First steps at creating a tornado effect, inspired by Elden Ring. This post details the mesh creation in Houdini, the shader setup in UE5, and some Niagara tips. HIP included.
Read MoreA quick look at how USD Point Instancing was utilised to drastically speed up workflow and render times.
Read MoreSee some of the USD pipeline workflow, and some approaches to fracturing and RBD simulations in Houdini.
Read MoreCreate a controllable density map based on incoming angles, and alter the pop source node to support an increasing density map.
Read MoreCreate a custom force for each individual RBD object by creating a path of influence for them to follow.
Read MoreHigh level overview of my process for adding a mesh to a tree created by the space colonisation algorithm.
Read MoreSee how to use a for-each loop to change geometry copied to a set of given points, then apply a simple vellum sim to squish objects together.
Read MoreGrow a whole bunch of seaweed using VEX, then simulate movement with vellum.
Read More