I love this and think it's awesome, and I'm getting some nice-looking results from a quick smoke simulation in Houdini rendered out ... but the problem is, there's NO explanation anywhere (at least that I have been able to find) that explains how Houdini tech artists should render/process their work and how that maps to Unity shaders and features ... I used Lab Flipbooks, but it seems to be designed for Unreal and nothing else ... lots of places where Unity and VFX Graph and special tools are mentioned, zero explanations and no way to find it and be sure it's the right thing (much less how it's intended to be used) ... This issue also isn't limited to just this scenario: I find Unity + Houdini resources sorely lacking across the board ... and I keep having to just invent new tools and workflows to get from Houdini to Unity ... and I guess it's just gonna require a bit of extra production time & effort to tool ourselves up properly to take advantage of our full potential. I wish it weren't like this and that Unity and Houdini were a bit more seamless with more clear paths and workflows, but unfortunately, it's like you're on your own exploring strange frontiers lol. But I'm so enthusiastic and excited about the idea of proper Houdini -> Unity integration I would literally take a job for either company to work on this, haha 🤓
Good presentation, but the extensive dimming outside of the focused area was really distracting, especially when quickly moving between UI items, causing the whole screen to constantly dim and brighten. It also made it much harder than necessary to read elements that were on screen.
These aren't held in a conference room they are in booth on an enormous conference floor. The sound you hear are all the other people walking and talking about Think Comic-Con but for game and development.
@@NoTimeLeft_ Yeah but, usually you have a directional mic just on the speaker, or just use the audio channel from his headset. This sounds like they're using an omni mic attached to the camera.
Not necessarily ... this technique is designed to give really high quality at super cheap cost and scale well in large games. If your performance budget can afford more complex, intricate and expensive techniques then you can no doubt use/implement those if you feel it's worth it, but I find the results from these to be breath-taking when properly done. 🙂