Wednesday, November 29, 2023
HomeVisual EffectsZelda Breath of the Wild Mud Particles

Zelda Breath of the Wild Mud Particles


I actually just like the VFX in breath of the wild. I wish to make these cloud/mud results are made. I like how they’ve shadow info to the cloudy areas.
Rain:

Not raining:

Gerudo Desert:

are they utilizing a flipbook or are they panning textures? I seen that the particles are aligned to face the digital camera and the panning of the feel appears to comply with the route of the wind. Does it has alpha erosions or is it a traditional opacity fade with a particular kind of masks. what kind of textures are they utilizing? are they utilizing the photoshop clouds or some customized texture?




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I believe that it simply stretched-billboard spites with simulated smoke. Rotation = velocity route.

appears like a uv distorted painted smoke masks texture. may also use a really low distinction noise scrolling by it.

I seen that in case you look in the direction of or away from the wind route the noise appears to go upwards and in case you have a look at from the edges, it pans left or proper. I nonetheless can’t inform whether it is utilizing a flipbook/simulation although…

are they overlapping 2 noise textures or is it only one panning noise? Additionally, are they utilizing the clouds texture from photoshop or is it a customized noise?

Take a look at the beginning of @simonschreibt video right here and his hearth approach. The smoke your’re seems to be very comparable, if not utilizing a way like this (simply softer distort/noise like @sethhall introduced up )

https://www.youtube.com/watch?v=fwKQyDZ4ark&function=youtu.be

The one completely different I might say is what you identified. If it’s panning in another way based mostly on digital camera orientation, they could be grabbing the digital camera vector, evaluating it to the wind vector and plugging that information into the scroll route within the smoke shader.



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Looks like they’re overlapping the noise and panning them… Nothing too loopy. As for the feel, … laborious to say, I don’t get the sense that its only a easy photoshop noise. In addition they could possibly be sampling the wind route to find out the angle and feed that to the UVs, which might give the sense they had been panning based mostly on the world wind.



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Seems like particles with their opacity receiving UV distortion within the route of the wind, after which one thing like Unreal’s particle macro uvs for the cloud texture panning throughout them. I’m guessing the fabric is both lit, or the lighting is faked very well



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Did you handle to determine it out

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