Uploaded April 2023 | Updated September 2026, 2 weeks ago
Topic: Procedural Asset Generators, Asset Generation, Game Assets
This video tutorial goes over step by step how to create a Rock Generator in Houdini with a simple and easy approach. This will give you the basic skills to approach and create more complex asset generation as well. These generated assets are exported for use in both Film/VFX and Games/Unreal. The workflow is covered from start to finish.
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Tags:
Asset Generation, Rock Generator, Unity, Unreal Engine, Level Design, Environment Creation, Houdini, Blender, Texture Baking, Photorealistic Rocks, Houdini Tutorial
Topic: Procedural Asset Generators, Asset Generation, Game Assets
This video tutorial goes over step by step how to create a Rock Generator in Houdini with a simple and easy approach. This will give you the basic skills to approach and create more complex asset generation as well. These generated assets are exported for use in both Film/VFX and Games/Unreal. The workflow is covered from start to finish.
Patreon:
patreon.com/renderBucket
Discord:
discord.gg/BxsersBPQc
Tags:
Asset Generation, Rock Generator, Unity, Unreal Engine, Level Design, Environment Creation, Houdini, Blender, Texture Baking, Photorealistic Rocks, Houdini Tutorial







![Unreal Engine 5.2 - Moveable Fire & Collisions With Niagara Fluids [2]
Topic: Unreal Engine 5.2 - Moveable Fire & Collisions With Niagara Fluids
In this Part 2 of a Introductory set of Tutorials for Niagara Fluids, I will demonstrate how to create a moveable fire and smoke effect in Niagara FX System and Niagara Fluids in Unreal Engine 5.2+.
The emitter will be able to be moved around and simulate in World Space with the Fire/Smoke reacting accordingly, we will also go over how to setup Interactions with Static Meshes/Geometry.
This video will also have some overlap/review with the previous video of emitting Niagara Fluids from Particle Sources.
If you need to extend the distance culling
Try, (r.HeterogeneousVolumes.MaxTraceDistance 100000) in the command console.
If you liked this video, you might be interested in...
Intro To Particle Driven Niagara Fluids
https://www.youtube.com/watch?v=d8q8jDUmCvE
3D Volumes From Textures Niagara Tutorial
https://www.youtube.com/watch?v=HzoplYNMyao
Window Box Fake 3D Interiors In Unreal
https://www.youtube.com/watch?v=6XDUfCalSdE
Patreon:
https://patreon.com/renderBucket
Discord:
https://discord.gg/BxsersBPQc
Tags:
Niagara Fluids, Unreal Niagara FX, Unreal Fire & Smoke, Unreal Gas Solver, Introduction To Niagara Fluids, Emitting Volumes/Fluids From Particles, Heterogenous Volumes, Niagara Fluids Volumes, Niagara Sticky Particles, Niagara Fluids Tutorial, Unreal Engine Tutorial, Unreal Volumes, Niagara Fluid Collisions, Niagara Fluids Moveable Emitter Unreal Engine 5.2 - Moveable Fire & Collisions With Niagara Fluids [2]](https://i.ytimg.com/vi/bbn4MsCwwrk/mqdefault.jpg)

![Unreal Engine 5 Tutorial - Instanced Static Meshes - ISM/HISM [1/4]
In this multi-part video we take a look at the benefits of Instanced Static Meshes, how to create and utilize them. The differences between instanced static meshes and hierarchical instanced static meshes.
This multi-part video will also go over how to create a instance/object position exporter from Maya or Blender with Python. And how to write a Loader in Unreal 5 with Blueprints to read in those exported files from Blender or Maya.
Patreon:
https://patreon.com/renderBucket
Discord:
https://discord.gg/BxsersBPQc Unreal Engine 5 Tutorial - Instanced Static Meshes - ISM/HISM [1/4]](https://i.ytimg.com/vi/cfR36FTbvcQ/mqdefault.jpg)
![Unreal Engine 5.2 - Intro To Particle Driven Niagara Fluids (Fire & Smoke Explosion) [1]
Topic: Unreal Engine 5.2 - Intro To Particle Driven Niagara Fluids
In this introductory video tutorial, I will demonstrate how to create an explosion using the Niagara FX System and Niagara Fluids in Unreal Engine 5.2+. By understanding the steps and information covered in this video, youll be able to easily and quicky generate real-time volume, smoke, and fire simulations from particle systems.
Note for Unreal 5.3 - Particle Source
Make sure you are creating a Grid3D_Gas_Master_Emitter. And inside of it under Emitter Summary with the All Tab click on, look for Particle Source Group, once you find it set Particle Source Type to Emitter and then the Particle Reader Group will show up, and inside that theres a spot to type in your Emitter Name.
If you need to extend the distance culling
Try, (r.HeterogeneousVolumes.MaxTraceDistance 100000) in the command console.
If you liked this video, you might be interested in...
3D Volumes From Textures in Unreal 5 Niagara
https://www.youtube.com/watch?v=HzoplYNMyao
Creating Procedural Photorealistic Rocks For Games/Film in Houdini
https://www.youtube.com/watch?v=YcVrNw9oofM
Window Box Fake 3D Interiors In Unreal
https://www.youtube.com/watch?v=6XDUfCalSdE
Patreon:
https://patreon.com/renderBucket
Discord:
https://discord.gg/BxsersBPQc
Tags:
Niagara Fluids, Unreal Niagara FX, Unreal Fire & Smoke, Unreal Gas Solver, Introduction To Niagara Fluids, Emitting Volumes/Fluids From Particles, Heterogenous Volumes, Niagara Fluids Volumes, Niagara Fluids Tutorial, Unreal Engine Tutorial, Unreal Volumes Unreal Engine 5.2 - Intro To Particle Driven Niagara Fluids (Fire & Smoke Explosion) [1]](https://i.ytimg.com/vi/d8q8jDUmCvE/mqdefault.jpg)