I wanted to try some Houdini fluid and test how i could bring that into a game engine.
My goal was to bake the velocity information into the vertex so i wouldn't have to bake the velocity in a texture.
I started by creating a fluid simulation in Houdini.
For that i exported a part of my world from the engine and imported it in Houdini.
Just using a bunch of mesh to create my sim was not great so i decided to create a shell from all those meshes.
Here i am using a ray with a high density plane but converting all mesh to VDB then converting it back to poly could be a better solution.
After creating my fluid i picked a frame i liked and converted it to a mesh (using remesh so i could control the mesh cost)
I then used the particle data to calculate my velocity and other attribute for foam.
Once i calculated my velocity i pushed the value into the vertex.
And i made a shader using the vertex color to control how the texture will flow.
I also added some vertex animation to get a better result.
Conclusion:
It works, that's great but the process is quite heavy.
Having information in the vertex means that Lods can create issues, also the mesh needs to have enough density to have the information.