Talks And Demos: Let it Flow: Film Quality Fluids in UE

Sprites? VAT? Flowmaps? Who needs them? With recent hardware and software developments it’s quickly becoming apparent that we as artists can start embracing techniques traditionally reserved for the offline rendered Film & TV industry to make our games, rendered cinematics and shorts look better than ever. Discover how to really push Unreal Engine with the help of Houdini to get the best possible looking fluids in both High End Realtime & Rendered Cinematic situations.

https://dev.epicgames.com/community/learning/talks-and-demos/5PeM/unreal-engine-let-it-flow-film-quality-fluids-in-ue

Wonderful talk! I was having the same thoughts about how to export a simulation from 3ds max and Phoenix from chaos group into unreal and I followed the same steps. It is a wave simulation with a boat, so the foam particles are going exponentially higher in number and size. I managed to export everything in alembic file and my initial thought for the foam was to use the geometry cache as an emitter for niagara particles. Then I realised that you can not use the geometry cache as an emitter, because the vertices change all the time. Or at least I couldn’t make it work. I also tried to export these particles as vdb, but I had no luck from Phoenix. Would be nice to develop a technique in which you can produce particles from geometry caches. Or we all wait for nvidia to create neural simulations that can run real time. :rofl: