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Simulating Blood Splatters in Houdini

14 ratings

This tutorial series is going to focus on a workflow for creating blood splatter flip-books using Houdini. You’ll learn how to set up a basic simulation framework that focuses on quick iteration times. After you have a decent simulation, we’ll cover creating a fluid surface mesh before rendering out all of the channels you’ll need using SideFX Labs tools. We’ll then use Houdini’s COP2 Compositing network, which is a powerful tool that enables us to pack all of our rendered frames into a single flipbook texture that we’ll use to build a simple flipbook shader inside the Unreal Engine. We’ll use that shader inside of a Niagara particle system to preview what our final look will be.

This tutorial includes all of the source content and project files. It requires a basic working knowledge of Houdini, and assumes you understand the basics of creating content in the Unreal Engine. 

Skill Level

Houdini: Working Knowledge

You should know how to place and connect nodes and move around the viewport. 

Unreal Engine 4: Working Knowledge

Know how to import content and create basic assets in the content editor. You should know how to create simple materials. 


Contents

  • 40 minutes of edited, narrated video tutorials, seperated into 5 chapters. Our videos are content-dense to save you time.
  • Houdini File
  • Houdini Renders
  • UE4 Project
  • Textures
  • Materials
  • Niagara Systems
  • All Source Content

Licensing

Please choose licensing option appropriate for your company. Any hosting of this content such as streaming, file sharing, or redistribution in any form is strictly prohibited


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Simulating Blood Splatters in Houdini

14 ratings
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