//Unreal Prerequisites for Houdini -
Scene positioned at 0,0,0 or close to 0,0,0 (world space)
Single animations on single layer or single actor, no multiple animations on multiple actors. If absolutely necessary, bake down animationÂ
Start Sequences from frame 1000 - gives time for sim preroll (Houdini does not like negative frames)
Scene cleanup (Disposing assets not needed in the level). Heavy scenes create problems when rendering heterogeneous volumes and cause glitches.
Preferably avoid use of blueprints, Blueprints are not recognized / interpreted by Houdini.
//Troubleshooting Unreal Scenes -Â
Check if hardware ray tracing is on/off
Check if Nanite is on/off on terrain
Check compatibility of assets with Unreal Versions
Check if volumetric shadows is turned on/off for lights in Unreal
//Houdini to Unreal VDB Pipeline - (Example .hip download (Simulate at Origin))
Import models into Houdini with convert units checked on in filmbox FBX dialog box (Houdini will scale down the whole scene by 100 units)
Extract transform and rotation and simulate at origin, use match size in the end to reapply xform transformation
Export VDBs out of Houdini by multiplying sim cache by a factor of 100
Import into Unreal, input into VDB material and add it to a heterogenous volume
When importing into unreal, change values as follows - Rotation (90, 0, 0) and scale (1, -1, 1)
Attach heterogeneous volume to the actor to reapply lost xform transformation
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