Mike Lyndon


About Me

VFX Artist
Not Specified


My Talks

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Herding Rocks - Procedural Animation
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Realtime VFX for Games
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COPs for Games

My Tutorials

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Generating Impostor Textures
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Preview Render Settings for Pyro
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Channel Packing Pyro Data using the Texture Sheets ROP
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Create motion vectors for time-warping image sequences
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Write Volume Slices to Texture for UE4
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Unity Shaders for Vertex Animation Export Tools

Recent Forum Posts

Exporting a fish particle based sim Jan. 19, 2018, 10:35 a.m.

To combine the soft body and rbd cache I would write out the fish animation with the fish at the origin. Then in the unreal shader you would need to combine the texture values from the rbd and soft body cache. It's all about figuring out how to use world position offset to control the overall position of each fish as well as the deformation.

Instead of sampling the velocity you could write the speed out as a float value to the texture. Maybe use the alpha channel in the position texture since that isn't being used. Then you can use that as a multiplier of the time value controlling the animation of the fish.


Vfx in Dakar 18′, motion vectors text being used? Jan. 17, 2018, 4:45 p.m.

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 Jan. 17, 2018, 4:24 p.m.


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.