For the end of my semester at NAD, I had the pleasure of being part of the SeptHeures team with 8 other students. For this task, I had to create blood for the transformation of Claudette. I used Houdini and created a VAT system to export my simulation to Unreal Engine.
This is our final render for Claudette transformation.
I imported Claudette as an Alembic File from Maya containing the animated mesh. Then, I scattered point from two side of her scar and connected them as lines, that has been swepped as polygon and converted to VDB voxel.
I then attach the blood simulation to the two side of the scar and add a constraints to my vellum so a little bit of it hold the simulation. I used a file cache to ease the exportation process.
I convert my volume to an animated polygons. I then export my file as a Vertex Animated Texture.
Here's an overlay of all the different VAT ( in red for visualisation ) with Claudette head mesh. I had to split my simulation into multiple VAT to respect the limit of polygons the VAT can hold.
Exported mesh from Houdini animated using the VAT textures in Unreal Engine.