Golaem Cache Node

The Golaem Cache Node allows to replay exported Simulation Caches generated with Golaem For Maya using the Simulation Exporter. The advantage of this method is that it avoids baking out geometry and handles both geometry and shading variation. Thus it allows to order to render high quality crowds with Unreal Engine.

Setup in Maya

Setup the Simulation In Maya

As Unreal Engine renders scenes at 30fps, it is recommended to set your Maya scenes to 30fps as well

Create your Crowd Simulation within Maya using Golaem. In our example we will use the locomotion scene from the Golaem Crowd Samples. Once the simulation is done, open the Simulation Exporter to export the Simulation Cache. Once the Simulation Cache will be exported, a Simulation Cache Library File (.gscb) will be created in the same directory than the Simulation Cache. It is also possible to add the exported simulation to an existing Simulation Cache Library File using the Library Tool.

The Simulation Cache Library File contains the useful information about exported simulations such as the export directory, the Character Files used...

Replaying / Rendering a Simulation

Editing the Simulation

Simulation results (character positions, orientations, postures) and Assets repartition or shading assignment (shader, shader attributes...) can be edited using the Simulation Layout Tool in Maya or Unreal. You can see the results once saving the Layout File with these edits and using the Refresh Layout button in the Golaem Cache node in Unreal Engine.

Assets repartition or shading assignment (shader, shader attributes...) can also be edited using the Character Maker in Maya. When done, you just need to save the changes in the Character File. Reexporting the library file is not required.

The actual transformation and scale of the node in the Unreal Engine scene is taken into account.

If you'd like to change any Crowd Shader properties (texture, color, displacement, multi matte IDs...), it can be done on the assigned Materials in Unreal Engine (see above).