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is there a way to use this plugin with unreal engine 4's sequencer
and somehow feed it a baked animation from say, houdini?
so if you were to scrub in sequencer it would look like the effect is timestep with the track, like a baked sequence would look like?
asked by eugeneflormata (200 points)

1 Answer

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Hi,

The only support we have from baked houdini simulations is Simulation caches:

https://wiki.popcornfx.com/index.php/CActionFactoryParticleSpawnerBase#Simulation_caches

https://wiki.popcornfx.com/index.php/Particle_tips_HoudiniSimulationCaches

https://www.youtube.com/watch?v=qHLndn_bK7w

Basically you can export a point simulation from houdini, played back from a PopcornFX layer. You can then represent points with any renderer you like (Billboard/Mesh/..).

You can playback PopcornFX effects inside UE4's Sequencer and animate its attributes, but scrubbing wouldn't work like you mentionned: there is no "seek at time" equivalent for PopcornFX effects inside UE4.

Cheers
answered by HugoPKFX (15.8k points)
oh cool, so with a point simulation, would each time it's rendered be exactly the same?
can the cache record orientation, particle life, particle color?
so like a complete cache?
Hi,
Yes that's the point, it's a good way to have a deterministic effect.
The cache can export any custom attributes from Houdini/other software, including orientation/life/color.. You only need to follow specific guidelines as shown in this tutorial: https://wiki.popcornfx.com/index.php/Particle_tips_HoudiniSimulationCaches

There are some limitations to keep in mind, but once you have those in mind you should be fine

Cheers
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