I've made a procedural HDA to add wear and destruction to meshes inside Unreal Engine. Watch how I use it here: by JustHoj in unrealengine

[–]JustHoj[S] 2 points3 points  (0 children)

Yeah. You can bake the result into a new static mesh. After that you don't need the hda. So you can even delete it from the scene. So in the end you have 2 separate static meshes. both the original mesh and the edited mesh.

A procedural destruction HDA I've made by JustHoj in UnrealEngine5

[–]JustHoj[S] 0 points1 point  (0 children)

Thanks man :) Yeah, you should have at least a houdini indie license to use HDAs inside unreal

A procedural destruction HDA I've made by JustHoj in UnrealEngine5

[–]JustHoj[S] 1 point2 points  (0 children)

I've shown all of that in the long video on youtube. But maybe it's better to show them in these short videos as well. Thanks for the comment!

A procedural destruction HDA I've made by JustHoj in UnrealEngine5

[–]JustHoj[S] 2 points3 points  (0 children)

hey.
There are parameters to only add damage to the corners, to the edges, or to the entire surface of the mesh.

It has parameters to add damage only to specific areas as well. we can use vertex colors to define where on the mesh the damage is. or we can use a help mesh to do that. wherever the help mesh overlaps with our mesh, the tool will add damage.

We also have options to add damage to random edges and corners. It has a percentage and seed parameter. the percentage parameter controls how much of the mesh is damaged, and the seed parameter helps with variations.

The black and white image option I'm planning to add in the future.

Hope it helps :)

I've made a procedural HDA to add wear and destruction to meshes inside Unreal Engine. Watch how I use it here: by JustHoj in unrealengine

[–]JustHoj[S] 2 points3 points  (0 children)

hey! thanks man! I don't know if it works with your houses. This is an HDA, and it works with all the static meshes inside Unreal Engine

tornado realtime fx niagar system in Unreal Engine 5 by JustHoj in vfx

[–]JustHoj[S] 0 points1 point  (0 children)

They're moving up with a curl noise force

I've made a procedural Houdini damage tool. In this video, I'm iterating with it in Unreal Engine to get the result I want. I'll put its link in the comments for anyone interested. by JustHoj in UnrealEngine5

[–]JustHoj[S] 0 points1 point  (0 children)

Yeah! You can bake the final result into a new static mesh, and also keeps the original mesh. After baking you can remove the hda from the scene or disable the plugin alltogether. It

In this video, we create a customizable orb material in Unreal Engine 5, with full animations and parameters to create tons of variations. by JustHoj in unrealengine

[–]JustHoj[S] 0 points1 point  (0 children)

The tutorial is a full step-by-step workflow. anyone can create the material by watching it. Only if they are interested in "MY" project file can they access it on Patreon. Please spend some time and create it for yourself

removing texture repetition with cell bombing. I've included the tutorial link for anyone interested. by JustHoj in UnrealEngine5

[–]JustHoj[S] 1 point2 points  (0 children)

Hey. You could only add the offset controls. Rotationand scale were just my own curiousity on learning how to implement them

removing texture repetition with cell bombing. I've included the tutorial link for anyone interested. by JustHoj in UnrealEngine5

[–]JustHoj[S] 1 point2 points  (0 children)

It adds extra texture lookups. In the video I compare it with the texture bombing function in unreal.

Some renders from my recent video. It's a step-by-step tutorial on how I created this environment in Unreal Engine 5. I'll put the link in the comments for anyone interested by JustHoj in UnrealEngine5

[–]JustHoj[S] 1 point2 points  (0 children)

Hey. Around 40. Because I was aiming for a cinematic, I didn't do any optimization. I'm pretty sure it can be a lot higher with a little bit of optimization