Houdini Project
Wrokflow Research
Video
Realistic Gun Muzzle Flash Using Houdini Explosion Shelf Tool
Project Goal: The aim is to create a highly realistic and visually compelling gun muzzle flash effect using Houdini's simulation capabilities, ultimately producing a flipbook animation suitable for integration into a game engine. This animation will serve as a dynamic visual enhancement for firearms in video games, offering players an immersive and engaging experience.
Key Objectives:
Visual Realism: Develop a muzzle flash that accurately simulates the burst of light and smoke emitted from a gun, ensuring authenticity within the game environment.
Game Engine Integration: Create an optimized flipbook animation that integrates smoothly into various game engines, maintaining visual fidelity while minimizing performance impact.
Ease of Implementation: Establish a straightforward workflow for creating the muzzle flash, enabling fast iteration and customization for different firearms and scenarios.
Scalability: Ensure the flipbook animation is adjustable in terms of resolution and frame rate to meet different hardware requirements and visual preferences.
Project Deliverables:
Flipbook Animation: Generate a series of high-quality frames that capture the entire sequence of the muzzle flash effect, from ignition to expansion and dissipation.
Project Benefits:
Authenticity: High-fidelity simulations ensure the muzzle flash accurately reflects the characteristics of the specific firearm, enhancing visual realism.
Rapid Iteration: Once established, the workflow allows for easy model changes, facilitating quick adaptations for various weapons.
Performance Optimization: Utilizes pre-rendered flipbooks, reducing the computational load at runtime. Efficient rendering is achieved using simple materials and particle systems like Unreal Engine's Niagara.
Flexibility in Quality: Frame resolution within the flipbook can be adjusted, allowing optimization across different hardware capabilities.
Project Disadvantages:
Rendering Time: High-resolution rendering may be time-consuming, potentially delaying the production cycle, especially for multiple variants.
Dynamic Realism: While the muzzle flash is realistically simulated, it does not dynamically reflect the varying speeds of bullets, which may impact perceived realism during different firing scenarios.
Technical Analysis:
This project utilizes Houdini’s pyro system to simulate muzzle flashes, employing shelf tools for quick setup and customization for game engine applications.
Workflow
FBX Import
Action: Import the firearm's FBX file.
Note: Disable material import to avoid unnecessary processing and compatibility issues.
Collision Setup:
Action: Apply 'Collision - Static Object' to the geometry, treating it as a collision object in the dynamics network.
Emitter Setup:
Geometry Adjustment: Change to 'Concave' for accurate collision interactions.
Emitter Creation: Use sphere and mountain SOPs to create an emitter at the muzzle, ensuring detailed simulation with a polygon mesh and increased frequency.
Explosion Simulation:
Tool Use: Apply 'Legacy-Explosion' tool, integrating with the existing dynamics network.
Adjustments: Align the pyrosolver’s simulation direction with the z-axis (001) for correct flash movement.
Shader and Rendering:
Shader Application: Use 'pyrobakevolume' for shader creation.
Rendering Setup: Adjust the camera to capture square frames, optimizing angle and distance for full frame coverage.
Flipbook Creation:
Node Setup: Employ a 'Flipbook Texture' node for outputting simulation frames.
Camera Setup: Ensure a square setup for consistent frame capture in the flipbook texture.
Further Development:
Realistic Bullet Speed: Enhance realism by incorporating a realistic bullet speed of 910m/s to better reflect the physics of gunfire in various scenarios.
By following this structured approach, the project aims to deliver a realistic and efficient visual effect for firearms, significantly enhancing the gaming experience with visual precision and technical sophistication.
Flipbooks
Donuts shelf
made with procedural method. placed using RBD simluation.
Technical breakdown
Orange
material mkade in substance designer
use RBD to achieve better position.
Mazda logo
Houdini 20
Noodle
fluid sim