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Scheduled
3 Sessions / 3 hours of work per session
Price
$135
Skill Level
Intermediate
Topics
Vellum, RBD, Pyro, Particles, Unreal Engine 5, KineFX

HS-233: Houdini FX in Unreal (March 11, 2023)

Open for Enrollment

Would you like to enroll?

Enrollment for this course has closed. But you can enroll in a future offering (please select)

Enrollment has closed

Scheduled
3 Sessions / 3 hours of work per session
Price
$135
Skill Level
Intermediate
Topics
Vellum, RBD, Pyro, Particles, Unreal Engine 5, KineFX
Course Description

Live Demo + Q&A


Add to your:

Saturday, March 11th, 2023 10 am - 1 pm PST
Saturday, March 18th, 2023 10 am - 1 pm PST
Saturday, March 25th, 2023 10 am - 1 pm PST

Please note: If you purchased the class before it starts and can't make it, you can see the recording of it after. In addition, the class will be available for purchase on-demand once the live class is over.

Class Description:


This crash course is designed to equip you with essential techniques for using Houdini and Unreal Engine together. Through these three packed sessions, you will learn a wealth of information and tricks to help you create incredible work. The course covers everything from lookdev to character rigging, soft bodies, rigid bodies, particles, and pyro, providing you with a comprehensive understanding of how to leverage the strengths of both platforms and the workflows involved in integrating them. By the end of the course, you will have the skills necessary to create impressive Realtime VFX using Houdini and Unreal Engine.

Learning Outcomes:


Students will leave the course with a solid understanding of the fundamental principles of Realtime VFX, and how to seamlessly integrate Houdini and Unreal workflows to achieve stunning visual effects. This will give them a solid foundation to build on, whether they're into realtime VFX for games, virtual production, or realtime digital filmmaking.

Topics Covered:


Session 1

Setup// Layout //Procedural Modeling //KineFX


In the first session, we will cover the main techniques for modeling a location inspired by the MAXXI museum in Rome. This includes basic modeling, UV mapping, importing into Unreal, organizing your project, applying Megascans materials, creating HDRI-based lighting, setting up post-processing, preparing renders for export, transforming a model into a procedural robot, and creating simple rigs in KineFX.

  1. Basic procedural modeling techniques
  2. UV mapping techniques and tricks
  3. Importing meshes into Unreal including Alembic workflow
  4. Organizing your project in Unreal
  5. Working with Sequences and SubSequences in Unreal
  6. Understanding how Unreal and Houdini systems work together and differ
  7. Applying Megascans materials
  8. Creating HDRI-based lighting for the interior
  9. Setting up lighting and post-processing
  10. Preparing your render in ACES color space for export
  11. Transforming a shark model into a procedural robot in Houdini
  12. Texturing the model using Substance Painter
  13. Creating quick + simple rigs in KineFX in Houdini
  14. Learning how those rigs can be used to transfer meshes to Unreal
  15. Skinning Techniques including biharmonic capture
  16. Using CHOPs in Houdini for eye movement


Session 2

Vellum + RBD


In the second session, we will discuss how to approach soft and rigid bodies within Houdini and Unreal. We will animate the Heart beating and make the clothes dance, as well as explore techniques for transferring soft body simulations to a real-time context using Soft Body Vertex Animation textures, DEM, and Skinning Converter. We will also cover how Rigid Bodies can be transferred using RBD Vertex Animation textures. Finally, we will explore two different approaches to metal bending, one using RBD constraints and the other using Vellum with proxy meshes. By the end of this session, you will be able to add details and dynamics to your Unreal scene, with a good understanding of many VFX techniques for real-time.

  1. Vellum for soft body simulations in Houdini
  2. Animating a beating heart and dancing clothes
  3. Transferring soft body simulations to a real-time context using 
  4. Soft Body Vertex Animation textures (VAT)
  5. DEM + Skinning Converter
  6. Rigid Bodies (RBD) simulations in Houdini and Unreal
  7. Techniques for transferring Rigid Bodies using RBD Vertex Animation textures
  8. Exploring two different approaches to metal bending: RBD constraints and Vellum with proxy meshes

Session 3

Particles / Niagra /Pyro


During the third and final session, we will dive into Niagara, the powerful tool of Unreal Engine for particles. We will compare it to a Houdini POP Network, learn how to debug systems, and start with everyday usage examples, such as snapping elements over signed distance fields and creating smoke and fire systems within a Pyro simulation using both the Labs Flipbook node and a custom OpenGL workflow. We will also examine the Ribbon system entirely inside Niagara. Covering these topics will help us to understand more about materials for real-time FX and how to set up Vertex Animation Textures to support Niagara instancing. By the end of this session, you will be able to add some nice details and particle systems to wrap up your project in Unreal.

  1. Introduction to Niagara, the particle tool in Unreal Engine
  2. Comparison with Houdini POP Network
  3. Debugging Niagara systems
  4. Snapping elements over signed distance fields
  5. Create debris, confetti, and sparks
  6. Pyro simulation using Labs Flipbook 
  7. Custom OpenGL workflow
  8. Ribbon system for instancing inside Niagara
  9. Understanding materials for real-time FX
  10. Setting up Vertex Animation Textures to support Niagara instancing
  11. Adding details and particle systems to wrap up the project in Unreal
  12. Tricks like hand-painted smoke and heatwave deformation



schedule

Open for Enrollment

Session 1: Layout //Procedural Modeling //KineFX (March 11, 2023)
In the first session, we will cover the main techniques for modeling a location inspired by the MAXXI museum in Rome. This includes basic modeling, UV mapping, importing into Unreal, organizing your project, applying Megascans materials, creating HDRI-based lighting, setting up post-processing, preparing renders for export, transforming a model into a procedural robot, and creating simple rigs in KineFX.
1 lessons
1. Session 1 Full Video
Session 2: Vellum + RBD (March 18, 2023)
In the second session, we will discuss how to approach soft and rigid bodies within Houdini and Unreal. We will animate the Heart beating and make the clothes dance, as well as explore techniques for transferring soft body simulations to a real-time context using Soft Body Vertex Animation textures, DEM, and Skinning Converter. We will also cover how Rigid Bodies can be transferred using RBD Vertex Animation textures. Finally, we will explore two different approaches to metal bending, one using RBD constraints and the other using Vellum with proxy meshes. By the end of this session, you will be able to add details and dynamics to your Unreal scene, with a good understanding of many VFX techniques for real-time.
1 lessons
1. Session 2 Full Video
Session 3: Particles / Niagra /Pyro (March 25, 2023)
During the third and final session, we will dive into Niagara, the powerful tool of Unreal Engine for particles. We will compare it to a Houdini POP Network, learn how to debug systems, and start with everyday usage examples, such as snapping elements over signed distance fields and creating smoke and fire systems within a Pyro simulation using both the Labs Flipbook node and a custom OpenGL workflow. We will also examine the Ribbon system entirely inside Niagara. Covering these topics will help us to understand more about materials for real-time FX and how to set up Vertex Animation Textures to support Niagara instancing. By the end of this session, you will be able to add some nice details and particle systems to wrap up your project in Unreal.
Instructors And Guests
What You Need to Take This Course
  1. Computer (Please see SideFx system requirements)
  2. https://www.sidefx.com/Support/system-requirements/
  3. A second monitor is recommended, but not necessary
  4. Houdini (Apprentice License is free, but to export textures and meshes should be used an Education license or Indie / FX one, so it’s strongly suggested an Education / Indie / FX license) Please email debra@houdini.school to inquire about obtaining an education license
  5. Unreal Engine 5.1 (project settings uses Raytracing)
  6. Headphones and Microphone
  7. Webcam (If you do not have a Webcam you can use your phone!) 

Other software used in the course that will be touched (Optional)
  1.  Substance suite (Painter and Designer in this specific case)
  2. Adobe Photoshop
Additional Information
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REFUND POLICY:

Multi-Session Courses
Students may request a refund up to 1 day before the start of the course. Students may also withdraw from Multi-Session Courses at any time and are entitled to a pro-rated refund. Withdrawal date must be 1 day before the next class they intend to drop.

On-Demand Courses
All on-demand courses are non-refundable.

How to Drop a Class
Please send a request to drop a class via email to support@houdini.school.
Your written request to drop any or all of your classes must include:
  1. Student’s full name
  2. Name of the course(s) being dropped

See you in class!