Video: Volume to Mesh Workflows Used in Battlefield 1

Andreas Glad explains how they used Houdini to create fluidmeshes and spawnsurfaces for clouds in Battlefield 1.

Andreas Glad has shared a recording of a presentation he held at the SideFX booth during GDC. The video explains how the artists used Houdini to create fluidmeshes and spawnsurfaces for clouds in Battlefield 1.

The talk will include a walkthrough of how to create the meshes needed for goopy, shiny, nasty, volumetric looking liquid effects. I will also explain how we took some Houdini clouds and turned them into a dogfighting paradise in a game level taking place in the skies over London. The talk is tailored to beginners so even people who haven’t used Houdini will be able to follow along and perhaps apply the techniques to their own game.

Andreas Glad 

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