First flip book animation ported from Houdini to Unreal? Success! Time to relax! Read below how I broke this process down.
I wanted to mix between a regular tank smoke and burst from the barrel and add a tracer rounds in addition, so the user could actually see where the round was headed before making impact.
https://www.northwoodshumidors.com/cigar-blog/how-long-does-it-take-to-smoke-a-cigar
https://gifer.com/en/gifs/smoke
The main goal was to get inside of Houdini and play around with it for the first time. Here, you'll see how the shape and form is oddly configured due to the layer choice. I added a mountain node that deforms over time.
Next the Pyro Source and Volume nodes were added to give condensed voxel sizes, as well as the cloud look.
Adjusting the Pyro Solver node was the fun part, and pretty simple! I fine-tuned the parameters until I had a look that I liked.
After I had the effect, I navigated to the output tab, plugged in all of the rendered frames and created a mosaic that would become my texture inside the engine.
From the texture, I created a material and plugged the alpha channel into the opacity of the material. For visual purposes, the alpha mask is not actually being shown on the material below.
Lastly, I created a new particle system with an emitter than contained a Sub UV Animation and a scale parameter that allowed me to match the size of an object I wanted to attach the effect to. Finally, I told the engine that the sprite sheet was an 8x8.
I really enjoyed working with Houdini, although I was a bit hesistant at first. I think the effect turned out much more realistic than I originally thought as well. I excited to continue learning and using the new software!
Environment: https://www.fab.com/listings/4da78da6-44b3-4adf-8883-219fe17b44d4