First pass of the tornado VFX. I started with using particles in Houdini as my base but after finding it so tedious, Niagara gave me better and faster results.
Sword VFX implementation inside the engine had some issues since exporting the VAT texture in Houdini needed the parameters of w, orient and pivot, which my animation did not had because it works with using the voronoi fracture point positions and normal and so in no moment did I converted it into a rigid body. My solution was to first to convert it into a rigid body dynamic and simulated the pieces falling. This generated the attributes that I needed and then I just imported the output of this as my geometry input that assembles the pieces together.
Also translated the points to be to the back of the camera before they materialize together so they are hidden to what is seen in the camera.
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