Wind Previs
In-Houdini preview of a Wind Config chain. Plays back a cheap wind animation in the viewport so the boundaries between wind layers are visible. Not one-for-one with the engine-side wind.
Wind Previs plays back a cheap wind animation in the Houdini viewport, driven by an upstream Wind Config chain. It shows where the boundaries between wind layers fall; it is not a one-for-one preview of what runs in Unreal. Use it as a sanity-check on the layer assignment, not as the final visual reference.
Parameters
| Parameter | Description |
|---|---|
| Time | Animation time for the previs. |
| Strength | Overall strength of the previs wind. |
| Select Input | Input selection. |
Notes
- Place it downstream of a Wind Config chain; play or scrub the timeline to see the layered response. The visible motion confirms which bones fall into which wind class.
- The actual wind look comes from the engine side at runtime, not from this previs.
See also: Wind for Unreal · Wind Config · Export Unreal Nanite Assembly
Wind Config
Assigns wind animation classes and response parameters to your skeleton for layered, realistic motion in game engines. Chain multiple Wind Configs for trunk, mid-branch, and tip behaviours.
Wrangle
Advanced VEX interface. Emit attributes, define gates, or prototype effectors directly into the Natsura graph.