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Houdini to UE5 Niagara 101

  • Writer: ychen3129
    ychen3129
  • Apr 27, 2022
  • 2 min read

  1. Set up the plugins

First, make sure your sidefx lab is installed and up to date in Houdini

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Then, download the Houdini niagara plugin for unreal engine


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Copy this folder to either the source directory or your project plugins folder


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Open your ue5 project

enable the plugin and restart

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Just in case you are getting this error, we need to rebuild the plugin

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Make sure to install and set up the visual studio for UE. You can find how to in this video https://youtu.be/xFY4CV6dpbI

Visual studio 2019 is recommended

For workloads tab : check desktop development with C++

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for individual components tab check .net framework4.61 sdk and .net framework4.61 targeting pack

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We are going to use the command prompt to rebuild the plugin


>cd/

C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles>RunUAT.bat BuildPlugin -plugin="C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\FX\HoudiniNiagara\HoudiniNiagara.uplugin" -package="C:\A_Projects\Rebuild"

if you are not familiar with how to rebuild plugin for unreal, check out this video


This is telling the computer to use runUAT.bat to build houdiniNiagara plugin into rebuild folder.


a host project has been created

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go to its plugin folder, we can copy the Houdini niagara folder to our own project's plugins folder


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Let's create a quick simulation in houdini to test out


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The set up is super simple

I'm using the points on the bottom of the sphere as emitter source points

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use the sphere itself as the projection container so the particles are stay inside the sphere


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add popwind and pop color for some visual interesting

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add attribute noise node for the pscale

for making the loop, do not use timeshift, use make loop node


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render the data with the niagara rop

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we will get a hbjson file as a result

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We can import the file into the project

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All the attribute selected for export have been stored inside this file, we can use them in niagara systems

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To use template emitter that houdini plugin comes with, first we need to Enable the engine content


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we will see the houdini niagara content folder

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create a niagara system

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type in houdini to find the templates, here we are going to use houdini niagara basic template, make sure library only is unchecked and we are under parent emitters tab.

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or just create an empty system, use add emiter to add the houdini niagara basic emiter

short cut is E

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Choose spawn particles from houdini point caches

sample spawned houdini point cache

sample houdini point caches

Plugin the render result to this area

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on our cache file from houdini, the max sample time is the duration of our simulation, which is 3.98333 scecond this is corresponding to the loop duration in niagara emitter

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Choose emitter update

Set loop duration: 3.983333


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if we take a look at the parameter tab on the houdini emitter, we will find all the attribute we choose to export

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let's use its color and pscale attribute

Click on the + button next to particle update

type in color, choose color under general

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go to selection tab, under color, choose show advance, click on the drop down arrow on the scale color, (since the houdini color is a vector 3, it would only show under scale color which is also a vector 3)

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for pscale

we are going to use a sprite size

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set the scale sprite size mode to uniform

select the pscale for the scale factor

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and we can do all the interesting manipulation in normal niagara emiter in this one too.


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Tada




 
 
 

1 Comment


Максим
Максим
Feb 22, 2023

THANK YOU!💖

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