Tutorial: Vertex Animation Texture Paintsplat

It might be a bit late for the Gore contestants, but I finally finished the Vertex Animation Texture tutorial where I show how to create paintsplashes using Houdini and Unreal engine. I also show how to use the Simplebaker to create decal textures to go with it. We start with an empty Houdini scene and end with a paintlaunching weapon in Unreal. Blueprints and all.
It’s a big one so if you are short on time and only want to check out specific parts of the workflow, you can follow these timecodes:

00:00 Creating a flipsplash
14:18 Rendering the Vertex Animation Texture
17:10 Building the VAT material
23:45 Making the material work with particles
26:25 Finishing the particle system
31:30 Setting up the projectile blueprint
33:20 Creating the decal textures
36:30 Baking the textures
39:14 Building the decal material
42:00 Finishing the projectile

I hope you enjoy it!


Coooool. Great work Andreas.

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Thanks man, awesome as usual.

Favorite line:

“Let’s make it look shiny and delicious looking.”

Suddenly gets serious

“Don’t eat paint.”

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Woahh amazing! Thanks as always. Love those goopsplosions!

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great stuff, maybe you have thought about it already, but I am sure it will be useful for your viewers to actually see which buttons you have pressed and where the mouse is currently at.



Let me know what you think and let the videos keep flowing :man_scientist:

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I have learned so much from you. You’re a true inspiration. Thank you.

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I did experiment with it as the functionality is also built in to camtasia. I decided against it though as it adds a lot of noise and clutter to the tutorial. I opted to go with a high enough resolution and clear narration so most people can follow along anyway.


This is great, thank you. Curious if anyone knows how they’re unpacking the normal from the alpha map.

@luiz wrote it so he could give you a good answer, but as far as I know it’s based of this:

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Yeah that’s one of the sources. But the general idea is that I reconstruct the z from the XY with Method 4 from that link. And then I do some more encoding to get the 2 floats into a single float.

General idea is “above middle gray is one thing, below is another”. You get obvious compression artifacts but for a lot of the quick moving effects it’s not super noticeable.

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Perfect, I appreciate it. The texture size is a tough sell (dang 32 bit support)…but there’s no denying this looks terrific.

Great stuff! Thank you!

Learning here and curious how you are previewing each stack in the view-port? On my side, I can only see the look of my Parameter adjustments like Mountain Height when I click out of the stack.

I hope that makes sense.

I’m not sure I follow. Is the UI not working?

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I think I just have a setting somewhere on by default maybe or accidental hot key press. In your tutorial as you make adjustments they appear in view port. On my side I make the adjustment then have to click up in the stack to see the result. So its constantly back and forth.

That sounds very strange. Have you gone through this: https://www.sidefx.com/media/uploads/tutorial/foundations_gdc2018/houdini_foundations.pdf

The tutorial does require some houdini fluency.

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I do appreciate I am fresh to the software. I will go over that link, thank you.

Yeah, It’s always good to brush up on the basics. Didn’t mean to seem snarky, only that I keep a quite high pace through the video as it’s the fifth in the series. I go a bit slower in the first ones.

However, if you are still stuck, post a clip of what’s happening and I’ll try to help :slight_smile:

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Not at all, I appreciate the serious commitment to sharing knowledge. No ego bruised here :slight_smile: Will be in touch if needed.

Awesome ! thx a lot !

New to Houdini but would love to give this a run! Is there anywhere to follow up on updates to this? Thanks for putting the time into these tuts