a morphed/deformed texture coordinate image like you would get out of Maya Fluids (just like imbueFX's tutorial) or Photoshop's liquify tool to a vector flow map.
(before)
(after)
The latter half of imbueFX's tutorial goes over the usage and creation of vector flow maps inside of UDK. You can save yourself a few shader instructions by doing the conversion beforehand.
Here's what the layer setup looks like for the conversion if you're curious about the color math:
(The '+' group is set to screen, the '-' group is set to multiply, the 'TexCoord' layers are set to subtract.)
The levels adjustment layers are so you can normalize the flow map for better compression.
(Adjust the white input slider to the same non-clipping value on both layers.)
(normalized)
Grab the actions -here-
(note: I'm using UDK conventions for the texture coordinates, you may need to do some channel inverting depending on your tech.)
(edit: link got broken, fixed. Also added 16bpp RG -> 8bpp RGBA action)
(edit: updated the TexCoord action to correctly make linear gradients)
I'm about to do a supplemental chapter to my FX flowmap tutorial, and the big star of the chapter is how to do animated flowmaps with your particles. The chapter will be free for existing customers. Here's a quick sample video I put together last night that hightlights it in action.
[ame="http://www.youtube.com/watch?v=zRdEu0hkKi4"]imbueFX - Animated Flow Maps - YouTube[/ame]
- document structure has been changed, but it's almost the same that was.
- fixed issue with Rotator. For now, texture's rotation not influence on flow.
- added description about creating flow in Houdini using curves (see Appendix A).
- added scene with curves examples.
- assets saved in February 2013 UDK BETA2.
- IMPORTANT! flow map calculation has been changed:
Early, flow map calculation formula was:
($NX*0.5 + 0.5, -$NZ*0.5 + 0.5, 0)
and it was multiplied on (1; -1) in shader.
Now, calculation formula is
($NX*0.5 + 0.5, $NZ*0.5 + 0.5, 0)
and, in shader, Flow Power multiplied on (-1).
old variant also works fine, but new one more optimized.
Original post on EpicGames Forums.
Link to document.
Link to archive with all stuff.
[ame="http://www.youtube.com/watch?v=KOu9u0XOmMQ"]Water Flow for UDK - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=gEV7TxZQIsY"]Flowmap Generator Features - YouTube[/ame]
It's available for purchase on Unity's asset store.
http://forum.unity3d.com/threads/194577-Flowmap-Generator-Create-flowmaps-using-a-fluid-simulation-RELEASED
(It would be a good idea to offset the texture coordinates of one texture samples at the end by 0.5 to get rid of "doubling")
BONUS: here's how you utilize an RGBA flow map generated from my photoshop script
(Using the same setup from the previous image, you would plug this into the Multiply node inside the 'Flow Map' box)
ex: a sim of river water colliding accurately with a rock in a 3d package. How would I convert the particle's direction around the rock to a flow map to use with the geometry baked from the sim?
Is there a way to even do that?
19:55
https://youtu.be/o66p1QDH7aI?t=1184