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Showing posts with the label Houdini

Rigid Body Fx For Games Using Houdini & Unreal Engine (Part 2)

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  In Part 1 of the blog, we have seen how we can use baked rigid body simulation data inside game engine for various purposes. Now in Part 2 of this blog, we will go through the process of doing rigid body destruction in  real-time .  In order to do it in real-time , we will look into the Apex Destruction plugin in Unreal which helps to create destructible asset with fracturing and to assign physical properties which helps in the calculation of simulation.   Rigid Body Destruction (Real-time solution)   (Rigid Body Destruction in Real-time) The above destruction of assets is done at runtime based on defined number of fracture pieces. We can either define the fracture patterns in engine itself or can import the fracture asset and use it in the engine. Let us have a look at those options.    1. In-Engine Fracture (Simple Fracture in Engine) As shown above, Voronoi method ha s been used to fracture the pieces. This is a quick in-built fracture solution...

Rigid Body Fx For Games Using Houdini & Unreal Engine (Part 1)

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  A good destruction Fx for real-time can be done in multiple ways. So I decided to test some of those workflows and here I am sharing some of my learning from it. One such workflow is to simulate rigid body dynamics in Houdini and export the data for the game engine. Then we can use the data in engine for either gameplay and non-interactive elements or for cinematic purposes. Another way to do such effects involve real-time physical simulation on objects. This involves runtime calculations and is comparatively costly. So based on the specific requirement, we can choose either way to do it.    In this Part 1 of the blog, I will be sharing the baked data techniques where I have used Houdini and Unreal for this workflow but this can be done on any other game engine as well.   Rigid Body Destruction (Baked solution) (Rigid Body Destruction in Unreal) The above effect is done using a combination of both baked and real-time elements. The baked data are for the rigid body ...