Friday, December 1, 2023
HomeVisual EffectsNiels' Sketchbook - Actual Time VFX

Niels’ Sketchbook – Actual Time VFX


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


Do you thoughts displaying the way you made that one? 😮 I at all times puzzled how Plexus is made

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

There are tons of the way to make this type of impact, however they usually contain inserting 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 might be too lengthy. Not the identical however usually shut sufficient.

As for the connection itself, you possibly can 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. Be aware this makes it much more tough to examine the size.

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



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

Experiment, not tremendous pleased, however needed to point out 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 checks utilizing the brand new decal renderer

giphy
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giphy



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Did some checks utilizing Niagara baker to bake out outdated bursts with massive numbers of gpu particles.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



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