Procedural Lightning in Unity & Houdini Part III - Refine Lighting in Houdini
Channel: 3DGO
Date: 2021-11-02

This series of videos looks at creating  lightning in Unity.  We generate our input textures in Houdini by creating some procedural Lightning. This course deals with some advanced topics (procedural modelling, texture atlas, channel packing, shader building) but in a beginner friendly way. This will be a great intro for the Unity user who wants to start using Houdini to create high end FX assets.  

In this third part of the lightning series we get more control of our lightning shape.

Part I We create the tiled Lightning texture atlas. 
https://youtu.be/s_FMy_OC03g

Part II Setting up the Lightning Particle system in Unity
https://youtu.be/gQrCmfGCUCY

Part IV Packing and Tiling our FX Texture Atlas
https://youtu.be/lbqnsQ8RHd4

Part V Finalise the Lightning
https://youtu.be/lbqnsQ8RHd4

This series is really an excuse to look at how we use different input data for real time FX, such as a how to create textures, pack channels and put them into a tiled atlas for better control of the look and animation. We will also get a chance to look at more advanced FX controls such as creating specific shaders for our particle systems and driving shader values from particle systems. 

Overview 0:00
Scaling Lightning tips 1:00
Creating an Alpha Mask 4:30
Adding Detail to the Shape 8:49
Next video 11:38


Game Art, Houdini, Simulation, Real-time, Lightning, Storm, Weather, Rain, Particles, Texture Atlas, Packing Channels,

This is a list of all the videos in the series in order