Can Tyflow particles be imported into UE4?
#8
Just a smart update. Everything has been sorted-out. Managed to export a PointCloud from TyFlow to UE5 in a quick,smooth and repeatable workflow which involves a middle-man converter : Houdini.

I would have loved finding a working project on this topic, with some explanations on the workflow, so this is it.
For anyone concerned (eg. who has been in the same despair as myself), so this is it. Hope it helps.
Provided project files reference 1000 particles of various sizes and colors spawned over 730 frames.

CONFIGURATION
. 3DSmax 2024.1 (Student version)
. TyFlow 1.027 (Free version)
. Houdini Apprentice v19.5.716 (Free version)
. Unreal Engine 5.2 (Free version)

PROJECT FILES (660 MB)
. Available at https://drive.google.com/file/d/18xTehzG...sp=sharing

FULL WORKFLOW

>> 1st step : 3DSMAX (Export time: 8 seconds)

1) Export an Alembic PointCloud file through TyFlow's "Export particles" operator (see attached 3DSmax). Beware and check
. for the color attribute channel (in the export operator) is set to "Cd" and nothing else.
. Also check that Position attribute is checked
. and the Scale attribute, set to Pscale and nothing else

>> 2nd step : HOUDINI (Import time: < 5 seconds / Export: 20 seconds)

2) Install Houdini free version (Apprentice) as well as the LAB add-ons found on their website

3) Import this .abc PointCloud file in HOUDINI through the "Import / Alembic Scene" menu and apply

4) double-click on the PointCloud node, double-click again, and then set « Load as » to « Unpack Alembic Delayed Primitives »

5) In "Geometry spreadsheet" tab, check that your exported channels are there, especially your Position, Pscale and Color attributes. (Colors should appear as Cd[x], Cd[y] and Cd[z] with their corresponding values overtime and frame).

6) Add a render node found under « Labs > Realtime Engine > Labs Niagara ROP »

7) And use this node to render an .hbjson PointCloud file

>> 3rd step : UNREAL ENGINE (Import time : < 5 second )

8/ First install the "Houdini Niagara" plugin in your project, then restart UE5. Not doing so will end-up with import failure.

9) Import your .hbjson PointCloud file in UE5 via simple drag&drop (instantaneous)

10) Create a "HoudiniNiagara Basic System" by selecting a HoudiniNiagaraBasic object located in (Content/Particles/Emitters/HoudiniNiagaraBasic) and creating a Niagara System from it

11) Assign your PointCloud to this newly created Niagara System

12) Add a color operator and set it to Houdini's imported RGB float colors

13) Add a scale operator and set it to Houdini's imported Scale values

14) Enjoy and rerlax. Works like a charm !
  Reply


Messages In This Thread
RE: Can Tyflow particles be imported into UE4? - by cramredan - 09-08-2023, 03:11 PM

Forum Jump: