top of page
Search
The Mill SDGM • Real-Time FX • Switching Gears to Niagara
After arriving at the camera frustum issue, I've decided to switch my approach while I still have time. I'm going to be creating my...
The Mill SDGM • Real-Time FX R&D • Burnout
I've been working entirely in Houdini this week. It's been fun to analyze different types of burnouts. They can be wispy thin trails,...
The Mill SDGM • Real-Time FX R&D • Testing Volumes
In-game volumetric effects are usually rendered from a straight-on view (or using an impostor camera rig) and then played back on a card...
The Mill SDGM • ACES R&D
A pinball machine is a very vibrant and dynamic lighting environment. There are areas with deep blacks and areas with saturated...
The Mill SDGM • Real-Time FX R&D • Camera Workflow
A proper camera export workflow from Maya to Unreal, and eventually Maya > Houdini > Sprite Sheet > Unreal will be essential in our...
The Mill SDGM • Real-Time FX R&D
Jessica and I will be focusing on effects for the project. Thankfully, Jessica has been gracious by offering a lot of knowledge that she...
bottom of page