Unreal Engine 5 / Houdini Tutorial: Easy Houdini to UE5 Rendering

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  • Опубликовано: 16 сен 2024

Комментарии • 111

  • @emirunalan1287
    @emirunalan1287 Год назад +11

    Great video for the community. Thanks for preparing this. I've been using this workflow for a while. So I want to add something.
    You might have some problems after importing alembic files to UE. Sometimes meshes lose their quality. To prevent this, you can use the minimum value for "Compressed Position Prescision" parameter in import options.

    • @DannyLrsn
      @DannyLrsn  Год назад +3

      That's good to know. Thank you for sharing!

  • @adproproductions2038
    @adproproductions2038 2 года назад +6

    This is fantastic! Please keep these Houdini / UE5 tutorials coming!

    • @DannyLrsn
      @DannyLrsn  2 года назад

      Thank you! New tutorial coming in a couple of hours

  • @atasafarzadeh7110
    @atasafarzadeh7110 2 года назад +4

    As a result, I have subscribed to your RUclips channel in the hope of seeing more tutorials like this one, since combining these two is critical to getting better results. TNX.

    • @DannyLrsn
      @DannyLrsn  2 года назад

      Thanks so much! I will be sure to elaborate further on this in a later tutorial.

  • @jordanhwang
    @jordanhwang Год назад +3

    wow I'm truly thankful that you made this tutorial! I come from a Houdini background and this video helps me so much in transitioning to a Houdini + Unreal workflow

    • @DannyLrsn
      @DannyLrsn  Год назад

      Thank you for your kind comment. I'm glad to hear it was useful for you!

  • @ntotheizm
    @ntotheizm 2 года назад +7

    good stuff, you're gonna be a great educator!

  • @tricks3594
    @tricks3594 Год назад +1

    this is one of the best all around unreal engine tutorials I’ve seen, thank you!

    • @DannyLrsn
      @DannyLrsn  Год назад

      Thanks so much for your kind words!

  • @arnoldsoko
    @arnoldsoko Год назад +1

    wow. One small step for and a giant leap for unreal houdini community. im saving this tutorial 🙌🏿🙌🏿

    • @DannyLrsn
      @DannyLrsn  Год назад

      Thank you for the kind words!

  • @MarkFancherFX
    @MarkFancherFX 2 года назад +3

    This is super helpful thank you so much for these h to unreal workflow videos - Much needed content!

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      Thanks for your comment, Mark. I'm glad to hear you found it useful!

  • @timaeus-artist
    @timaeus-artist 2 года назад +1

    Awesome!! thanks for the great tutorial, combining UE5 and Houdini feels like a magical combination for the future

    • @DannyLrsn
      @DannyLrsn  2 года назад

      Thank you, Tim! It really does. Can't wait to discover more!

  • @urgisjot
    @urgisjot 2 года назад +1

    Wow, you're a very talented explainer

  • @MAJmufin
    @MAJmufin 2 года назад +1

    very helpful, quick and concise. 10/10

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      Glad to hear that! Thanks for the comment

  • @sonovadob
    @sonovadob Год назад +1

    This is a really good tutorial. good work!

    • @DannyLrsn
      @DannyLrsn  Год назад

      That's great to hear. Thank you!

  • @Aguiraz
    @Aguiraz 2 года назад +1

    very good content, well explained at a good pace - please, we need more

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      Thank you! More is coming soon. Is there anything specific you would like to see in the future?

    • @Aguiraz
      @Aguiraz 2 года назад +1

      @@DannyLrsn this combination of houdini and unreal engine is super interesting, anything along this lines will be appreciated.
      In particular myself I am having issues exporting vellum grains simulation to unreal engine (how I found your tutorial, unfort didnt help me with the issue)
      Anyway, your editing is impeccable and I am looking forward to more

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      @@Aguiraz that's perfect! Grains is the next thing I'm covering as it is a bit of a different workflow

  • @mtk2productions143
    @mtk2productions143 6 месяцев назад +1

    Bless you!

  • @amandeepsangwan0077
    @amandeepsangwan0077 2 года назад +1

    well paced, on point and easy to understand
    waiting for moar videos

    • @DannyLrsn
      @DannyLrsn  2 года назад

      That's good to hear! Having seen this video, is there anything in particular you would like to see covered moving forward?

    • @amandeepsangwan0077
      @amandeepsangwan0077 2 года назад +1

      @@DannyLrsn procedural materials would be cool and maybe more about render settings.

    • @DannyLrsn
      @DannyLrsn  2 года назад

      @@amandeepsangwan0077 render settings are definitely on the list as I glanced over them for the sake of speed here. Maybe materials can fit into that somehow

    • @carlosrivadulla8903
      @carlosrivadulla8903 2 года назад +1

      @@DannyLrsn I want to see something in particular sir. The same way groups are used to make material slots or adding collision meshes, there is some way for the engine to interprete groups as physic material layers?

    • @carlosrivadulla8903
      @carlosrivadulla8903 2 года назад

      prismaticdev goes through that topic on the video below, but is as complex and long as the traditional method, a true pain in the ass. Should be awesome if there is a way to skip this process using houdini. ruclips.net/video/nFgiyUkr8J4/видео.html&ab_channel=PrismaticaDev

  • @YOGESHKUMAR-ry1fz
    @YOGESHKUMAR-ry1fz 2 года назад +1

    finally finally thank you so much for sharing

  • @jameejamshid9921
    @jameejamshid9921 2 года назад +1

    Great One. Thanks for the video

  • @brutepunk
    @brutepunk Год назад +1

    amazing tutorial

  • @syno3608
    @syno3608 Год назад +1

    looking forward to get more lessons from u.

    • @DannyLrsn
      @DannyLrsn  Год назад +1

      Thank you! Let me know if there's anything particular you'd be interested to see

    • @syno3608
      @syno3608 Год назад

      @@DannyLrsn yess. I will

  • @flexcg675
    @flexcg675 Год назад +1

    thank yo bro! I got it all!

    • @DannyLrsn
      @DannyLrsn  Год назад

      Good to hear! Make some cool stuff!

  • @omidmehdipour4912
    @omidmehdipour4912 Год назад +1

    this is awesome, please do more tutos like this( from Houdini to UE)

    • @DannyLrsn
      @DannyLrsn  Год назад

      Thank you! What would you like to see in a Houdini to UE tutorial?

    • @omidmehdipour4912
      @omidmehdipour4912 Год назад +1

      @@DannyLrsn Building setups in Houdini then use UE as a render engine, I know its a bit tricky but I believe there are so many stuff doable with small tricks. for me the most annoying part is to waste so many hours waiting for render to be done , and I believe UE5 can help us a lot .

    • @DannyLrsn
      @DannyLrsn  Год назад +1

      @@omidmehdipour4912I have a tutorial coming tomorrow which goes over an advanced workflow for exporting Houdini particle sims to Unreal Engine. Hope you'll find that useful
      You're right! UE can save a lot of render time and still provide good quality if you use it correctly.

    • @omidmehdipour4912
      @omidmehdipour4912 Год назад +1

      @@DannyLrsn Thanks man! that would be awesome, really appreciate it.

    • @omidmehdipour4912
      @omidmehdipour4912 Год назад

      @@DannyLrsn Do you by any chance have a discord channel or any other way so we can ask our questions there?

  • @ertar0
    @ertar0 2 года назад +1

    amazing! thank you

    • @DannyLrsn
      @DannyLrsn  2 года назад

      Glad you found it useful!

  • @sangminh6705
    @sangminh6705 2 года назад +1

    So great, this content i need

  • @syno3608
    @syno3608 Год назад +1

    thank you so much

  • @CODXVII
    @CODXVII 2 года назад +1

    Let's GOOOOOOO!

  • @juliomarinsanz1395
    @juliomarinsanz1395 2 года назад +1

    good works!

  • @RMAFIRE
    @RMAFIRE Год назад +1

    Surprising👍☑

  • @jbach
    @jbach Год назад

    This is great. One question. With Alembic cache because you are essentially rendering single frames is there any motion blur at all when you render with Temporal Samples?

    • @DannyLrsn
      @DannyLrsn  Год назад

      Thanks! I'm not sure if Unreal manages to interpolate velocity if you have a consistent point count.
      Otherwise, if you calculate velocity in Houdini and keep the v attribute, you can import "motion vectors" in the alembic cache import window of Unreal.
      Hope that helps!

  • @daabomb114
    @daabomb114 2 месяца назад

    Will this work with custom texture uv materials from fbx files?

  • @AshT8524
    @AshT8524 2 года назад +2

    Thank you for this tutorial I learned a lot :) *subscribed *
    Is it possible to render HQ fluid and particle sim in UE5 ? I've seen people render niagra particles but not particles directly from houdini and no Fluid sims, am I just looking in wrong places or is it not technically supported right now ?

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      That's great!
      As far as I know, it's not possible yet. Unreal is getting closer and closer to being able to deal with fluid sims, but it would still be too heavy with any method I know of.

    • @terramidia3d
      @terramidia3d Год назад

      There's a plugin called FluidFlux, maybe what you're looking for. Not the same quality as Houdini, but is realtime.

  • @jordanhwang
    @jordanhwang Год назад +1

    this is a pretty beginner question, but I finished the same Entagma tutorial and in your video at 0:30 how are you getting the uv and Cd attributes? Is it something with a uv node you added to the tubes?

    • @DannyLrsn
      @DannyLrsn  Год назад

      Hey, no worries. Yes, I just made sure to give the tubes UVs before simulating. If you want to check out how I did it, my project files are available in the description for free.

    • @jordanhwang
      @jordanhwang Год назад

      ​@@DannyLrsn ah very interesting. It looks like you used the uv attribute tab in the sweep node, and then you added a uv texture for the caps

  • @harshmittal4548
    @harshmittal4548 4 месяца назад

    Hii, bro my unreal engine crashes while importing alembic file with 'flatten tracks' feature off
    do you know how to solve this problem??

  • @rickvdvulkaan
    @rickvdvulkaan Год назад +1

    Just a tiny bit of criticism here. Almost every single sentence you made a few very tight cuts and even cut off some words here and there. No "rest" moments anywhere, which makes it feel very rushed and unnatural.. anyway, lots of great tips and tricks, thanks for explaining all of this, very useful.

    • @DannyLrsn
      @DannyLrsn  Год назад +2

      I appreciate the critique and see your point. I'll definitely be more careful about cutting off words at the end of sentences.
      Glad you found it useful regardless!

  • @EliRezik
    @EliRezik 5 месяцев назад

    hey man, great tutorial, any idea why unreal wont import my alembic file of a RBD simulation? I read somewehre it might be because I have faces with more than 4 vertics, but I'm not sure of how to clean that from the rbdmaterialfracture results. any tips you can give?

    • @DannyLrsn
      @DannyLrsn  5 месяцев назад

      Thank you!
      I think you explained it yourself. Houdini has a "Divide" node that can triangulate meshes for you. Maybe use that on the results on the rbdmaterialfracture?

    • @EliRezik
      @EliRezik 5 месяцев назад

      @@DannyLrsn thank you Danny, got that fixed :)

    • @DannyLrsn
      @DannyLrsn  5 месяцев назад

      @@EliRezik Awesome!

  • @everydayfitness3004
    @everydayfitness3004 2 года назад +1

    Awesome! thanks. I have a question? Is it posible for Unreal to have Proxies? Like RS Proxies?

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      You're welcome!
      Whenever you try to look for the "same" feature between two different packages, there are often a few key differences. The answer to your question depends a bit on what you need it for, specifically.
      Unreal, by default, instances things like foliage, and it does it really well. In my experience, it's much nicer to work with than it is in Houdini / Redshift. You can basically instance any static mesh this way, but it's mainly used for foliage.
      Unreal has Niagara, a particle simulation system, which can instance meshes onto particles. It can handle millions of particles and millions of mesh instances.
      Nanite is a new system in Unreal for dealing with large amounts of triangles. There are demos of people instancing spheres up to the point of 100 million triangles.
      A huge difference for all of these to something like redshift proxies is that you don't really have an option to "hide" them until render time, and, in most cases, you don't need to. You'll still be running 40FPS and reaping all the benefits of real-time rendering.
      Let me know if that answers your question!

    • @everydayfitness3004
      @everydayfitness3004 2 года назад

      @@DannyLrsn Thanks for explaining it clarify somethings I really appreciate it! But I was thinking specifically this about RS proxies. I mean make an animation in Houdini then save that as is a proxy then import that one animated mesh into UE then use that to spawn into object. ruclips.net/video/S9Ccta-6YC8/видео.html

    • @DannyLrsn
      @DannyLrsn  2 года назад

      ​@@everydayfitness3004 It's hard for me to tell from that video what purpose RS proxies serve. From what I understood, it's a system that allows you to instance geometry onto just a single point, right?

    • @everydayfitness3004
      @everydayfitness3004 2 года назад +1

      @@DannyLrsn Yes that's it. So he creates different animations of different flowers then save those into RS Proxies then he uses them to into points randomly.

    • @DannyLrsn
      @DannyLrsn  2 года назад +1

      @@everydayfitness3004 Okay! I've seen a feature in Niagara called "mesh flipbook" or something like that, but I have not looked at it at all so I have no idea if it works like I expect. You can look into it, but I have no idea if it will be what you need.
      Maybe one day I'll get around to looking into it. In the end this might be one of those situations where Unreal is still a game engine so it's not geared to handle many high quality animations at the same time.

  • @braddlackeyy
    @braddlackeyy Год назад

    is your Cd set to point, prim, or vertex?

    • @DannyLrsn
      @DannyLrsn  Год назад +1

      You can download the project files from the link in the description to check for yourself, but vertex is the safest because that's what it gets converted to inside Unreal at import.

    • @braddlackeyy
      @braddlackeyy Год назад

      @@DannyLrsn Thank you.

  • @tony6795
    @tony6795 Год назад +1

    Can collision be added to Alembics?

    • @DannyLrsn
      @DannyLrsn  Год назад

      As far as I know, no. I could be wrong so let me know if you find a way to!

    • @tony6795
      @tony6795 Год назад +1

      @@DannyLrsn Cool, thanks! I will :)

  • @TRABITY
    @TRABITY 10 месяцев назад

    I get this error when i import to UE5
    "Error: Unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads (4)."

    • @DannyLrsn
      @DannyLrsn  10 месяцев назад

      Make sure your mesh consists of all quads or triangles. One way to do this would be to drop down a triangulate before your alembic ROP.

    • @TRABITY
      @TRABITY 10 месяцев назад

      @@DannyLrsn hey thanks for helping! I just did that but still got the failed to load popup

    • @DannyLrsn
      @DannyLrsn  10 месяцев назад

      @@TRABITY If "failed to load" is all it tells you, I don't really know what that's about. Let me know if you figure it out, though!

    • @ezSonix
      @ezSonix 5 дней назад

      Hey did you ever found solution please ? I used game mesh and apply fracture, explosion and etc simulations to it. I wanted export just the mesh falling down and breaking but have the same error :(

  • @LeoCooperMMA
    @LeoCooperMMA Год назад

    Does the this export method only work for vellum? I've got a keyframe animation with rbd physics and a fluid sim and i want to export it as one whole thing. Is that possible?

    • @DannyLrsn
      @DannyLrsn  Год назад

      It is possible. The only thing to keep on mind is that the larger the file size of the .abc, the harder it will be for unreal to run it

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 года назад

    Is not fbx format better for sims?

    • @DannyLrsn
      @DannyLrsn  2 года назад

      As far as I know, it only works better for packed non-deforming geo. So you could use it for an RBD sim. But I haven't looked into it that much so let me know if you have different experiences using FBX to export Houdini sims

    • @carlosrivadulla8903
      @carlosrivadulla8903 2 года назад +1

      @@DannyLrsn Thanks for ur kind reply. I didn't know that difference to be honest. I still learning.

    • @DannyLrsn
      @DannyLrsn  2 года назад

      @@carlosrivadulla8903 That's cool! You never know with Unreal. It works in weird ways sometimes