Gregory Yepes


About Me

VFX Artist
United States


Recent Forum Posts

Maya -> Houdini -> UE4 units Aug. 1, 2019, 9:01 p.m.

I'm pretty sure I know the answer to this but just wanted a sanity check. I'm currently creating some content for UE4 so I'm modeling in Maya (cm) to make it easier to stay in synch with UE4 (cm). I've started feeding some of these models through Houdini for some simulations, and I've tweaked Houdini's units to also be in (cm) which appears to be working fine… HOWEVER, as I've started exporting these new assets from H to UE4 through the GameDev Tools it seems I'm running into some auto-magic behavior that assumes (m) to (cm)… At least that's how it appears.

Which brings me to my question: Is it better for me to adjust incoming geometry into Houdini to be in (m) to avoid headaches when feeding assets to UE4? I'm thinking this is probably the way to go, which is not the end of the world by any means… But please let me know how y'all feel about it.


Generating motion vectors from existing flipbook? May 15, 2019, 3:55 p.m.

Thanks for the response Mike! I was just watching Mark's video describing some of this process: []

Definitely cool, but it's a deeper rabbit hole than I'd like to dive into at the moment… I'll explore other options and come back to this when I have more time.


Generating motion vectors from existing flipbook? May 15, 2019, 3:13 p.m.


There are a variety of options to do this outside Houdini, but I was wondering if there was an easy way to use an existing flipbook (such as an 8x8 animation of smoke) as input into Houdini and be able to generate motion vectors. The idea would then be to use those motion vectors along with the flipbook to get smoother playback in the game engine.

I know I can use tools such as Slate or Nuke to crank out these motion vectors, but I'm hoping I can use Houdini.

Thanks for any pointers!