Simon Trümpler: Sketch #17 WIP

water
houdini
river

#1

Finished. More pictures in my last post:

Hi guys,

I using this challenge as motivation to learn more houdini. There are very cool tutorials for creating river effects. In case you’re interested:

https://www.sidefx.com/community/horizon-zero-dawn-guerrilla-games/
https://vimeo.com/243733565

Here is my current state:

  • A spline defines the river-shape and carves the terrain if necessary, prevents the river from going up again (newsflash, water only flows downward :smiley: )
  • The river geometry + UVs are created

Next steps:

  • Try around with flow maps
  • Create a nice material

VFX Sketch #17: Winners and Badges!
#2

Nice! Can’t wait to see more :slight_smile:


#3

Oh, yeah, that is defo comming along. Not very natural, but it might be cool to see human made aquaducts or bridges popping up based on where the river is.


#4

(newsflash, water only flows downward :smiley: )

Then how do you explain this!
https://www.youtube.com/watch?v=niCFwi01tJw

Jokes aside, awesome work already!


#5
  • Added “steps” to the river so that it does NOT flow downward constantly but is flat most of the time and then has a little mini-cascade
  • Added detection of those slopes and they are masked via vertex color so that i can later use a different (foamy) texture there

image

  • converted the whole thing into an houdini digital asset so that it cooks in unreal and i dont have to manually export any geometry

  • since the asset is cooked in unreal, i can change the spline which defines the river directly in unreal and i dont have to do this tweaking in houdini <3

The only problems is, that the cooking takes some seconds so the tweaking of the spline is not “realtimey”.


#6

I do think think I have seen a system yet that’s realtime. Pretty awesome workflow!

What happens if you try putting a rock in the middle of the river?


#7

Yes I saw that realtime-GIF too…no idea how the guy did that :smiley: Anyway: In Houdini you can create a flow-map which lets the water flow around obstacles. I have to check if this can be re-baked automatically every time I change something in Unreal. I did a quick test and the flow-map didn’t work too well but I’ll investigate more later.


#8

Finally I got procedural placed particle systems running! I detect “top of cascade”, “bottom of cascade” and “obstacle collision with river” and place different particle systems.

There where MANY problems to get this running and I collected the knowledge here:


#9

Its so weird to see you with multiple YouTube accounts!
This is looking amazing. Keep it up :slight_smile:


#10

Dude this is fucking siiiiiick! I cant wait to see what else you do with this thing. It already has so much potential


#11

@TravisMcCallum yeah i have several channels for different topics. didn’t want to mix them all :smiley:
@Russellthanks!

Update: Flow Maps are working now I think. You can re-bake them directly in Unreal after changing e.g. the spline or the obstacles:


#12

Here’s a first try with a water/foam material. I’m not very happy with hit but time is running out :frowning:


#13

Worked a bit more on the water material (better reflections, more dynamic normal map, higher opacity):


#14

Nice effect so far, I guess it’s the better river system game ready I’ve seen for a while !

Just a question : do you want to keep the square particle next to the rocks ? It’s get a pretty good feeling, as indie game, and the polygon on the rocks too. Just wondering if you wanted to go on a realistic way or not, as you already did once for a contest (guess it was the fire, don’t remember :thinking:)

Keep going, I want to see where you are going with this one :smiley:


#15

Thanks!
The little squares a meant to be place holders :smiley: I didn’t have the time to do proper particle textures yet but I tested the Houdini System because those guys are procedurally placed. I hope I have enough time but those are next on my to do list. I’m afraid I can’t make it perfect but it was a nice technical exercise! :slight_smile:


#16

Improved Water/Foam, added Vertex offset and added first draft of “real” particles.


#17

man, that looks rly cool! good work!


#18

Love the splashes against objects! Getting a great sense of turbulent movement from this.


#19

looks really nice, I like how water material/shader looks like… it’d be nice to see wet/darker terrain where the water is.


#20

yeah… i already darkened the terrain a bit but i wasn’t able to generate a “real” mask. i will try that again. would add a lot! thanks for the hint!