Tuesday, November 28, 2023
HomeVisual EffectsRensei's Sketchbook - Actual Time VFX

Rensei’s Sketchbook – Actual Time VFX


That may be a fairly cool thought and your outcomes are superior! :purple_heart:




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Some peeps requested how to do that so here’s a fast breakdown:

To begin with I document some movies of the web site I discussed within the earlier publish. I exploit OBS and crop out the view so solely the sim half is seen.

Then, export frames from the video. I used VLC as a result of that’s what I had and it was fast sufficient for this check. I’d suggest utilizing one thing else if you’d like extra choices and extra fps exported. (I really feel like there’s a quite simple method to do that, or document straight into frames so simply get the thought of what’s taking place and do higher than this :face_with_open_eyes_and_hand_over_mouth: hnnn…)

Depening on the size of your recording you may get couple thousand frames so watch out :person_shrugging:
With all frames exported I take away all fully clean frames as a result of they’re ineffective anyway.

Subsequent I select the sequence I’d like to make use of and get it into Unity.

I disabled mipmaps and set compression to None. These frames will probably be eliminated later and never utilized in sport, however I need to course of them in highest high quality

Unity has a really cool software known as Picture Sequencer, which you will discover within the VFX Toolbox preview package deal

After creating a brand new Picture Sequencer asset I import all wanted frames and preview the flipbook
Animated GIF

There’s numerous wasted house on there and I can’t be bothered to crop the sequence frames by hand so I exploit some body processors:
There’s a bunch of them offered, plus it’s straightforward to make customized ones through the use of a customized materials to course of the frames. There are some instance shaders offered (like Blur, Rotate, Adverse or HeightToNormal).
image

Then it’s as straightforward to make use of as every other flipbook ! I used shuriken since I’m working in BiRP atm

It was a enjoyable experiment and the identical course of can be utilized for already made movies or no matter you will get/discover on-line with the proper licensing :wink:



7 Likes

Sword slash vfx sketch
The VFX half took couple hours, was fairly enjoyable, particularly since I by no means made it earlier than hah. There’s a lot to doooo

Unity GIF

Colors are based mostly on the plasma colourmap, I used it earlier than and I actually prefer it =3=
https://matplotlib.org/steady/tutorials/colours/colormaps.html
image



9 Likes

Some peeps requested for a breakdown for this so right here it’s:

I’ll begin from the start:

  1. Is simply black with some clean slowly scrollng noise. Rotates round it’s Y axis and strikes ahead when emitted. It’s the slowest and disappears first out of the three.
    slash1
  2. The glowyone. I’m utilizing the gradient I discussed earlier than. This one is quicker than the primary one and has an extended lifetime, additionally stops spinning half method.
    slash2
  3. That is the quickest one and lives the longest. Additionally it doesn’t roate over lifetime. I felt just like the slash wanted some residue up entrance so I added this
    slash3
  • Impression strains or scan strains
    (Superb compression) It’s only a quad with polar uv’s and a noise texture scrolling outwards. It’s a Uncooked Picture on Display screen House canvas so I can apply the invert filter on it.
    scanlines0
    I simply realised that it was fully pointless, as a result of I really wished to maintain the black strains when inverting the color :person_facepalming:
    If I did it proper it might have appeared extra like this. OOPS

  • Invert colors publish processing impact
    It’s a easy customized PP impact. Like, very barebones easy. I simply allow it for 0.07 seconds with the scalines to make a spicy flash.

Shader Code
Shader "Hidden/Customized/Invert"
{
    SubShader
    {
        // No culling or depth
        Cull Off ZWrite Off ZTest At all times
        
        Cross
        {
            HLSLPROGRAM
            #pragma vertex VertDefault
            #pragma fragment Frag
            
            #embrace "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
            
            TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
            
            float4 Frag(VaryingsDefault i) : SV_Target
            {
                float4 coloration = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
                coloration = 1 - coloration;
                return coloration;
            }
            ENDHLSL
        }
    }
}
C# code
utilizing System;


namespace UnityEngine.Rendering.PostProcessing
{
    [Serializable]
    [PostProcess(typeof(InvertRenderer), PostProcessEvent.AfterStack, "Custom/Invert")]
    public sealed class Invert : PostProcessEffectSettings
    {
        
    }

    inside sealed class InvertRenderer : PostProcessEffectRenderer<Invert>
    {
        personal Shader m_shader;
        
        public override void Init()
        {
            m_shader = Shader.Discover("Hidden/Customized/Invert");
        }
        
        public override void Render(PostProcessRenderContext context)
        {
            var sheet = context.propertySheets.Get(m_shader);
            
            
            
            context.command.BlitFullscreenTriangle(context.supply, context.vacation spot, sheet, 0);
        }
    }
}

Hopefully that’s sufficient element, it’s a quite simple impact, simply bunch of various components glued collectively :face_exhaling:



8 Likes

Some latest explosion I made whereas attempting to get out of the burnout part:

giphy.gif?cid=790b76110afd4acc6472248417e540cc492993f1b04710b9&rid=giphy

giphy.gif?cid=790b76110b9f5534685174b178c8d970f328af6e8365af57&rid=giphy

giphy.gif?cid=790b76110850bfaa40702188b374dbe4d1970dee4b5469af&rid=giphy



2 Likes

Present greater thingie I’m engaged on, an arrow cost and shot

giphy.gif?cid=790b76115c86bda672dbf7361751e7c1d82471e56974e5cb&rid=giphy

giphy.gif?cid=790b76111484673763236b8d493c24005a1f2ca31a26b8fb&rid=giphy



6 Likes

These are loopy inspiring!!! I’m gonna comply with that thread cautiously :eyes: I really like the breakdowns you make, I study loads from these ! :smiley:



1 Like

Aw, glad you assume so, if there’s something you ever want a breakdown of, let me know!



2 Likes

Persevering with with the arrow shot, added a blink and one other digital camera perspective after arrow will get shot. I feel I must make some residue particles alive for longer after arrow get shot

arrowBlink



1 Like

Began engaged on the right hit affect, unsure if it suits but, but it surely’s progress! :fire:
impactarrow

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