How to Render Houdini's Hair in Unreal Engine 5.2

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a while ago I was wonder how I can render hair Houdini in Unreal Engine 5. in today's video we're gonna see that in this video I will render this hair and I will add a physic to it but strength thing happened actually [Music] hi again this is Dyson glad to be here okay we are in Houdini that's where we left off and you can see this tutorial here okay we are in the groom guides we have this skin and VDB and let me show you the hair node here we have this final product here so for the sake of this demonstration first I will create a Lambic rope from this guides hair or supplies okay I want to show you something let's create a lamby crop here and let me rename that let's look quick okay and yeah maybe okay let's hit render or export and now let's fire up Unreal Engine as usual let's go to film a preset the blank preset enable Ray tracing and let's have a name for instance Piggy and let's fire up this bad boy okay in meanwhile what about the sound quality baby I love it honestly and so many of you guys have a problem with it so I guess this is gone okay we are in the Unreal Engine let me disable this let's go to content browser okay let's import our alembic file let me see okay that's our alembic file and you see it's recognize that and let's import and boom huh it's not going to happen why is that we need to enable some plugin for the Grooms here okay let's search Grooms and let's enable these three Grooms pay attention this is a better and experimental plugin keep that in mind okay let's restart the engine and let's see what we have now okay we are in the Unreal Engine again let's import our asset now and where are you and this is our Olympic now it's different it's recognized as a chrome and let me change this uh transforms here to align it with the Houdini maybe yeah the rotation also the xn rotation let's import that okay first let's reset our position and let's scale this up to 100 and boom that's fabulous we have our hair now let me bring this grid down and yeah let's go to the hair and in here let's adjust our with I guess sorry I am the wrong object and let me see and that's our hair as you can see that's lovely okay you see that that the render is a nice the interaction with the light is fabulous I love it now let me show you something cool let's go to Houdini and let's go to the hair uh notes here and let me export the hair strand or the final pair in Houdini okay let's export that and let's import that in our rail by the default setting and that okay this or is okay and same thing let's drag it let's reset the position 100 scale and you see that this is identical let me increase the hair length here okay you see that it's barely is identical and those are awesome but this is the actual hair the final product and this one is the guides okay you see that the final product is what we need here so if you need to export the hair from Houdini to the Unreal Engine please export the hair node that's what we need and do not forget to hit the like button and subscribe for more content that's mean a lot to me thanks okay now let's go to Houdini again and let me export our piggy here but first let's try and get it that that's our piggy let's create divide note okay sorry now subdivide I mean divide note where are you okay and let's try and get it that and now let's have a name for it and let's export that and let's import it from here okay everything it's okay the transition let me change that okay and again reset the position and have a hundred and that's our Piggy so the exciting part hair physic in Unreal Engine that's everyone wait for including me so let's hit the simulate and play the game nothing happened and let me create a sequence of course and let me show you something but nothing happened as usual we don't have any Chrome cache here so how we can achieve this how we can add physic to this here you see if I move the hair nothing happened either okay in order to have a physic in our engine we need to go to groom properties here okay this is the attribute we're gonna skip that and let's go to physic that's the interesting part okay now let's enable that and let me show you here and voila we have some decent not bad physics or movement or simulation okay now let's improve that okay let's go to strength now and let's increase that and voila that's so amazing you see that that's so fast and Light man I love this Unreal Engine real time approach I love you guys and we have a bunch of uh solvers here and yeah we have the spring for instance we have this force and let me see you see that uh let's have a for instance uh some Force here okay it's not bad you see the force is applying and man for 15 years working with hair simulation Cinema for the Houdini Etc that's awesome feedback man I love the Unreal Engine approach to the real time I love it and I so much appreciate it thank you guys so now let's attach the hair to this piggy of course we're gonna we can go to The Binding option here but I want to have a short answer and simple simple approach let's have this one child of this piggy and boom nice that's a lovely hack okay I love the feedback man I love it I'm so impressed okay as you can see that's the light with the hair and Lumen it's doing a great job having said that this scene is available on my patreon so if you have a Houdini hair simulation you can explore that with this alembic range and import that as a groom cache in Unreal Engine okay we have our hair in our real engine and now what's about the look what's about the material that's the important question to ask okay turns out in this section we need a special material let me show you let's create a new material and let me rename that and let's go to the material and let's have this a default material let's promote the color for instance and maybe let's have a default thread color here and yeah let's let's apply and save that and let me show you something here and let's apply that nothing happened it's not accepted honestly so what's the problem turns out we need a special material for it okay without touching any notes Here in the setting shading model we need to change that to here as you can see we have a different option here okay that's our shading model and we need to enable these using for hair strand okay let's fly and let's save and let's see now it's worked as you can see you see that it's accepted now let me show you and let me goes here I have never leave you under the engine and let's promote some setting here right click promote promote we need it for the instance material and yeah and for instance this one the subsurface scattering is a nice option I will show you later in the Lumen and let me create an instance from this material and let me apply it here okay let me see okay now it's applied and let me show you the setting here okay we have this option and you see it's working with the Chrome in Unreal Engine and I love the result so the light is fabulous the Lumen light with uh the groom now I want to tell a story for you I found something interesting in Chrome unreal 5.2 preview that's so important we are in the preview build okay we have this sequencer with this camera cut and if I if I wanna animate the piggy I want to rotate that that's so important so you see that when I sort of rotate our Piggy first the hair will gone and let me rotate that okay that's what I need and that's our animation the hair is gone so keep that in mind and let me bring the hair back so let's go to the hair you can bring the hair with this hair width option where are you yeah okay in here you see the hair is back that's okay but when I play that you see the hair going to freak out I don't like where this is going you see that that's not good for the production level you see and that's because this simulation or physic object when you have this physic enabled you cannot you cannot rotate the hairs you see that if I move the hair or move the geometry everything it's okay but you see when I rotate the hair it's gonna freaked out so keep that in mind and do not use this groom in the production level foreign now the final question what about the hair render setting in Unreal Engine so we have this default Lumen engine and actually straightforward let me show you the render setting here let me disable that and add Apple prores for the QuickTime clip a movie that's mov and anti-aliasing here let me adjust that for the sake of this demonstration and hit the render so that's straightforward you can adjust the analyzing as you desire okay that's a sampling and now let's go to the path tracing that's interesting so you see that the with with a path tracing it's a difference turns out I don't I don't know that's a bug or the rules of the groom I guess it's not uh you see you need to adjust the width of the hair with the path tracing and honestly the path racing is a cooler and have a more realistic to it okay let's have a material here and the lighting you see that I love this pass-through light of the hair and let me show you the setting with the path tracing you see you can change the roughness or these color hair and the subsurface scattering is lovely I love it you see the light it's awesome and everything seems to Works nicely here and now let's have a post processing volume and I want to adjust some setting let's have a a bloom for instance you see nothing going to happen here it's not effect our scene that's because we need to enable this Unbound that's so important do not forget this one okay now everything it's worked and the bloom for instance let's have a small of boom and maybe this one okay I want to show you something here where are you okay the path tracing setting okay we are in the path tracing as you can see we have this per pixel that's uh determine our render time and you see the lower of this value it's the faster uh render time and and of course with the low quality we have this D noise option and let me see okay we have this new option in 5.2 you see that we have this atmosphere and or the skies in the renderer in the path racer and I love this option you see that we didn't have in the previous version 5.1 and lovely it was missing in my opinion and I love it now so for the render setting let me save that and let's go to here and the render setting we need to disable that and add path Tracer that's so straightforward I don't see any extra option and that's our render so I rendered that with high samples as you can see this is a clean renderer but you see the physics it's not good honestly I didn't know the problem so I figured that with this one I lowered the samples and you see the hair physics it's cooler now so I guess the Chrome physics is the issue in the unreal 5.2 preview and do not use it in the production level and I guess that's it guys I hope you enjoyed this one see you in the next video take care
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Channel: Diyz3n
Views: 1,969
Rating: undefined out of 5
Keywords: Houdini 19.5, Houdini hair, Houdini vfx, diyz3n, diyz3n tutorial, epic unreal, realtime render, sidefx houdini, ue 5, ue 5 render, unreal engine, unreal engine 5, unreal engine 5 cinematic, unreal engine 5 demo, unreal engine 5 games, unreal engine 5 trailer, unreal engine 5 tutorial, unreal engine epic, unreal engine hair, unreal engine lumen, unreal engine pathtrace
Id: oeOXB4O5o88
Channel Id: undefined
Length: 18min 32sec (1112 seconds)
Published: Fri Apr 14 2023
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