keijiro / HdrpVatExample

VAT (Vertex Animation Texture) with Unity Shader Graph and Visual Effect Graph
The Unlicense
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What an excellent example! #14

Closed FrankSpalteholz closed 3 years ago

FrankSpalteholz commented 3 years ago

Dear Keijiro,

this is not an issue at all but since now my poc is working I really feel to say thank you so much for this excellent example. It gave me a mega boost in implementing realtime AND simulation vertex animation to Unity -> VR. It took me a while to figure out how to export particles from Houdini the "right" way in terms of framelength and particle-count to get a correct power of two exr-texture (which is actually super trivial but not obvious right from the start) ... The Unity project and the Houdini example are stripped down to the most needed tools to get it right. In combination with Vfx + Brekels PointCloud v2 tool (which is extremely nice too) I'm finally feel completely free artistically. So thank you again!

Edit: BUT there is one tiny question though. In your Sprite example you are exporting a power of two amount of particles (at least towards the end of the sim -> 8192) makes a texture 2048x512 with 128 frames -> which i get. But what i don't get (and this is giving me still an headache on how to make my own animations a perfect loop) is that in the exposed properties settings you were setting the y-value of the texture to 640 instead of 512 + in the graph itself i also don't get the mathematical relationship bewteen the burst delay = 3.8 and the lifetime = 4. The Houdini project is set to 24fps and 128 frames total. I'd really appreciate if you could point out on how to put these values into a context that can be adjusted without getting weird loop-behaviours on my own textures/ animations.

keijiro commented 3 years ago

My Houdini license has been expired. Please don't expect this issue to be investigated soon.

keijiro commented 3 years ago

settings you were setting the y-value of the texture to 640 instead of 512 + in the graph itself

I can't remember why I did so, but I think it's just a typo. It should be 512.

the burst delay = 3.8 and the lifetime = 4

I just wanted overlap the beginning/end of the animation.