Basic Real-Time FX | Simon Verstraete | Games Workshop

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This workshop will focus around using textures and flipbooks to make real-time FX. With Houdini we can do complex simulations like pyro simulation. The simulation will then be turned into a flipbook so it is usable for the game engine. Learn different ways and techniques on how to get and use the flipbooks of Houdini in Unreal engine.
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I'm a professional developer, mainly working with Unity these days due to its popularity and availability of work. I used to be an engine dev and learned shaders, vfx, etc from scratch, all hand-coded and hand-crafted. I finally decided to stop spending eons making stuff and just learn Houdini, lol, and it's making a lot of sense but my UI-navigation and node awareness is still weak. I need more of these! I've been working on a whole SDK and toolset (including AI/ML tools) for Unity and I'd love to include Houdini Engine integration in our plans. This is a really, really awesome tool. If you guys cover Unity more you can count on me stalking your videos and making stuff :D

GameDevNerd
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This is what i was looking for, thanks!

oskaroskar
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Nice, thanks as always Simon and Houdini!

mkhizeart
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Amazing, thank you for the presentation!

Utiibs
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Details: I was using Karma XPU to render clouds using the XPU pyro preview. The scene is a bunch of clouds scattered on a grid to look like you are seeing clouds from an airplane. In Houdini 19.0, my cloud scene will render in 5 seconds using XPU. The same scene in Houdini 19.5 takes 6 minutes. If I turn down path traced samples to 32, I can get it to 1.5 minutes. If you have any ideas, I would appreciate it. Nobody is talking about it online yet from my searches.

MarvelousMediaEngine
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does anyone know if there Is any way to add real-time vfx to marmoset?

mordecai
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This isn't made by Games Workshop

Medard
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does anyone know where we can get that flamesword .hip file in the thumbnail?

tekkablade