Mike Lyndon

mikelyndon-sesi

About Me

専門知識
VFX Artist
Location
Not Specified
ウェブサイト

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My Talks

obj-image GDC
Herding Rocks - Procedural Animation
obj-image ILLUME Webinar
Realtime VFX for Games
obj-image ILLUME Webinar
COPs for Games

My Tutorials

obj-image Quick Tips
Impostor テクスチャ生成
obj-image Quick Tips
Preview Render Settings for Pyro
obj-image Quick Tips
Channel Packing Pyro Data using the Texture Sheets ROP
obj-image Quick Tips
Create motion vectors for time-warping image sequences
obj-image Quick Tips
Write Volume Slices to Texture for UE4
obj-image Quick Tips
Unity シェーダ用頂点アニメーション出力ツール

Recent Forum Posts

Vfx in Dakar 18′, motion vectors text being used? 2018年1月17日16:45

I thought a lot of their stuff was pre-rendered. If that dust storm is realtime then it looks like a variety of smoke plume sims rendered as subUV textures and the placed in layers. It doesn't look slow motion to me. So that probably isn't any need for motion vectors.

Washed out renders when using Texture Sheets ROP 2018年1月17日16:24

Hi,

What does your beauty render look like? Is there enough detail in the volume to give you the crisp details you're looking for?

Also, I'm curious as to why the background is black. Did you change the Image Sequence file format to something other than exr? That could be causing a problem.

Mike

Exporting a fish particle based sim 2018年1月12日13:09

You could probably use the vertex animation texture export tools. Maybe a combination of the rbd for the centroids and the soft cloth for the deformation of the fish. Unless you want to drive the deformation of the fish through a simple sin shader.
Here's Luiz explaining the vertex animation texture tools - https://www.youtube.com/watch?v=U_-gGd6o70Y [www.youtube.com]

Mike