- Ian Harvey
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See AllAfter 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 burnout from a Niagara-centered approach, instead of my earlier goal
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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, thick billowy plumes, or anything in between. I'd like to edge on
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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 in the engine. This gives a fairly convincing appearance that t
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