Between Tech and Art
A Houdini - UE tool system designed for correct model vertex data, add vertex animation system. Inspired by Horizon Zero Dawn Tech Talk, this system was designed for a mobile open-world game, which requires both visual effect and performance optimization.
A tool is created for environment artists to generate customized grass in-game quickly. This is created basing on environment and modeling artists requirements, including easier generate basing shape, better control of geomotry shape and LOD attenuation.
'Til We Meet Aaain - Animated Short
Create cheap volumetric cloud between Houdini & UE4
This is a tricky way to get far away volumetric cloud planes which can also be infected by real-time lighting data. This is created for a mobile game, which has a high requirement on both visual and performance. Inspired by Tech Talk of Sea of Thieves, basically, in Houdini, it stores ray marching data in uv3 channels and recalculates the lighting result in UE.
Houdini Texture Synthesis Tool
This tool was created in HOUDINI to boost efficiency when doing simulations like waterfalls. The simulation requires an extremely long time, and we cant render too many frames considering the texture resolution and storage space. The algorithm of graph cuts path was basing on papers: Generating an ω-Tile Set for Texture Synthesis and Graphcut Textures: Image and Video Synthesis Using Graph Cuts.
This toolsets created for performance control and get a more natural result of staggered leaves. And this tool also contain the python part to directly send to baked result to scene in UE.

