Particle Flow on Skeletal Animation

Example of a 'Houdini to PopcornFX' pipeline, with final rendering done in Unreal Engine.

This is an effect based on a pre-calculated simulation done on a static mesh in Houdini, spawning spheres on the character's surface and using Grain solver and curl noises to give them a flowing movement. This sim is then imported in PopcornFX to be re-projected on the animated skeletal mesh, allowing to play the offline sim on a real-time animation.

Using a Popnet inside Houdini to generate the spheres and give them collision-aware movement.

Using a Popnet inside Houdini to generate the spheres and give them collision-aware movement.

The particle simcache gets imported in PopcornFX to be re-projected on the skeletal mesh.

The particle simcache gets imported in PopcornFX to be re-projected on the skeletal mesh.

Rendering inside Unreal Engine.

Rendering inside Unreal Engine.