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High Quality Water in Unreal Engine 5 via Alembic Caches | Part One 

Dylan Browne
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30 сен 2024

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Комментарии : 151   
@mirkoventuri6660
@mirkoventuri6660 2 года назад
Hi! Great results! Really nice. Regarding the looping part in Houdini: you could convert the *mesh version* of the fluid sim to vdb, and then loop it. Then after that you can convert it back to mesh. I used this trick a few times, sometimes with a blend node using the grid option, sometimes with the "make loop". I find that this way gives me more control over the looping options
@dylser
@dylser 2 года назад
Thanks for the tip! will give it a go in the future :D
@Kate-Tea
@Kate-Tea 2 года назад
love finding random tips like this around, really handy to know when you need it!
@wbass243
@wbass243 Год назад
you should check out "How Disney's 'Moana' created its amazing water effects" on youtube. it has the best physics of water and the most likely to be re-created in a video game. I hope they eventually sell or license the technology to unreal. It would be a game changer
@yakitori0207
@yakitori0207 2 месяца назад
Could you make blender version of this?
@ivonmorales2654
@ivonmorales2654 2 года назад
I always thought what would happen between Houdini and Unreal. Your work is excellent, my friend.
@TheKevphil
@TheKevphil 2 года назад
Your water looks wonderful. Your ant is awful. ;)
@dylser
@dylser 2 года назад
haha yeh its just an ant i found on marketplace that I re did the shading for a more realistic subsurfacy look, I am 100% not an organic modeler :P
@gracegetty9044
@gracegetty9044 Год назад
can you help me to understand my alembic 1gb 200 frame, when i try to import it is just crashing UE5
@benveasey7474
@benveasey7474 2 года назад
How does this compare to using Niagara Fluids with high quality settings and rendering with the Movie Render Queue (i.e. not used in games)?
@dylser
@dylser 2 года назад
I've played with Niagara Fluids a little bit and in my experience you can go much higher quality with a pre cached sim, however i think Niagara Fluids are the future being able to be simed Realtime is a whole different ballgame, once the tech matures
@ce7309
@ce7309 2 года назад
Looks fantastic, great job! There is a another way to loop it although it requires more setup. Sim your particle/fluid cache, lets say its 100 frames. Then copy/paste the cache and offset it the amount of frames in your sim. (100) That way a new instance of the sim starts on the same frame that the previous one stops. Then mesh both instances of the particle/fluid sim together. Should get you a clean loop. You could also use vertex colors to blend in a foam map if you wanted a bit more variation in the texture.
@dylser
@dylser 2 года назад
Yeh I have thought about doing it this way! definitely one to try in the future, cheers!
@TerenceKearns
@TerenceKearns 2 года назад
Very nice. Although the OCD in my can't ignore the ant "pulsing?" up and down the whole time. I don't think ants really do that. It's really distracting
@kaizendigital_id
@kaizendigital_id 2 года назад
Can you share the water material you used in this tutorial? OR where link to buy it?
@kaizendigital_id
@kaizendigital_id 2 года назад
nevermind. I just saw you shared the material in the near end of the video. Nice! thank you!
@dylser
@dylser 2 года назад
Its shown in the video near the end its a super simple shader set to thin translucent
@manuel.camelo
@manuel.camelo 8 месяцев назад
Of COURSE.. it had to be Houdini.. DAMN IT. 👁️👃👁️
@blakeallred9097
@blakeallred9097 2 года назад
I would love a game like this where you can be different kinds of spiders and have to make webs and hunt, etc.
@psy237
@psy237 2 года назад
hero spiders that can fend off evil humans and eat them :'D
@DepthEngine
@DepthEngine Год назад
Awesome video. Thanks a lot. I have trouble with getting Motion Blur at all. I use Maya for creating the Alembic file and it has motion vector information in it. Is there a specific thing I have to consider? Of cause I check the right import option in Unreal but maybe is there something wrong with the vertex color set.
@undeny
@undeny 2 года назад
Water looks like it feels a bit thick, like a very watery gravy almost. I know im being a dick but maybe you can use this as feedback?
@할수있다-m7l
@할수있다-m7l Год назад
Which tool can I express the most similar to Houdini? for Realistic Water
@STICKOMEDIA
@STICKOMEDIA 2 года назад
Meanwhile, just casually playing as an Ant, beautiful
@Jsfilmz
@Jsfilmz 2 года назад
Dylan is the POSEIDON OF UE5!
@1d33f1x3
@1d33f1x3 2 года назад
The results are really great. Your Megajam entry was one of my favourite this year, should be a shoe-in for the photo realism prize!
@dylser
@dylser 2 года назад
Thanks for the kinds words! ah that would be insane haha I'd be very honored if it did!
@shivdholakia
@shivdholakia 7 месяцев назад
It’s really cool! Thanks for sharing! How would you go about adding whitewater to this?
@IMMERSYVstudios
@IMMERSYVstudios 2 года назад
I was immpressed by this result .. and turned out its you again Dylan .. wow man ..
@MortalShores
@MortalShores 2 года назад
Thanks for guiding us through this! It looks so damn good.
@MADMOVIESINC
@MADMOVIESINC 7 месяцев назад
Very cool work! Question: do you happen to have a video going over your water material setup?
@qr7557
@qr7557 Месяц назад
Can I know the specifications of your computer so that it can run Houdini?
@DannyLrsn
@DannyLrsn 2 года назад
Really awesome result! Cool to see the water rendered in real-time
@kickassmovies5952
@kickassmovies5952 Год назад
tutorial plz
@owenjenkinsofficial
@owenjenkinsofficial Год назад
Hey, One quick question. So I have been using this method ever since I saw your workflow. I think its genius! I have three viscus fluid sims imported into my UE5.1 scene and I have the same settings for my material, but each mesh cannot be in focus unless it is intersecting with geometry behind it that is in focus a.k.a. I can't render it with DOF without something behind the fluid cache. Any ideas on how I might approach fixing this or maybe a setting I'm forgetting?
@owenjenkinsofficial
@owenjenkinsofficial Год назад
So I found this is only a problem when you want to use glass that is default lit. DOF works when its set to thin translucent shading. I would love to learn/understand better why that is not the case with the default lit tho.
@dylser
@dylser Год назад
In the material you will need to make sure its set to render before DOF and tick the output velocity checkbox which also makes it write to the depth pass, then it should work
@owenjenkinsofficial
@owenjenkinsofficial Год назад
@@dylser Thats actually why I'm confused. Even with that done, if the material is default shaded translucent its showing out of focus unless I pull the focus plane past 5000. This has happened twice today. I had some alembics that had this problem but so did an FBX. I just can't figure out why it won't. I was able to tweak my thin translucent to look really good like normal glass, but would love to figure the other one out. I bet its some checkbox that I accidentally clicked somewhere in the material.
@tondann
@tondann 2 года назад
It looks stunning! My bachelor thesis which I finished just a few weeks ago was about comparing FLIP sims in unreal (Niagara Fluids) and Houdini - now this looks like a cool hybrid , to sim in Houdini and render in unreal, love it 😍
@benveasey7474
@benveasey7474 Год назад
How do the high settings Niagara Fluids compare to Houdini's imported alembics? Have you managed to get the foam from Houdini to work in Unreal?
@MonsterJuiced
@MonsterJuiced Год назад
@@MysticNode626 lmao, the UX of houdini is a nightmare...
@cybershellrev7083
@cybershellrev7083 2 года назад
It's certainly a glimpse in the future of games but for it to be used by AAA devs, Alembic animations would have to be cheaper I think.
@UE5n00b
@UE5n00b 4 месяца назад
Can this be done using only UE?
@unreal_animations
@unreal_animations 2 года назад
Awesome ! Fantastic water material too.
@nfenton
@nfenton 2 года назад
Looks awesome! A few years ago in UE4 I tried using alembic caches generated using FlipFluids in Blender and it destroyed the framerate during runtime. I ended up making a blueprint to show/hide each mesh for every frame that I could then control the framerate. It would play back similar to a cartoon flipbook animation lol. Good to see UE5 handling the caches well!
@fran.fndz.techart
@fran.fndz.techart 8 месяцев назад
if someone still have issues with loop, cache the vellum fluid (this issue is only with vellum), create a point wrangle, add ID, (ptnum) Life ( 1), Age(100), then use make loop. nice loop
@robjinstudio
@robjinstudio 2 года назад
Great Job Dylan ! it's Look really cool :)
@vincentvega7105
@vincentvega7105 2 года назад
Very cool, I was thinking about trying this with a realflow project.
@syntaxed2
@syntaxed2 2 года назад
Realtime?
@dylser
@dylser 2 года назад
Its running realtime, but the water sim is cached out
@fracturedfantasy
@fracturedfantasy 2 года назад
Very cool - I just started learning Houdini basics during the megajam, so as a jr. this all seems intriguing but complex at the same time. Any suggested learning paths for a n00b that would love to get to this level of understanding? How long have you been working with Houdini? Thanks for sharing, it's greatly appreciated. Ha.. just realized you sort of address not being an Houdini guy at the end of the vid - I'm going to leave the question anyways as I think its still valid ;)
@dylser
@dylser 2 года назад
haha yeh I am most definitley not a Houdini guy, but I find experimentation and youtube tutorial to be the most useful, but i suppose We have been using it quite a bit at work recently so I've been learning from our one Houdini guy haha
@badmondaywang
@badmondaywang Год назад
What abt the whitewater on top of this base sim ?
@3dstuff677
@3dstuff677 2 года назад
Wow !!! A real game changer !!! Amazing stuff !!! Congrats Bro !!!
@itscoldcoldwinter
@itscoldcoldwinter 2 года назад
can we use this water to make realistic rain u know to reach and move how rain dos in real life
@dylser
@dylser 2 года назад
I'd love to try this out at some point!
@tryptamedia7375
@tryptamedia7375 11 месяцев назад
Thanks for making this, is there a way to deal with fluid sims that have more surface area? for example a melting sim? Would that be pushing the boundaries of the ABC to unreal workflow?
@alexxxx1448
@alexxxx1448 Год назад
Bloody hell! I love the result ! great quality !
@ysuftuysuz2591
@ysuftuysuz2591 2 года назад
Can you please write this waterfall asset pack link?
@dylser
@dylser 2 года назад
haha I suppose I could do a lower quality asset pack in the future, these sims are usually specific to the geo in the level though so they wouldn't fit with other places, its really more of a bespoke simulation per area.
@MuratAtasoy
@MuratAtasoy 2 года назад
Awsome 🤯 What is your graphic card?
@dylser
@dylser 2 года назад
RX 6800 XT
@hckhanh
@hckhanh Год назад
Can I use Fluid Simulation Niagara from UE5 to make this?
@kyozon8925
@kyozon8925 2 года назад
If you don't mind me asking, what system hardware are you using to simulate such nice high-quality fluid in Houdini? Awesome stuff, thanks for sharing!
@dylser
@dylser 2 года назад
Thanks!, This was simmed on my work PC, AMD Threadripper Pro 3975X 32-Core / 64-Thread with an AMD RX6950XT GPU and 256GB Ram
@kyozon8925
@kyozon8925 2 года назад
@@dylser Awesome! I’m building a TR Pro workstation too. Currently debating between the 32C or 64C part. Do you think the 64C would make a big difference for Houdini Sims and UE5 source and shader compiles? Thx!
@dylser
@dylser 2 года назад
@@kyozon8925 Well it certainly will make a difference for most Houdini stuff, just watch out for certain processes in Houdini that are single threaded which catch me off guard sometimes, but FLIP sims definitley are multi threaded! and yeh the 32C absolutley demolishes the UE5 source compiles haha so i guess the 64 would be even better
@littlecurrybread
@littlecurrybread Год назад
Can I ask what your pc specs are? Lovely work btw.
@fireaza
@fireaza 2 года назад
Water animation looks great! Ant idle animation makes it look like it's an enemy in a PS1 era Final Fantasy though!
@auhsojacosta1672
@auhsojacosta1672 Год назад
Feels like he did it on purpose
@sanyamakedon110
@sanyamakedon110 Год назад
Your skill level is GodLike!!! Recreate water in game it amazing=) I wish i can do it too)
@lln6123
@lln6123 Год назад
Very nice Explanation there, thank you. First time I've seen something in Houdini.
@HalkerVeil
@HalkerVeil 2 года назад
When the whole gpu is used to simulate water and leaves no room for an actual game. Then you only get an obby.
@sauravbhagat4150
@sauravbhagat4150 2 года назад
Please make me your Apprentice PLEASE Sensei !!
@scaduxx9040
@scaduxx9040 2 года назад
Hey thank you for the video! Trying to make water look the same as yours, copied your material, but still it looks cell and fake. Any tips ? Anything has to do with lighting or environment tricks ?
@dylser
@dylser 2 года назад
Is it the reflections what look strange? I'm using the "High Quality Translucent Lumen Reflections" setting in the UE5-Main branch on github which does add a lot for translucent materials.
@Unknowable_Void
@Unknowable_Void 2 года назад
This is freakin awesome Dylan. May I ask what settings you used on the nodes of the optimised alembic file in Houdini? currently doing my own sim and getting huge file sizes cheers
@dylser
@dylser 2 года назад
Cheers! yeh sure the remesh I did for the optimised mesh for the really nice looking one in the second half of the video was to set to adaptive, relative density to 1, Gradation to 1 and min size to 0.05 , which brought the poly count from ~1 million down to ~300,000 , this was a change of 15GB alembic down to 3.3GB and then around 600mb when imported into unreal
@Unknowable_Void
@Unknowable_Void 2 года назад
@@dylser epic I'll try that out! Thanks heaps legend
@limitlessinmind
@limitlessinmind 2 года назад
@@dylsersize of 600 mb is totally acceptable in game with extremely well looking water sim
@unfgames
@unfgames 2 года назад
Love it! ❤🧡💚💛
@YOGESHKUMAR-ry1fz
@YOGESHKUMAR-ry1fz 2 года назад
This is fantastic
@carlosrivadulla8903
@carlosrivadulla8903 2 года назад
will usd serve for this purpose too?
@dylser
@dylser 2 года назад
I am intending on trying this! will be an interesting comparison
@Girasole4ever
@Girasole4ever 2 года назад
Nice, you should add whitewater with just a bit of opacity! It would knock it out the park!
@kr-su6od
@kr-su6od 2 года назад
is the a way to import the white water sim inside unreal along with this ??
@dylser
@dylser 2 года назад
I haven't tried anything yet aha maybe!
@kr-su6od
@kr-su6od 2 года назад
@@dylser thanks for this upload inspired me to work on something similar to this
@skeletonking4119
@skeletonking4119 Год назад
Truly remarkable! But I felt sad when I see that it wasn’t used blander for the process of created the water :”(
@neoryu
@neoryu 2 года назад
El agua parece demasiado "viscosa"
@neoryu
@neoryu 2 года назад
Como si le faltara velocidad
@josefh8782
@josefh8782 2 года назад
Not to take away from your work here, because it is fantastic - but this approach would not be suitable for an actual game would it, given the huge amount of disk space required and surely a fairly significant amount of processing to run?
@dylser
@dylser 2 года назад
Disk space once imported is quite reasonable for what you are getting, these caches are 300 to 600mb once imported, and processing depends on Disk speed and the resolution of the mesh, when optimised has been fine for higher end machines, in fact I imported a 90GB alembic into Unreal the other day and even that played back smoothly in real time, it's definitely doable just within a certain scope. Ant ausventure runs at 30-50fps at 1080p on a 3080 with two of these caches in the scene, so I can imagine as more optimisations happen it becomes a bit easier
@itscoldcoldwinter
@itscoldcoldwinter 2 года назад
so we can have water from hudini in unreal and it runs 30 fps wow
@francescocatalini7727
@francescocatalini7727 2 года назад
Hi! nice Sim. I tried with simulations in alembic and UE5, but I had problems finding a workaround to bigger files and found no script to read single frames in sequence like in other programs. I would apreciate if u had suggestions. Thanx
@dylser
@dylser 2 года назад
Interesting, how large are we talking? haha
@nownezz
@nownezz 2 года назад
hey, so its a 100 frames loop? im always very demotivated by the huge sizes of alembic or vdb files :((( but i heard there is a new AI compression to vdb drastically reducing the file sizes, which is great great news to me
@dylser
@dylser 2 года назад
Yeh I've done 100 and 200 frame loops, when optimised with a remesh and culling unneeded geometry they get down to around 1-6gb most of the time , depending on the size of the sim of course but once imported to unreal they get compressed quite a bit, most are around 300-500mb on disk once imported
@joelberg8576
@joelberg8576 2 года назад
Any pipeline to import a decent number of particles yet? Say over 1 mil splash or foam particles? Im not concerned of real-time, just if there's a way to grab all the points and attributes from Houdini and not have anything crash.
@dylser
@dylser 2 года назад
I'll be looking into this next! :)
@buystander
@buystander 2 года назад
I can't imagine how long that alembic was imported.
@dylser
@dylser 2 года назад
The ones in the video took around 15 to 30 minutes to import
@victorblanchard7774
@victorblanchard7774 Год назад
Great work! I had success to import Liquid sim from PhoenixFD to unreal but had to chance to import the foam, splash and mist. Is that possible to import those into unreal?
@dylser
@dylser Год назад
Its possible but i havent looked into it yet
@victorblanchard7774
@victorblanchard7774 Год назад
@@dylser Have been trying so many ways and could not success 😪
@Zartris
@Zartris 2 года назад
Really nice. Thanks for the video
@veith3dclub
@veith3dclub 2 года назад
Thank you so much! Respect!!!!
@shubhamartist2001
@shubhamartist2001 2 года назад
I really like it thanks for sharing
@chadtheall682
@chadtheall682 2 года назад
I cannot believe this is being run in real-time-ish! We have NEEEEVER been able to have water physics this real looking in video games! It's so exciting to me!!! I assume this is not interactable water and it's just a sort of real-time simulation correct? Do you think in the near future we should be able to get to the point where it's interactable and dynamic with changes to the environment? Nevertheless it's a HUGE step forward in video game graphic simulation... even just running through a scene like this in a game where you can't jump in the water but can atleast look at it up close adds so much to the ambience and realism of the game's world... LOVE it!!! Excellent job! Thank you for sharing!!
@dylser
@dylser 2 года назад
So this is not a realtime simulation, you are essentually simulating it offline in Houdini then imported an animated static mesh into Unreal so yeh not interactable aha cheers!
@MonsterJuiced
@MonsterJuiced Год назад
For what you're after, you would be interested in Fluid Flux and Ninja Fluids for real-time simulations. Not exactly FLIP fluids but they're still very realistic and impressive. This alembic is a baked animation, it looks beautiful but takes up an entire hard drive of space and kills performance so only good for cinematic renders I guess.
@kegsfx8603
@kegsfx8603 Год назад
Very nice! :)
@flurishart612
@flurishart612 2 года назад
Wow thx!
@AshT8524
@AshT8524 2 года назад
Thank you so much for this. I've been looking for something like this for quite some time
@suju198
@suju198 2 года назад
nice brooii
@srdjankovic
@srdjankovic 2 года назад
Amazing stuff Dylan! I was wondering where I could find info regarding a way to also include foam or splashes in UE5...do you think that would be possible via Alembic Caches? Or is that something that would be sorted out withing the water material in UE?
@dylser
@dylser 2 года назад
Foam there are a few ways, I did a new video showing a baked vertex colour workflow here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ZfmLXfWKJ0c.html for splashes, probably easiest way would be to use Houdini Engine to import particles form houdini maybe?
@srdjankovic
@srdjankovic 2 года назад
@@dylser Tanks dude! Will check it out!
@outofrhythm9670
@outofrhythm9670 2 года назад
i've done water sim before using realflow on unreal and it was beautiful
@wilismatrix9847
@wilismatrix9847 2 года назад
looks very nice, is there any way to get the splashes and foam too ?
@dylser
@dylser 2 года назад
Splashes work fine as part of the sim, and foam / bubbles can be done a few ways , I did ti with vertex colour ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ZfmLXfWKJ0c.html
@MasekFilip
@MasekFilip 2 года назад
insane!
@halfMTstudios
@halfMTstudios 2 года назад
are you having file size limits when importing? i find anything over 2 gigs crashes out.
@dylser
@dylser 2 года назад
Not really, I've imported alembics up to 40GB before, they ran terribly though! how much RAM do you have?
@halfMTstudios
@halfMTstudios 2 года назад
@@dylser i heard on a podcast from epic developers that unreal has a 2.1 gig alembic limit. is this not accurate? i have 128 gigs of ram and can never go past 2-2.1 gigs.
@dylser
@dylser 2 года назад
@@halfMTstudios Interesting, I have definitely imported 12-18GB ones recently, it just takes a while, and the one in shown in the second half of the video is over 3GB
@halfMTstudios
@halfMTstudios 2 года назад
@@dylser so weird I’ve tried for months and no luck. 😟😟
@pinoyunrealengine9261
@pinoyunrealengine9261 2 года назад
Galing nito. Salamat po!
@donmatus42
@donmatus42 2 года назад
Are you planning on adding surface bubbles?
@dylser
@dylser 2 года назад
Certainly am!
@glenn3646
@glenn3646 2 года назад
Cool
@nodelayfordays8083
@nodelayfordays8083 2 года назад
Any chance Houdini can handle fluid collisions with a character mesh that’s animated?
@dylser
@dylser 2 года назад
If its a pre animated character for a cinematic then yes, you can export the animation to houdini and use it as a collider in the sim.
@heinzlu8671
@heinzlu8671 Год назад
just awesome!
@azvasamusic7095
@azvasamusic7095 2 года назад
SO amazing!!! This gives me many ideas
@taoryan8995
@taoryan8995 2 года назад
very nice 3ks!
@antoniopepe
@antoniopepe 2 года назад
Did u try exporting VAT from houdini instead of alembic?
@dylser
@dylser 2 года назад
I haven't yet no, although I'm pretty sure that technique may have some issue with software Lumen as its vertex animation
@antoniopepe
@antoniopepe 2 года назад
@@dylser but this vertex animation issue will be solved in 5.1 ? Its a Lumen problem or even in raytracing mode ? Thanks for your time 👍.really inspiring.
@dylser
@dylser 2 года назад
@@antoniopepe I'm just not sure it would accurately bounce light using software Lumen thats all, will have to give it a go at some point! should be fine in hardware lumen mode as that uses RT
@Ahivo
@Ahivo 2 года назад
amazing job
@RichardRiegel
@RichardRiegel 2 года назад
I tried to import beach waves alembic cache 40 GB simulated in Houdini, which is working well, but the problem is still the import of whitewater... It's almost unable to import such a big files of particles to niagara.. and vdb not working at all... I would appreciate some particle caches import directly into sequencer or something like that...
@dylser
@dylser 2 года назад
Yeh I haven't looked at whitewater yet but I hope to when work isn't as busy :)
@flurishart612
@flurishart612 2 года назад
Have you tried creating a mesh from them? You could convert them to VDB and then back to polygons and then use the same method from this video I would think
@RichardRiegel
@RichardRiegel 2 года назад
​@@flurishart612 Yes I know, but seriously. Did you saw a good realistic looking foam performed by mesh?
@flurishart612
@flurishart612 2 года назад
@@RichardRiegel No I haven't tried it before either. I could see it maybe working though if you get a material that breaks it up a bit too
@scrutch666
@scrutch666 2 года назад
I love that. Please pitch this as a game. Obviously this needs more but it had my head going
@unrealhabitat
@unrealhabitat 2 года назад
This is amazing!
@Gaientv
@Gaientv 2 года назад
this is beautiful ! great job
@daniel6sharma
@daniel6sharma 2 года назад
I'd suggest not publishing a video until it's finished processing in HD.
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