Good day everybody. It’s been a very long time:sweat smile:
I had extra time to check FX, so I switched engines and now I’m in UE5 looking for out how Niagara works, and for that I got here throughout this idea from Kyrie Ma Arcana VFX Idea.
I’m engaged on the Hit and Talent E, and right here’s a few of what I’ve achieved up to now.
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Yaaaay, welcome!
Superior impact!
How is it achieved? Simply scrolled totally different textures on totally different speeds on high of one another?
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Heey Thanks!!!
Yeah, principally that
The underside is a really exhausting formed fireplace.
Later I added movement blur to it to present extra motion when scrolling trought the UV.
The highest texture is only a generic path that I had and I subtracted it with a voronoi noise simply to present a stylized vibe.
And what I believe it makes work very nicelly is the twisted facet of the upsidedown funnel that I modeled.
So I ended up with this:
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Hey Giovanni, welcome!
Only a few fast ideas in your work:
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already fairly good, provided that that is solely your 2nd VFX ever!
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the scrolling texture is an effective method, however for the mesh I’d moderately skew the UV mapping as a substitute of twisting the mannequin. this manner it’s simpler to regulate and also you may want much less vertices.
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the middle line of your texture is barely bent, however within the remaining VFX that’s hardly noticeable (a minimum of for me). so I’d moderately make it straight, which makes it extra seemingly that you could reuse the feel for different VFX.
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the colours you selected already work properly. you possibly can make the VFX much more attention-grabbing, through the use of colour over lifetime: begin with a shiny, heat yellow or nearly white after which transition into the colours you’re already utilizing.
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the sparks do a great job in conceiling the outer border of your fireplace disk. their motion might use some noise, which might be becoming for sparks flying by means of scorching, turbulent air.
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the VFX might use some form of anticipation, like sparks that collect earlier than the fireplace wave seems.
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I like that you simply used an animated materials within the 2nd model (or was it simply the GIF compression that made it appear so ). this might additionally work as an anticipation, should you let it gentle up a bit earlier.
Stick with it, I prefer it!
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WOW! Actually recognize it Foxician
Actually love that UV trick, had no thought i might obtain the identical outcome with a extremely less complicated method, cheers for that!
Yeah I attempted colour over lifetime however my unity is kinda cursed and its not aplying accurately for some motive, perhaps I f#cked that up the fireplace shader
Completely agree that it ought to have an antecipation however I nonetheless should determine it out methods to do it, and one different factor that I want to add that could be a floor crack/smoke after the fireplace is over (nonetheless should discover ways to do it too), assume it is going to be a extra compelte impact with it.
And perhaps was the compression, I re-upload a brand new gif are you able to say if it has the identical concern?
Thanks once more in your suggestions!
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Good day everybody. It’s been a very long time:sweat smile:
I had extra time to check FX, so I switched engines and now I’m in UE5 looking for out how Niagara works, and for that I got here throughout this idea from Kyrie Ma Arcana VFX Idea.
I’m engaged on the Hit and Talent E, and right here’s a few of what I’ve achieved up to now.
How I did the Hit animation:
Two weeks in the past I did a few of the vfx apprentice’s blockin lessons and so they had a similiar FX that I might use as a foundation.
It seems that I needed to make some modifications and create new emitters to make it look and behave how I wished.
The supplies and emitters in are fairly fundamental, nothing extra difficult than creating textures, making it in numerous colours and scaling it time beyond regulation. However within the “Affect Sections” to make the playing cards explode in a burst and flip the playing cards when they’re falling, dissolve them with totally different textures was fairly a journey.
For the cardboard and rings I made this materials:
And the emitter:
Mainly the aerodynamic drag makes all of the magic to flip the playing cards + making the going through and aligment of the sprite renderer as customized
Right here a twitter thread that I used as a foundation M4nus’s Wind FX Breakdown
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The antecipation/aura (additionally the cone) Relies from Cool Cat’s Stylized Igni FX, I simply adopted his breakdown to attain the outcome above
Aura materials:
Im simply including the identical fireplace texture with totally different tillings and people textures are with the Y-axis Tilling Technique to Clamp, as a result of I wished to scroll trought the UV for one time solely
I made a black vertex paint within the outer and inside edges of the mesh to make it look extra clean when the feel scrolls without having a masks for that
[TIP] Should you use blender like me, simply obtain UvSquares, it should make your life much more straightforward when coping with UVs
The very last thing I’m working is the cone, and that is driving me loopy
There may be a variety of enhancements I would like do right here, however I’m caught with the smoothstep masks, as soon as I determine it out the values within the curve to make it masks completely, the fx will probably be close to achieved.
Btw creating the fabric kicked my ass actually exhausting, with you sometime must create a smoothstep masks that you could management it high to backside in unreal, right here is how I did it:
Additionally I did this for the solar, perhaps ailing do the identical for the bottom marks…