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Alireza Khodatars (Armin)

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TreeOnFire(2021)

February 14, 2021 realtime

Tree On Fire

In this post, I focused on generating fire motion in Houdini and transferring that motion into Unreal Engine using a Vector Field.

The final effect combines several layers of motion: Houdini simulation data, the exported Vector Field, environmental wind, and Niagara forces inside Unreal Engine. Together, these systems help the fire feel more natural and responsive in real time.

Compared with a simple flipbook or card-based fire effect, this method preserves more of the original simulation behavior and allows the effect to remain more interactive and dynamic inside Unreal.

It also differs from building the entire fire simulation directly in Unreal, because the core motion comes from pre-simulated Houdini data, while Unreal and Niagara are used to modify, enhance, and react to that motion at runtime.

The main advantage of this workflow is that it keeps the underlying structure of real simulation data while still allowing additional real-time interaction, variation, and environmental influence.

Unlike a traditional flipbook, the motion is not limited to a fixed visual loop, so the result can feel less repetitive and more responsive to the scene.

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Copyright © 1999-2026 by Alireza Khodatars (armin). All rights reserved.

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