How to import a fluid simulation from blender?
Blender has some very nice fluid simulation built-in. I've used it to generate an animated mesh. Although the mesh animates, it is not a skeletal mesh. How can I import this animation into UE4?
The idea is to have some objects in blender that mirror the world geometry in the scene, do a fluid simulation in blender to create the fluid mesh flowing over the objects, then export that animated mesh into UE4 to play the fluid flowing through the scene.
asked Apr 30 '14 at 03:27 PM in Using UE4
You could use a mix of meshes with interesting water materials, and GPU particles to get the parrallax effect you are hoping for.
For something like a Dam breaking you are going to need a mix of lots of small particulates, and large volumes of more foamy looking surfaces. The larger surfaces you could create with a morphTarget/Skeletal mesh/simulation exported, and then mix mesh emitters and tons of GPU particles with depthCollision and velocity grids to add natural motion.
You are most likely going to need to use a mix of techniques to achieve this result, a pre-baked simulation alone won't do the trick.
If you download the Elemental content you can see how we mixed meshEmission with vertex animation and sprites for lava bursting out of the cracks in the snow in the exterior section.
I hope that helps get you going!
answered May 03 '14 at 02:36 AM
If you watch the infiltrator demo video about the effects, he talks about using some simple geometry for splashes and such inside the particle system.
Blender does create separate meshes for each 'frame' of fluid sim so you could technically rig something up using these and swapping them out each frame.
However, for flowing water, I would suggest a different approach. There are a lot of drawbacks to doing it the way you are thinking. Mostly, it will be pretty resource heavy.
What I would suggest instead is to rely on a more texture-driven approach. You can set up some static geometry to represent the water and then in UE use animated shaders to drive the water texture and displacement. If you set up the UV maps properly you can get the feeling of water flowing around objects and such. Particle emitters in the correct places can give you your splashing effects.
If you wanted to get really fancy, you could run a fluid sim in Blender and then use it to bake your bump/normal maps for the simpler geometry in UE, but that approach might be more than is needed. Simpler is often better with these things :)
answered Apr 30 '14 at 03:50 PM
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