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Learn How to Craft Game Effects using Houdini & UE4

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  • 1 hours
  • 10 lessons
  • 0 quizzes

Certificate of Completion Offered

This 45 Minute Lecture was originally given to the Vancouver Houdini User Group in August 2016. It is a talk that was designed for an audience familiar with feature film visual effects workflows, specifically those which use Houdini. The goal is to increase awareness of limitations in real-time game environments, and to help film makers take steps towards transitioning into interactive media.

Feature film effects artists are typically used to working with millions or particles, polygons, and voxels. While it's acceptable for a render farm to chew through heavy data over the course of several hours for film; current game platfo

What You'll Learn In This Course

Take visual effects knowledge you've gained through working with Houdini in the motion picture industry, and understand the basics of how to apply it to the video game industry
Understand the importance of optimization in real time visual effects

What You Need For This Course

The audience should be familiar with 3D Visual Effects workflows. This means understanding basic math, and concepts such as UVs, Normals, and node based workflows
Basic familiarity with Houdini is required to get the most out of the presentation

Description

This 45 Minute Lecture was originally given to the Vancouver Houdini User Group in August 2016. It is a talk that was designed for an audience familiar with feature film visual effects workflows, specifically those which use Houdini. The goal is to increase awareness of limitations in real-time game environments, and to help film makers take steps towards transitioning into interactive media.

Feature film effects artists are typically used to working with millions or particles, polygons, and voxels. While it's acceptable for a render farm to chew through heavy data over the course of several hours for film; current game platforms are not designed with this kind of geometry in mind. It's up to the effects artist to understand this and produce visuals that are as light-weight as they are beautiful so that game engines can spend their efforts on more than just the visuals.

This is not designed to be a step-by-step tutorial for making a "pretty" effect, but rather a general purpose guide geared at introducing a broad topic. If you are interested in transitioning from film to games, this talk may be useful as a primer as we'll introduce concepts such as: sprite sheets, power of two dimensions, texture packing, particle trimming, letting the GPU handle transformations, and vertex animation. Topics are introduced in a way that should build upon concepts that are already familiar to those with training in the motion picture discipline. All examples in this lecture are given using Houdini 15.5.523 and Unreal Engine 4.12.5.

The example files may be downloaded and examined at the student's own leisure.

Syllabus

All the lessons in this course
  • Start Here
  • Introduction 02:41
  • Example Files
  • Real Time Visual Effects using Houdini and UE4
  • How do sprite sheets work in Unreal Engine? 06:46
  • Creating a sprite sheet in Houdini 05:35
  • A basic "power-up" particle in Unreal Engine 06:42
  • Creating Geometry and Animating in Houdini 04:27
  • Vector Math Basics 03:27
  • Exporting Vertex Animation From Houdini 08:24
  • Using Vertex Animation in Unreal Engine 05:35
  • Thank You For Watching
  • Outro 02:30

Course Details

1 hours of video
Full 24/7 lifetime access
10 lessons
Certificate of Completion
Take this course for FREE

Teachers

Taught by: Stephen Tucker, Visual Effects Artist for Film and Games

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