Is that the way to put a picture in a thumbnail? I hope so x)
So it is a remake of an previous VFX I made 2 years in the past. Many issues have modified since then! I work as a VFXArtist now! Wohoo! I’m additionally a tutor!
I wished to share this in order that perhaps it would assist others degree up their VFX expertise with a couple of comparatively small know-hows that I utilized from one impact to the opposite. I constrained myself to make use of the identical textures.
Right here’s earlier than after video:
Even with the identical textures, the 2 results seems to be considerably totally different. I’ll undergo what I made a decision to alter, and why.
To begin with, breakdown of the impact:
-
I’ll begin by addressing the elephant within the room. The colours. Within the previous impact, the colours seemed tremendous washed out. This is because of my very own lack of know-how when first making my shader compound with wonky defaults in Godot: the textures weren’t transformed to sRGB, therefore the washed out colours.
-
Administration of mix modes: the primary impact is made with common mix mode. The secondary one makes use of a mixture of common mix mode for some components, and additive for others. Particularly, the blue massive glow is there to tie all the colours collectively, for the reason that rainbowy particles have blue in the direction of the middle (most of them! the sparks don’t! nevertheless it’s advantageous anyway)
-
Timing: when i made the primary impact, I had a windup with a glow that wasn’t actually understanding. I had causes so as to add a windup (the impact was for a chat) and that i wished to showcase the textures sliding on a mesh. However that simply didn’t work. I may have discovered different methods to point out it, however as a substitute i cussed’d it.
So this was straightforward to tweak. -
Non uniform scaling. Godot 4 now helps non-uniform scaling for particles, which permits me to make extra attention-grabbing movement inside the identical impact. I’ve used non-uniform scaling for the spikes within the center and the rainbow “sparks” that fly out.
-
Elimination of plenty of emitters: I didn’t just like the cyan ring that flies outwards. I eliminated the curves for the windup. I modified the small sparks that felt extra like fire-sparks into something-ish? that lingers.
-
Opacity! This time i attempted to actually mess around with the total vary of opacity and resolve which emitters needs to be the core of the impact, and what different emitters ought to help it.
-
Okay, I lied. I did change one of many textures:
I didn’t handle to make these work on quads: the textures weren’t appropriately pointing in the direction of the middle and because of this the impact seemed tremendous wonky. I actually wished that radial really feel so simply offset and rotated barely every of these to match with their central axis.
Right here’s a video on totally different worth background:
To no person’s suprise, the additive particles get actually misplaced on a brighter background. They could possibly be as a substitute utilizing a unique mix mode, maybe i’ll mess around with it and alter my thoughts sooner or later. However for now I’m joyful the place that is, and I’m joyful it took me simply 2 hours to make.
In case you learn all the best way down right here, thanks! I hope that is helpful not directly. Have an excellent day!