Procedural Lightning in Unity and Houdini Part V - Finalise the Lightning
Channel: 3DGO
Date: 18/11/2021

In this fifth and final part of the lightning series we refine our lighting particle system in Unity. Tweak our textures in Houdini and setup for sending to dailies for feedback.

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.  

All this 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. 


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 III Refine our Lightning model in Houdini
https://youtu.be/DWAXpHCGOZo

Part IV Pack Channels and Tile Textures
https://youtu.be/lbqnsQ8RHd4


Free Skyboxes on the Unity store 
https://assetstore.unity.com/packages/2d/textures-materials/sky/fantasy-skybox-free-18353

Overview 0:00
Custom Shader Setup 0:50
Custom Vertex Streams 2:30
Animation Mask 5:05
Lightning Glow 12:05
Blending Emission 13:10
Iterate Textures 18:15
Better Emission 21:05
New Textures in Unity 22:30
Presentation 26:15
Recap 30:02
Party Time 31:00

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