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Immersive VR Fantasy Environment

Writer's picture: Will TzsFxWill TzsFx

Updated: Jul 30, 2023

5th Jan 2023

 

Wanted to try creating my very own fantasy VR immersive experience environment. This is what I came up with during my own down time. Any images & video preview that can be show-case here does not do this piece justice to the actual real VR experience of the environment!

Very happy how this turn-out to be given this is my 1st attempt trying out this interesting VR project.

 

Quick turnaround preview of the VR environment

environment turnaround preview - main view (vid above)

environment turnaround preview - top view (vid above)

 

Trying out environment in VR - Pico 4

testing out environment in VR - Pico 4 (vid above)

 

Breakdowns of the project

Generating cat's hair / fur for Unreal material in Houdini

  • For the both the White cat & Black cat's fur / hair, I've made a fur / hair procedural generation tool in Houdini. This tool can help generate a wide variation if fur / hair on a flat sheet.

  • This will then be use to bake out various useful maps & passes to be use in Unreal material.

 

Working on cat's 9 tails in Houdini

  • For the tail, it is one of the hardest part of the project to work on.

  • I have very limited knowledge to tackle hair / fur material in Unreal. Let alone these hair / fur have to conform with the tail animation in Unreal.

    1. For the cat's fur card mesh - generated procedurally in Houdini (groom) > converted to cards (for optimization) > UE5 hair material

    2. I then decided to approach with a predefined animated rigged tail mesh with fur / hair cards on it, conforming with the animation

    3. I utilized Houdini's Kine-Fx procedural rigging & animation tools to generate the joints system. Then rigged & skinned the tail meshes

    4. Then used a wrangle expression code to automatically animate the tail swaying animation (progression preview shown in video below)

 

Rigging & animation for small kitten in Houdini

  • Similar approach to the 9 tail meshes, it is applied to this kitten & both the black and white cats as well.

  • Rigged & animated all in Houdini in a semi-procedural way then exported into Unreal

 

Looping animating Koi Fish fx

  1. A single fish model was use with different texture variation

  2. Similar rigging approach applied to fish mesh

    1. Animation done by using wrangle expression code to automate animation

    2. A slight animation manipulation in Houdini to make animation fully loop seamlessly

  3. The fish animation is then exported as a VAT (vertex animation) mesh & texture to be used in Unreal's VAT material

    1. This approach can significantly reduce graphic cost compared to exporting a mesh with joints, skinning & animation data

    2. As this only export a single unique fbx mesh & a few VAT texture

  4. To make the fish swim in a continuous loop in a specific path, a path curve is prepared in Houdini > points are then constrained to the given path

  5. Points are then animated along path with looping start & end > exported as Niagara cache to be used in Unreal Niagara

  6. The VAT fish mesh & Niagara point cache can then come together in Niagara fx to create these amazing Koi fish fx (quick simple breakdown video below)

 

Minor WIP preview & environmental model assets showcase

quick concept blocking & proxy set dressing in Houdini (img above)

 

Tori Gate model - modified & modeled in Houdini & textured in Substance.P (imgs above)

Chinese Goddess & Lion Guardian Statue model (imgs above)

Chinese Goddess Statue - modified & model in Houdini & Zbrush

Chinese Lion Guardian Statue modified & model in Houdini

Both textured in Substance.P

 

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