So, maybe a bit late for some of the splashartists out there, but if anyone is interested; I've created a step by step tutorial for creating splashmeshes. From empty Houdini scene to finished effect in unreal. Check it out! https://sidefx.com/tutorials/splashmesh-houdini-for-games/
Glad it worked! :) If you want to learn Houdini get on the "think procedural" discord and the ODForce forum. Most helpful community I've ever encountered.
Thanks for sharing! Really cool techniques and great talk. Can't wait to give it a try, I've been trying to find an excuse to learn some Houdini! :smile:
Yeah... That's the one I posted. I worked with Seb to create examples for that presentation. Using the clouds above... If you are interested in using Houdini to generate the volumes, check out my GDC talk from this year where I show how to do just that. It's in the GDC Vault and is called VFX Bootcamp: Like a Mace to the…
Hey! I wanted to share a video with you. It's a recording of a presentation I held at the SideFX booth during GDC. It covers how we used Houdini to create fluidmeshes and spawnsurfaces for clouds in Battlefield 1. Hope you find it useful! https://vimeo.com/207921165
wow thank you. It worked. I think one of the reasons why people fail with learning houdini are quirks like this. And lack of people helping here. I'm on apprentice edition. Also I managed to export it as OBJ to Modo :) (no FBX option though)
Thanks for sharing! I'm still wrapping my had around Houdini in an art pipeline but there's so much stuff I've seen people say it can do, it's kind of mind boggling. Concrete start-to-engine stuff like this really helps to make some of its power clear!