SeptHeures - Blood simulation ( Houdini )

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.