Turn animation into textures. Turn textures into crowds.
EQ VAT Lab bakes per-vertex animation data (positions, rotations, normals)
into floating-point textures that a vertex shader samples at runtime. CPU
skinning and Animator evaluation disappear; what remains is a static mesh, a
couple of textures, and GPU-speed playback — the technique behind massive
crowds, large-scale destruction, and replayable VFX.
Five bakers, one wizard, one click.
Houdini VAT 3.0 import. Point the Import Wizard at a SideFX VAT 3.0 export
folder: it reads the .mat companion metadata (bounds, FPS, frame count),
wires the right EQVAT URP shader — SoftBody, RigidBody, Fluid, or Particle
Sprite — and plays it back with no SideFX shadergraphs required.
Built for temporal anti-aliasing. Every master shader ships a hand-authored
MotionVectors pass that reconstructs deformation motion, so VAT meshes do not
ghost or smear under TAA / DLSS / TSR. (One documented exception: fluid caches
with changing topology write zero deformation motion by design — the manual
explains why.)
Runtime control without material clones. Per-instance playback controllers
drive frame, speed, loop, one-shot, clip ranges, random start frames and
completion events through MaterialPropertyBlocks — a whole crowd de-syncs on
one shared material. A socket tracker keeps a weapon in a baked character's
hand, GPU skinning and all.
A demo that builds itself. The included scene ships empty and tiny: press
Build Demo and it constructs procedural sources, bakes them with the real
bakers on your machine, and places a de-synced Bone VAT crowd, a Vertex VAT
banner, and a Sprite VAT fountain. No third-party art, no license baggage —
you watch the tool do its actual job in your own project within a minute of
import.
Honest engineering throughout. Texture validation with auto-fix (Point
filter / linear / no mips / clamp), bake quality profiles with texture-memory
budgets, per-bake reports, deterministic outputs to a folder outside the
package so reinstalls never eat your bakes.