MK11 Blood Splatter From Houdini to Unreal Engine Niagara | VAT | RBD to FBX |

MK11 Blood Splatter From Houdini to Unreal Engine Niagara | VAT | RBD to FBX |
MK11 Blood Splatter From Houdini to Unreal Engine Niagara | VAT | RBD to FBX |





In this tutorial i will show you to make MK11 (Mortal Kombat 11 Game) style blood in Houdini and how to export that splatter with VAT (Vertex Animation Texture) then import it in unreal engine Niagara particle system. i will also show you how to shatter monster character mesh in Houdini and export it RBD to FBX that is Houdini game development tool-set.

#cghow #unrealengine #gamevfx #gamefx #ue4vfx #ue4fx #niagara #unrealengineniagara #unrealenginevfxtutorials

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Video Script Summary:

In this tutorial, Ashif Ali demonstrates how to create a 3D blood splatter effect in Unreal Engine using Niagara, similar to the technique used in Mortal Kombat 11. The blood splatter effect is based on a 3D mesh exported from Houdini using vertex animation textures.


Key Steps & Concepts:

  1. Introduction to the Blood Effect:
    • The blood is a 3D mesh splattering randomly, which adds realism. The effect is implemented using a combination of Houdini, Unreal Engine, and Niagara.
  2. Materials and Setup:
    • In Houdini, a mesh is created and animated. The blood splatter is random every time it plays.
    • Material creation in Houdini involves exporting the blood mesh and the texture animation, which is then used in Unreal Engine.
  3. Exporting the Mesh and Texture from Houdini:
    • The mesh, after fracturing, is exported using Houdini’s game development tools. This involves selecting the cache, exporting it as an FBX file with bones, and ensuring that vertex animation textures are used.
  4. Creating the Blood Effect in Unreal Engine:
    • The blood splatter effect uses a mesh and vertex animation texture to make it animate properly.
    • Materials are created in Unreal using the texture exported from Houdini. The mesh and material are connected to the particle system.
    • Custom values like speed, opacity, and reflection are controlled through the particle system’s parameters.
  5. Niagara Particle System Setup:
    • The Niagara particle system is used to simulate the splattering blood. Parameters like size, lifespan, and color are adjusted for different splash types: large, medium, small, and fine spray.
    • Particle behavior is customized, with gravity and random velocities affecting the blood’s splatter.
  6. Using Decals:
    • Decals are applied to simulate blood splatters on surfaces, with customizable properties for texture and intensity.
  7. Mortal Kombat 11 Reference:
    • The effect is compared to the blood splatter seen in Mortal Kombat 11, noting that similar techniques (3D mesh with vertex animation textures) are used.

Conclusion:

  • Ashif Ali emphasizes the importance of vertex animation textures in creating realistic 3D effects like blood splatter and invites viewers to explore further tutorials for more in-depth knowledge of Houdini and Unreal Engine integration.

Call to Action:

  • Don’t forget to subscribe to CGHOW and check out the previous tutorial on vertex animation texture for rain effects, as well as other tutorials on the channel.

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