This work contains the visual results of my bachelor thesis at DAE Howest. To read the entire research paper, click the link below.
Assets shown here originate from quixel bridge and are animated using Houdini.
ABSTRACT:
The exploration of decay simulations in Houdini for realtime game animations examines the complex processes of vertex animations, masking strategies, and clear, optimized and smooth workflows. The practical application of these techniques underscores the potential to enhance the realism of environment assets while minimizing computational demands or production costs. The results derived from simulating decay in this framework not only highlight technical accuracy but also exemplify the successful fusion of theoretical principles into practical applications such as simulations.
Read the full thesis:
https://drive.google.com/file/d/1k1ebVTWnaktcpDZD9ORPfvWokUG-bS1q/view?usp=sharing
The application of the simulation in Unreal Engine uses the most simplistic material possible.
Using masks, we can avoid the simulation of a feature on the entire mesh. In this case, that feature is mold.
Masking can also allow us to stop specific parts from simulating, like here, where the stem does not move.