High Quality Water in Unreal Engine 5 via Alembic & Houdini | Part Two | Whitewater

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  • Опубликовано: 3 янв 2025

Комментарии • 15

  • @joshcruzmadeit
    @joshcruzmadeit 2 года назад +1

    This is amazing dude keep them coming! I’ve been trying to find a good waterfall particle tutorial that turns into a pond/lake. If you have the knowledge it would be cool to see a tutorial on that. Need it for my unreal engine cinematic I’m working on.

  • @taoryan8995
    @taoryan8995 2 года назад +1

    amazing ! love!

  • @dougmaisner
    @dougmaisner 5 месяцев назад

    great stuff

  • @HyperGalaxyEntertainment
    @HyperGalaxyEntertainment 2 года назад

    amazing work!! thanks for sharring

  • @MisionChiu-ie9ge
    @MisionChiu-ie9ge 9 месяцев назад

    This effect is great. I have been puzzled for a long time, that is, the abc file exported by houdini seems to lose the vectex color. May I ask what Settings are wrong?😀

  • @RichardRiegel
    @RichardRiegel Год назад +1

    it is now possible to import vdb sequence, so the whitewater (vdb) is now reality... it's unofficial beta plugin, but it works real time with no issues :)

  • @jysn101
    @jysn101 11 месяцев назад

    I know i'm coming to this a ;itt;e ;ate, but i have a question about the looping node, did you ever work out how to make it seamless? i have a sequence over a 1000 frames, wanted to take the last 200 frames and create a loop, and although the loop start and end frame look good, in the middle there is a pretty obvious jump ( i used primitives because trying it on the compressed volume gave me random frames that looked 'peaked /swollen'. any insights from any one appreciated.

  • @DepthEngine
    @DepthEngine 2 года назад

    Awesome video. Thanks a lot. I have trouble with getting Motion Blur at all. I use Maya for creating the Alembic file and it has motion vector information in it. Is there a specific thing I have to consider? Of cause I check the right import option in Unreal but maybe is there something wrong with the vertex color set.

    • @dylser
      @dylser  2 года назад +1

      Thanks! interesting, I am guessing Maya is outputting it differently to how Houdini does possibly, I am not sure though unfortunately

  • @ConradSly
    @ConradSly 2 года назад

    noticed a few very hot specular flickers, which have always been pretty tough to control with raytracing. Did you path trace the final footage? Amazing work nonetheless!

    • @dylser
      @dylser  2 года назад +4

      No Path Tracing, just Raster with Hardware Lumen, the flickers show up because I'm using no AA in the render combined with convolution bloom, which can be an issue sometimes!

    • @ce7309
      @ce7309 2 года назад +1

      Yeah fireflies are always a problem with ray tracing. :(
      If you wanted to trim down the cache size you could delete the faces on the bottom of the sim so you just have a single water surface plane. Would probably help reduce the cost on the cpu due to the smaller caches.

    • @dylser
      @dylser  2 года назад

      @@ce7309 in this case these fireflies aren't anything to do with raytracing, the water here is rendered real time with rasterisation, they are caused by not using any AA combined with convolution bloom

    • @ce7309
      @ce7309 2 года назад

      @@dylser Ahh, yeah that would do it as well. :)

  • @古道兮峰
    @古道兮峰 2 года назад

    666