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
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High Quality Integrated Workflows Made Easy
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Lazy Artist’s Guide to Real-time VFX
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H17.5 GameDev Tools Update

My Tutorials

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Game Tools | Fire Presets
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Game Tools | Imposter Textures
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Game Tools | Preview Render Settings for Pyro
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Game Tools | Pyro FX Texture Sheets
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Game Tools | Motion Vectors
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Game Tools | Volume Slices to Texture for UE4

Recent Forum Posts

vartex animation texture of rigid does not match data on houdihi May 23, 2019, 9:53 a.m.

Seaton, I've responded in the other thread you posted in - it was an issue with the script that sets the bbox min and max values.

Rigid Vertex Animation Texture pivot issue May 23, 2019, 9:51 a.m.

Looks like the bbox min and max values were being set incorrectly. I've updated the script. Please try tomorrow's daily build of the gamedev tools to see if that fixes your issue.


Generating motion vectors from existing flipbook? May 15, 2019, 3:40 p.m.

Hey Gregory,

Unfortunately, there isn't an easy way to do this in Houdini. I've got a test file lying around somewhere but it would need some cleanup. The basic idea is to bring your 8x8 texture into cops and then isolate each frame with a crop and some expressions.
Then bring that texture into SOP's using a copnet set to volume slice. Then you can use the volume optical flow with a time shift for the next frame to generate a motion vector. Then that goes back into cops to render out the texture.

Like some other 2D optical flow motion vector methods you have to fiddle with the parameters to get something that works nicely.

So there's a way. But it's not easy.