Tuesday, December 5, 2023
HomeVisual EffectsNiels' Sketchbook - Actual Time VFX

Niels’ Sketchbook – Actual Time VFX


Woa, how did you do it, i’m beginning to study this however i do not know the place to start.


Do you thoughts exhibiting the way you made that one? 😮 I all the time questioned how Plexus is made

In a base materials (on this case it simply has a base coloration, smoothness and normals of the bricks), make a wetness masks just like how you’d do dissolve (Smoothstep and so forth…)
Offset the wetness masks by the peak of the bottom materials.
Then use the outcome to extend the smoothness and reduce the bottom coloration.

There are tons of how to make this sort of impact, however they sometimes contain putting meshes/ribbons between a particle and it’s subsequent closest neighbor.
It may be pretty costly to iterate over each particle to discovered these closest neighbors, so I want setting some max size and eradicating connections which can be too lengthy. Not the identical however usually shut sufficient.

As for the connection itself, you’ll be able to spawn meshes, and set their location to one thing like
Point1 + (Point2-Point1)/2 (midway between point1 and point2)
then set the orientation to normalize (Point2-Point1) and scale it by size (Point2-Point1)

Alternatively you should utilize ribbons and spawn twice as many, then set RibbonID to UniqueID/3 to get pairs of two, then choose some random particles. Observe this makes it much more tough to examine the size.

Additionally there’s the sprite bottom line module, which can be utilized to set 2 factors to span a sprite between (would actually suggest this one, it’s very easy to make use of)



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Thanks lots! That’s truly actually useful 😮 will do some experiments with that later

Experiment, not tremendous comfortable, however wished to indicate it so it feels completed and I can transfer on to different issues.



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I feel it’s cool, thanks for sharing :slight_smile:

Did some exams utilizing the brand new decal renderer

giphy
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giphy
giphy



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Did some exams utilizing Niagara baker to bake out previous bursts with massive numbers of gpu particles.
Burst001



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