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Unreal Engine graphics and text notes: use VAT (vertex animation texture) to make Houdini end on Houdini special effect (ue4/ue5)

2022-06-25 10:21:00 Old Wang who developed games

disclaimer : Houdini The small white , Sell now , Pure notes . If there is any misleading, we will not bear any responsibility . This paper refers to Houdini Official 《Lightning Strike FX》 course

Effect demonstration (UE4/5)

What is? VAT?

VAT(Vertex Aniamtion Texture) Vertex animation texture , Its principle is not complicated .VAT It's not for CPU Process the animation , Instead, each vertex displacement data is recorded in the texture , Then input this texture into the world position parameter of the vertex shader , Thus, the GPU Restore the animation of each frame .VAT Not in itself Houdini Invented ,Houdini Based on VAT, A set of Houdini Medium VAT Texture baking method , And help us write support Unreal/Unity Wait for the engine Shader.Houdini Baked VAT The texture is as follows :

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VAT Texture data format is also very simple and intuitive : The horizontal axis is that each point corresponds to a vertex on the aggregate ; The vertical axis is the time axis . Each point on the plane corresponds to the coordinate displacement of a vertex at a certain time .

Case study : Crushing effect

0. Overview

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1. Geometry node

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2. Internal node

2.1 Box node

This is the geometry to be broken , It can be replaced by any mesh model

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2.2 RBD Material Fracture node

Scatter Points The larger the value, the more fragmented the mesh will be
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2.2 Divide node

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2.3 UVTexture node

2.4 Assemble node

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2.5 RBD Configure node

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adjustment Bound Box Location and size of , The green selected part of the screen is the fragment finally participating in the simulation

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2.6 RBD Bulletsolver node

After adding RBD Bulletsolver node It can simulate the crushing

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Add ground

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Set the position of the ground as required

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Create Deforming Static Objects

This step corresponds to using a collision body to collide with the current mesh body

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stay Transfer Attribute Add orient and pivot

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2.6 Add collider

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Place Collider Sphere Through one transform Nodes connecting to RBD BulletSolver Of Collision Geometry entrance

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3. Collision animation

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4. export VAT

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Out Pattern

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  • "geo" In the folder is fbx Model
  • "tex" In the folder are textures

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