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Tech Hamlin
Tech Hamlin
Tech Hamlin
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Hello!

Welcome to my corner where I do Tutorials for Unity and Houdini. I enjoy doing this and I hope you enjoy it too. Enjoy!
Moving Shapes Modeling Houdini part 1
25:55
7 часов назад
Rotating Shapes Unity part 4
5:42
21 час назад
Rotating Shapes Unity part 3
16:35
День назад
Rotating Shapes Houdini part 2
17:35
14 дней назад
Rotating Shapes Houdini part 1
13:04
14 дней назад
Spinning Energy Core Unity Houdini
16:42
Месяц назад
Fire VFX Shader Graph Unity Fire Ring part 2
10:26
2 месяца назад
Stone Ring In Houdini
24:20
2 месяца назад
Overview Stone Portals
3:48
2 месяца назад
Procedural Cable Shader Graph Unity part 1
15:47
2 месяца назад
Create Cable In Houdini
11:09
2 месяца назад
Procedural Blood Splash Shader Graph Unity
24:27
2 месяца назад
Procedural Meat Material Shader Graph Unity
15:23
3 месяца назад
Комментарии
@spiderbrr
@spiderbrr 2 дня назад
Thanks very much waiting part 2 :-)!
@Astral_Stargazer0101
@Astral_Stargazer0101 3 дня назад
Wow! Thanks for this tutorial and working through some of this stuff! One side question, how did you add the z/x axis lines to your terrain? That looks super helpful. Also - I really enjoy all of you videos.
@TechHamlin
@TechHamlin 2 дня назад
Glad you like it! Its made with an triplanar. Make an ceil(abs(x)*10)/10 and with same with Z. that's the mask for the lines, then just use blend node with overwrite with a texture with z and x :-)
@ironknightzero
@ironknightzero 4 дня назад
Thank you for making this! Stuff like this is so niche and hard to find, but glad someone out there made it!
@TechHamlin
@TechHamlin 4 дня назад
Im glad you enjoy it! Its fun to make to :-)
@terryyu5597
@terryyu5597 19 дней назад
Great tutorial! Is there a way to use multiple avoid pos?
@TechHamlin
@TechHamlin 19 дней назад
Yes you can, you just add another position and do “min” node on that. I explain it in this video Scaling Cubes VFX Unity Visual Graph - part 2 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AxYMx4-zSJ8.html at 13.15 👍🙂
@olivermetz8242
@olivermetz8242 22 дня назад
Hey i finished all the parts of the tutorial! really cool effect btw i love it, how can i move it instead of it being at the 0,0,0 posiitons in the world, say if i wanted it else where i tried to move it but it dosent move? it's only stuck there?
@TechHamlin
@TechHamlin 22 дня назад
Happy to hear! Oh, I can't give an easy answer. I need to dive into that. Actually, it’s a good tutorial to cover. But I would recommend isolating the issue with just a box in a simple system. Figure out how to solve the position based on the system, and then apply it to the positions. You need to fiddle with the World/Local space in the VFX. You can tick on the VFX system in the top right corner. Also, use the position node to get the system's position and use add or subtract with the player’s position and particle position to transfer from world to local positions to solve it. Not a straight answer, but a pointer in the direction you need to go. I will try to remember to post here when I have a tutorial covering that. Good luck!🙂
@lawrence4301
@lawrence4301 24 дня назад
good video
@EduardKhusainov-i6o
@EduardKhusainov-i6o 24 дня назад
You have good taste in vfx
@_Elizabeth_online_
@_Elizabeth_online_ 29 дней назад
I did everything exactly as in the video, but it gives this error: “Error rendering child: /obj/geo1/ropnet1/vertex_animation_textures1/render_mesh_fbx” Please help me to fix it.🙏🙏🙏🙏🥺😥
@TechHamlin
@TechHamlin 29 дней назад
Oh its really hard to say like this, but is there a node that gives you error? if you hover your mouse over it and middle-mouse click. What do you get any error guidance that explain in any way? what time stamp in the video do you get error?
@payrgames
@payrgames Месяц назад
This channel will be one of the best Unity archives!
@TechHamlin
@TechHamlin Месяц назад
That make me happy to hear! Thanks 😀. You motivate me
@黄海光-l4w
@黄海光-l4w Месяц назад
Does this method only apply to simple geometric shapes? I tried to test this with pighead, but it didn't match,and the normal looks weird too.
@TechHamlin
@TechHamlin Месяц назад
It should work on everything. Did you change your texture to normal in inspector for that texture? Also make sure you keep it in the boundaries, scale it down before export in Houdini and then scale up in unity.
@黄海光-l4w
@黄海光-l4w Месяц назад
@@TechHamlin Thanks ! It's solved. Everything look correct after I reduce scale value, so limiting bound size is the key?
@TechHamlin
@TechHamlin Месяц назад
@@黄海光-l4w Yea I think it is because vertex color is clamped to 0-1 value. And if you are animate something that exceed distance longer than can be saved in vertex channel then that's when the problem occurs. Probably more ways to sole it. But that is how I Solved it. I would like to be able to skip scale it in Unity. If someone solve that or now something please share. Happy you solved it :-)
@ancienttaro4810
@ancienttaro4810 Месяц назад
If anyone can't see the shader graph box in OuputParticleUnlitQuad, you should activate "Preferences -> VisualEffects -> ExperimentalOperators/Blocks".
@snowhxy4021
@snowhxy4021 Месяц назад
@snowhxy4021
@snowhxy4021 Месяц назад
Looking for the part 2!☺
@franciscomarques7071
@franciscomarques7071 Месяц назад
YOU ARE THE GOAT TYSM !!!!!
@TechHamlin
@TechHamlin Месяц назад
I’m glad you liked it, then you should check out this one too. Procedural Blood Splash Shader Graph Unity ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sbudpV1zrqg.html it do cover some more stuff
@usercontent2112
@usercontent2112 Месяц назад
Awesome tutorial!
@TechHamlin
@TechHamlin Месяц назад
Glad you think so!
@QuyetBuiTrung-jo3ks
@QuyetBuiTrung-jo3ks 2 месяца назад
tks you so much
@BINEHE-eq1dz
@BINEHE-eq1dz 2 месяца назад
Hi, I really like your video! May I get a new git hub link for the Unity project? The link you sent seems not the one you showed in the video. Thank you
@TechHamlin
@TechHamlin 2 месяца назад
Im glad you like it! I just verified its the correct link. You are looking for the project on github right? Then this is the correct link. github.com/NikLever/Unity-URP-Cookbook
@takeomasaki3423
@takeomasaki3423 2 месяца назад
do you plan on doing UE5 videos one day ?
@TechHamlin
@TechHamlin 2 месяца назад
Sorry, been thinking about it but that will not happen as for now. Though unreal is mutch more complete and powerful. Been using Niagara when I worked on a AAA game. It’s really good. Hope unity add features they have. One for instance is mixing GPU and cpu in same graph is really useful and spline support is so much better… but I decided unity is my shit. There is a lot of good tuts though, you should find 🙂☀️
@annakohler977
@annakohler977 2 месяца назад
Hey there, this is a great tutorial! I only seem to have an issue with the step where you add the pop wrangle. I can dive into the flip solver but the pop wrangle doesn't show up in the context menu and when I try to add anything else it tells me I don't have permission to add anything. even when I allow editing the solver the pop wrangle doesnt' show up. am I missing something?
@TechHamlin
@TechHamlin 2 месяца назад
Hmmm, you might not have the right solver, or you are in the "wrong" folder. What I mean by that is if it is the same folder/node as in the tutorial? Maybe you ended up in the wrong place? Then the context cant add pop wrangle
@annakohler977
@annakohler977 2 месяца назад
@@TechHamlin Hey thanks for the quick reply! Someone pointed out I am not using the FX license but a core license, that made the difference :)
@TechHamlin
@TechHamlin 2 месяца назад
@@annakohler977 oh! can be many reasons 🙂
@usercontent2112
@usercontent2112 2 месяца назад
Your videos are awesome, I'm learning a lot!. Do you know and can recommend others channels that teach unity + houdini? Thank you.
@TechHamlin
@TechHamlin 2 месяца назад
What I do know is this guy, but he stopped doing stuff. But really good stuff, learned a lot my self there. www.youtube.com/@IndiePixel3D This guy I know to! www.youtube.com/@brundlethwaite
@usercontent2112
@usercontent2112 2 месяца назад
@@TechHamlin Thank you
@yublockme
@yublockme 2 месяца назад
snakes
@TechHamlin
@TechHamlin 2 месяца назад
Hehe oh yeah
@RoxGame
@RoxGame 2 месяца назад
Which preform better VAT or BlendShapes
@TechHamlin
@TechHamlin 2 месяца назад
VAT! It runs on GPU
@mostafa3beed118
@mostafa3beed118 2 месяца назад
lol unity 2023 is very buggy .. my editor keeps producing weird bugs like that one in the end😅
@TechHamlin
@TechHamlin 2 месяца назад
Hehe feels good that I’m not alone then 😁
@zdturtleman2389
@zdturtleman2389 2 месяца назад
Great tutorial!
@mostafa3beed118
@mostafa3beed118 3 месяца назад
Hi , thank you for the tutorial, when I try typing Set Custom attribute, nothing is showing to me, is there any thing i am missing?... I am using unity 2023.2.20f1, and vfx graph 16.0.6
@TechHamlin
@TechHamlin 3 месяца назад
Hmm, you mean you can’t find the node? In that case just write custom, and see if you find it. Also I don’t know if you need to have experimental features ticked in settings. Try that out 🙂
@mostafa3beed118
@mostafa3beed118 3 месяца назад
@@TechHamlin Wow, ticking the experimental features did it .. thank you so much sir 🌹 , also I have another nooby question, my mesh particles do not cast shadows .. is there any setting that can be disabling it?
@TechHamlin
@TechHamlin 3 месяца назад
@@mostafa3beed118 Glad it worked! That might be you need to choose "lit" shader. Also, check you light if shadows is set to on/off. Could also be a setting inside the shader. check the graph settings
@mostafa3beed118
@mostafa3beed118 2 месяца назад
@@TechHamlin It was a check box in the scriptable object related to the lit mesh block and it worked .. thank you so much 🌹
@ominhtriet6163
@ominhtriet6163 3 месяца назад
Thank you, Hamlin, for keeping your works updated. Can I ask you a question about vertex colors? I can't get that information when using Houdini Engine. It works fine when I export as FBX and it also works in UE. What did I miss?
@TechHamlin
@TechHamlin 3 месяца назад
Thanks! 🙂 Yes than should be pretty straight forward. Are you using Unity or Unreal with Houdini Engine?
@ominhtriet6163
@ominhtriet6163 3 месяца назад
@@TechHamlin I faced the issue inUnity so I worried about my setup then I tried to test in UE.
@TechHamlin
@TechHamlin 3 месяца назад
@@ominhtriet6163 It should work with no problems. Make sure that your @Cd is a vector and not something else like float. and save it on points in Houdini. And that should be enough to work. So for instance I had a problem in this tutorial in the end where occlusion was saved as f@Cd and not v@Cd. ok? Just do a box, and then a point wrangler with v@Cd = @P; and wrap it up like a digital asset. That should work
@ominhtriet6163
@ominhtriet6163 3 месяца назад
@@TechHamlin you are right, It should work when @Cd on Point but I wanna inject the Vertex Color to shader. I also used the Houdini Starter Kit from Sidefx, they use Point Attribute to control Color, I tried to get that infromation to Shader but failed.
@peterhamlin1296
@peterhamlin1296 3 месяца назад
Then it should just be a vertex color node in Shader graph?! Have you controlled you have the correct material assigned? Other than that I can’t think of anything else
@GoalOrientedMindset
@GoalOrientedMindset 3 месяца назад
I am trying to make interactive floor on sensor LED floor, any help or possibly colab or anything actually. I am kinda srucked. 😅
@TechHamlin
@TechHamlin 3 месяца назад
Try to break it down on smaller things to solve. One step at the time. Maybe doing this tutorial first so you understand the basics! Then you will solve it 🙂
@mewko3906
@mewko3906 3 месяца назад
I love your music! Did you make it yourself?
@TechHamlin
@TechHamlin 3 месяца назад
I know, its great! A friend made it, Pär Davidsson www.unitedsound.se/ is the one who made the music!
@mewko3906
@mewko3906 3 месяца назад
@@TechHamlin Will it be on Spotify?
@TechHamlin
@TechHamlin 3 месяца назад
@@mewko3906 The music guy said he would put it there. I will ping you when that happens. Or if he publish it somewhere else 🙂
@funboys1000
@funboys1000 3 месяца назад
still waiting for the video on Interactive shader cloth sim XD
@TechHamlin
@TechHamlin 3 месяца назад
Hehe
@LavxaGames
@LavxaGames 3 месяца назад
Hi thank you for this! I can generate procedural meshes. But mew to materials and shaders over all. Awesome stuff!
@IOSARBX
@IOSARBX 3 месяца назад
Tech Hamlin, awesome content I really liked it
@TechHamlin
@TechHamlin 3 месяца назад
So Happy to hear 🙂 thanks!
@funboys1000
@funboys1000 3 месяца назад
u never fail to amaze us :)
@TechHamlin
@TechHamlin 3 месяца назад
Glad you feel so :-)
@funboys1000
@funboys1000 4 месяца назад
awesome video, love your tutorial series. I am still waiting for the tutorial on interactive shaders that simulates cloth.
@TechHamlin
@TechHamlin 4 месяца назад
Ohhh good thing you reminded me! 😁
@funboys1000
@funboys1000 4 месяца назад
amazing
@chakarock
@chakarock 4 месяца назад
Thanks for the tutorial! But I still don't get why we fix the squash of by scaling?
@TechHamlin
@TechHamlin 4 месяца назад
Its all about how plugins are made. I don't know how it works under the hood, but I suspect its like this. A vertex can be offset buy 1 unity. imagine you have a boundingbox around each vertex. It can only offset 1 unity or maybe 0.5 unity in each direction because vertex map is between 0-1. (each pixel in the texture only does vector3 from 0 - 1). so buy scale it down you can actually offset it 10 units., thus the boundingbox is 10 units. This is nothing I have confirmed anywhere but that's how I suspect it works. Its all about bounding boxes and how plugins are made. I have different experience in Unreal 5 with Houdini for instance.
@dannys_85
@dannys_85 4 месяца назад
You can avoid all this pain by exporting .bgeo from Houdini and importing the .bgeo by Houdini engine in Unity. this is my pipeline i work everyday with Houdini and Unity.
@TechHamlin
@TechHamlin 4 месяца назад
Oh!! thanks a lot for sharing, I'm definitely gonna check that out.
@ominhtriet6163
@ominhtriet6163 3 месяца назад
oh man I though they only use Houdini with UE hahah, you guys still here
@harshadakhandelwal3459
@harshadakhandelwal3459 4 месяца назад
what a great shader. Is it under urp or hdrp . Also can you share this shader if it is in urp??
@TechHamlin
@TechHamlin 4 месяца назад
Its HDRP. But it should work the same way in URP. Just make a Shader Graph UPR and it should work just fine 🙂
@harshadakhandelwal3459
@harshadakhandelwal3459 4 месяца назад
@@TechHamlin where can I get the shader and the graph
@TechHamlin
@TechHamlin 4 месяца назад
​@@harshadakhandelwal3459Sorry for not being clear, it's not available anywhere. You need to follow the tutorial. Good luck!
@JermsKylefilms
@JermsKylefilms 4 месяца назад
wow this was great thumbs up
@hezhao-ir5fs
@hezhao-ir5fs 4 месяца назад
I wonder if there is a process to bake the abc cache directly to vat in houdini?
@TechHamlin
@TechHamlin 4 месяца назад
Hello my friend! What exactly do you mean with abc cache? In this texture you bake everything into a VAT texture. what exactly are you looking for?
@hezhao-ir5fs
@hezhao-ir5fs 4 месяца назад
@@TechHamlin This part I mainly used to deal with the interaction of the hull with the sea and the interaction of the creatures with the sea surface, the generation of abc is the way the movie and television workflow, I use the vat process with Houdini output found that there will be a limit to the number of vertices, I do not know how to apply the vat process correctly!
@TechHamlin
@TechHamlin 4 месяца назад
ah alembic! Its soooo contex based on how easy/hard it is do solve that. if your abc file have the points number (ptnum) not jumping around but following the animation if you understand what I mean, then it should be not to hard. But break it down to smaller problems and solve it one by one. I guess your first step would be to read the attributes and understand how attributes get affected by animations inside Houdini. Then take it from there. Hope I point you in right direction 🙂
@hezhao-ir5fs
@hezhao-ir5fs 4 месяца назад
@@TechHamlin Thank you for your reply, I understand for the time being, to go through the vat process, there is a limit on the number of model faces (about 200,000 or so), if more than these faces try to deal with it in chunks, and there is also a change in the number of points in the abc file as you said, I'll test test test again!
@PoohWinnie789
@PoohWinnie789 4 месяца назад
What kind of FBX model can export color data? I exported my own model as a point cache, but it doesn't have any color attributes.
@TechHamlin
@TechHamlin 4 месяца назад
You default settings do export color data. That is vertex color. Make sure you save it as @Cd as attributes on the models. This is for models. However if you want to export point cache, then don't use fbx, use the method described in the tutorial
@PoohWinnie789
@PoohWinnie789 4 месяца назад
@@TechHamlin Thank you, I have resaved the vertex colors in Blender and now successfully exported the point cache.
@TechHamlin
@TechHamlin 4 месяца назад
@@PoohWinnie789 Happy you solved it! 🙂
@yacue2843
@yacue2843 5 месяцев назад
Very Useful Tuto. !! Thx you alot : > !!!
@GameDevNerd
@GameDevNerd 5 месяцев назад
I've got a question about VAT fluids ... I've got a scene with a pool of lava (planar patch mesh) and I'm using VFX Graph to spawn and respawn a VAT fluid at random places on the surface and shoot glowing lava up in the air ... everything works but I _cannot_ seem to get the timing/loop right! My simulation was 300 frames, 10 seconds (30fps). But in Unity I cannot get it to match. I set my particle lifetime to match the simulations properties but it always ends too early or too soon and gets out of sync with the VFX spawning. How do you deal with that? *EDIT:* I figured out a solution! You use particle age over life multiplied the number of frames then take floor of that value to drive the "display frame" property, turn off autoplay and use vfx total time minus spawnTime for the time ⏲️
@TechHamlin
@TechHamlin 5 месяцев назад
A nice you solved it, can be a bit fiddling :-)
@DavidLindbergTGA
@DavidLindbergTGA 5 месяцев назад
Ah Triplanar projection is so much fun! :D
@TechHamlin
@TechHamlin 5 месяцев назад
It is! But I’m not using triplanar to do this mesh, it’s 3d noise only 🙂
@DavidLindbergTGA
@DavidLindbergTGA 5 месяцев назад
@@TechHamlin Oh my bad I thought there was some kind of projection going on for wrapping it, that's what I get for skimming the video
@thegrey448
@thegrey448 5 месяцев назад
welldone!
@dondoloparisi5041
@dondoloparisi5041 5 месяцев назад
Amazing. Great idea and great tutorial. Thanks for that. Can't wait for the next part.
@TechHamlin
@TechHamlin 5 месяцев назад
It was very fun to make 🙂
@HuySoraTran
@HuySoraTran 5 месяцев назад
Can you link the gizmo mesh, it pretty useful
@TechHamlin
@TechHamlin 5 месяцев назад
Its very useful! Here you are 🙂 drive.google.com/file/d/1WM0Upa5DsyekA5_eLfslMp71xCTbvnLK/view?usp=drive_link
@fahimkamalahmed3544
@fahimkamalahmed3544 5 месяцев назад
You did an amazing job. I followed you tutorial and loved the out come. But it seems there is a bug. The floor tile sime times vanishes. It's still there but not rendering. How can I fix it?
@TechHamlin
@TechHamlin 5 месяцев назад
Thats because you bounds in Iniialize Particle section is outside your camera view. Change the Size and that will sort it out. When Camera View don't "see" the effects center it will stop render to save performance :-)
@accumulator4825
@accumulator4825 5 месяцев назад
Awesome!
@dingoswill8897
@dingoswill8897 5 месяцев назад
Great video, it’s very cool that effects from Houdini are so easily imported into Unity
@TechHamlin
@TechHamlin 5 месяцев назад
It is! I should do more tuts about it. Its so fun 🙂
@RoxGame
@RoxGame 5 месяцев назад
high quality tutorials <3
@funboys1000
@funboys1000 5 месяцев назад
is it possible to create Cloth sim out of Interactive shaders?
@TechHamlin
@TechHamlin 5 месяцев назад
In a way yes. Sounds like a fun thing to investigate. I might do something about it, thanks for idea 🙂💡
@funboys1000
@funboys1000 5 месяцев назад
@@TechHamlin Glad you found it fun, looking forward to the video...