Help creating Multi-View Flipbook Effect, Houdini to Niagara

Hello community,

It’s my first topic here — glad to finally join and meet you all!

I come from a background in character art, VFX, and tech art, mainly for cinematics and virtual production, with around 5 years in the industry.
These days I’m deepening my knowledge of Niagara, real-time optimization, and game VFX.

My main tools are Houdini (for simulations and procedural modeling) and Unreal Engine.
I’m also learning Copernicus in Houdini, so I can skip Substance Designer, lol.
My previous focus was realism, but I’d love to expand into more expressive styles.

I’ll be honest — my weak spot has always been sharing my work and seeking feedback. But hey, I’m making steps here :slight_smile:


Project Goal

To push my Niagara understanding into advanced territory, I set a personal challenge:

Build a fully optimized, multi-view realistic campfire system in Niagara — scalable to hundreds of instances at 60 FPS.


Plan Breakdown

1. Houdini → Flipbooks :white_check_mark:

  • Built a realistic campfire with asymmetrical wood pile.
    fire_sim

  • Set up a camera rig with 6 views at 60° offsets.
    camera_rig

  • Rendered 6 sets of 8×8 flipbook textures.

2. Unreal Engine Setup

  • Initially created 6 emitters, one per view — only to realize that translucency sorting only works within a single emitter, and that 6 emitters = 6 draw calls :x:.

  • Created a single emitter with 6 particles placed in a circle with exposed User.Radius parameter, each particle assigned to one flipbook slice via Particle ID.

  • Packed textures into Texture2DArrays

modified Houdini M_TemplatePyro_Advanced to read from arrays, and passed the Angle Index (particle ID) via a Dynamic Parameter. :white_check_mark:


3. Current Challenge / Learning Ceiling

Now that I have the flipbooks assigned per particle correctly, I’ve hit what feels like a knowledge ceiling in Niagara.
There’s barely any documentation or discussion about multi-view flipbooks, angle-based texture blending, or multi-angle billboard transitions.

flipbookJump

Next Tasks

  1. Fix overlapping flipbooks — limit visibility to the flipbook view of the closest particle to the camera.
  2. Correct renderer alignment — adjust Facing Mode and Alignment so the flipbooks rotate only around the Z-axis, not all axes.
  3. Clamp camera-follow angle — prevent the billboard from constantly facing the camera; instead, allow it to hold its assigned view until it smoothly transitions to the next.
  4. Achieve smooth transitions — eliminate “jumping” when blending between views.
  5. Blueprint integration — assemble the final system with a woodpile mesh, proper depth blending, and particle radius adjustments to preserve volume and depth illusion.

I’ll keep posting project updates and findings in this thread.
I also keep learning as I go so if anyone has experience tackling multi-view billboards, flipbook interpolation, or Niagara translucency sorting, I’d love to hear your thoughts!


Any feedback, ideas, or advice are extremely welcome.
Thank you all for taking the time —
Juls

2 Likes

For this, look into creating your own module using a DOT Production from the normal of the particle facing to the camera angle. Based on the angle, you can fade/blend your multiple planes. You couuld acheive this in the material as well, not just in teh niagara system. This is just my thoughts on how I would approach this problem.

Heres a post of an example I wrote up.

1 Like