Wednesday, November 29, 2023
HomeVisual EffectsJaviLQ VFX Sketchbook - Actual Time VFX

JaviLQ VFX Sketchbook – Actual Time VFX


Hey all, I’m new round right here and to VFX as effectively. Not too long ago was let go of a job, so whereas engaged on my surroundings portfolio and making use of to new positions, I needed to take this opportunity and attempt to learn to do some VFX inside unreal engine as its one thing I’ve at all times been considering.
So I’ve been scouring youtube for tutorials and whereas I can comply with and plug in the identical numbers, I nonetheless really feel misplaced when attempting to make one thing myself from scratch. So I’m placing in a objective, to do one vfx a day. I’ll nonetheless be trying to find tutorials but when I comply with one, I’ll attempt to remake it from scratch the following day with out the tutorial to attempt to internalize it.
So, with that finish, right here is my first go at it. I need to deal with creating fireplace since that appears to be one thing quite common. I discovered a tutorial by Sir Fansi the place he recreates the cascade fireplace in UE however utilizing niagara. I attempted to take it somewhat additional, tweaking some values to get it to be somewhat nearer after which including some additional issues (just like the sparks flying off) that aren’t a part of the tutorial:

There are two issues which can be lacking from the cascade fireplace in UE:

  1. My fireplace doesn’t transfer/comply with the bottom just like the cascade one does. I tweaked pace and placement values however was not capable of get any nearer.
  2. The embers that fly into the air don’t revolve across the fireplace sufficient. I additionally tried taking part in with the pace and a vortex pace to attempt to get them nearer, however this was so far as I used to be capable of take them.

Aside from that, I’m pleased with this primary try at it. I’ll in all probability attempt to discover different fireplace tutorials that create it in numerous methods (like with a shader) after which try and create a torch fireplace by myself.

Any recommendation and suggestions you’ve got, whether or not concerning the vfx itself or on strategies to be taught vfx as an entire is tremendously appreciated.




2 Likes

Welcome Javil! How’s your progress up to now?

Hey MKhize!
It’s going gradual, as I think about most expertise when beginning on this path. I’m really attempting to get a deal with on Unity’s Particle system (shuriken) proper now.
I went by means of a few on-line programs by Gabriel Aguiar, and am now making an attempt my very own impact:

I’ve been specializing in the timing, so a lot of the textures are nonetheless placeholders. I additionally needed so as to add a smoke puff/explosion on the climax, however I used to be not capable of get it look correct, so could also be scratching that half for now.

I’m again with a brand new vfx. I lately acquired some recommendation for going ahead and was recomended I attempt to recreate already present vfx from (ideally) video games I really like. This can function each a option to apply the system in addition to get used to what “components” make up a recreation vfx.
So my first stab at this was the assault Puryifing Flame from Path of Exile. I went in-game and recorded/took screenshots of the vfx and tried my greatest to recreate it. Since I used to be remaking it, the textures are usually not the identical as I used varied on-line sources to make one thing related on my finish:

There are a few main points I bumped into when engaged on this, going to jot them down right here for future reference:

  1. My textures want tightening up. I feel my huge downside is that they are usually too tender/not as effectively outlined for issues like patterns.
  2. I don’t know learn how to arrange Unity to permit me to set this up as an aim-able projectile as it might require scripting/programming that I don’t posses. To treatment this for now, I easy made the projectile to maneuver in a single route and lined up the remainder of the particles the place it might finish.
  3. The distortion/shockwave dome on the explosion/affect level wants some work. I used to be capable of create a shader for it that distorts the view by means of it, nevertheless it doesn’t appear to have an effect on different particles (possible attributable to different particles being unlit supplies?).
  4. The dissolve impact on the floating runes on the finish had been additionally a little bit of an issue. I arrange a shader with an alpha clip texture and received the dissolve animation by AgePercent customized vertex stream. I’m not positive if that is the right approach, because it nonetheless doesn’t give me a lot management over it. I wasn’t ready to determine learn how to do management it with the customized knowledge rollout so that may be a subsequent step.

RELATED ARTICLES

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Most Popular

Recent Comments