-
- EXPLORE
-
-
-
-
A community for real-time visual effects artists, built to share, inspire and learn.
Recent Updates
-
REALTIMEVFX.COMVFX Reel - FeedbackHi ^u^ I’m Raed, I dont really know if I can ask for a demo reel feedback here. but I would really appreciate feedback on my demo reel please as I am second guessing my skills at every turn. I’ve been a senior VFX artist for 1.5 years now and the game industry it tough right now This is a vimeo link of my demo reel Demo Reel 2025 on Vimeo I would really appreciate some feedback to help me know where I stand Thank you and Wish you all the best <30 Comments 0 Shares 31 ViewsPlease log in to like, share and comment!
-
REALTIMEVFX.COMNo More Sketch Events?I have not seen any new Sketch Event for a long time. I would like to see it coming back, even if I don’t participate most time, it’s a great activity to come here and see how others think differently, take approaches on the same topic, and get some inspiration form it. 2 posts - 2 participants Read full topic0 Comments 0 Shares 27 Views
-
REALTIMEVFX.COMHaving trouble with flipbook animation tiling incorrectly in Shader GraphI’m trying to create a fire effect using a 16x4 flipbook texture in Unity’s Shader Graph, but I’m running into an issue — the image seems to tile horizontally (U direction) instead of animating properly through the frames. I’m using Shader Graph, not code. If anyone has a step-by-step or node-based setup** for flipbook animations like this, I’d really appreciate it!0 Comments 0 Shares 48 Views
-
REALTIMEVFX.COMAnimation and VFX Sync custom toolAnimation Sequences and Animation Montages in Unreal is a real life saver for VFX Artists. It lets you sync VFX with animation easily without extra hooks and you can preview it before you even play the game. Unity in other hand has a tool called “Timelines” which is similar in way, but not quite the best solution for a game that needs a lot of character VFX synced. So i decided to make a similar system in Unity to help VFX Artists, Game Designers and Tech Artists to sync VFX with animation easily, without having to make complex setup and no code! You just chose what to spawn, when and how. Bake into a animation clip and the plugin takes care of the rest! (Thats not my VFX in the video BTW)0 Comments 0 Shares 30 Views
-
REALTIMEVFX.COMMaxPie - VFX SketchbookHello! I’m Max, a VFX Artist from Italy. I’ve been a realtime VFX Artist for around 4 years now and have lurked a lot on these forums but it’s the first time actually posting here.I’d like to start this sketchbook as a way to show a bit of my works, receive feedback and for personal motivation. I wanna start with my latest piece, I would like to do more elemental/magic stuff like this as personal pieces in the near future: Darkness Spell I break it down a bit more (and have some more of my effects and materials as well) directly on my artstation Feedback is welcome always, thank you everyone for your time!0 Comments 0 Shares 55 Views
-
REALTIMEVFX.COM[Open Source] [Unreal Engine Plugin] Niagara Destruction Driver - Turn CHAOS destructibles (Geometry Collections) into performant GPU niagara particle simulated destructible meshHi everyone, I wanted to share an open-source plugin I put together for Unreal Engine: Niagara Destruction Driver github.com GitHub - eanticev/niagara-destruction-driver: Turn CHAOS destructibles (Geometry Collection... Turn CHAOS destructibles (Geometry Collection assets) into very performant GPU simulated destructible static meshes driven by Niagara particles. The Problem: Chaos Fracture tools are great for creating destructible geometry in the editor, but the chaos physics runtime can be too expensive on the CPU to drive a lot of cosmetic destruction of props in your scene. The Solution: Niagara Destruction Driver turns CHAOS destructibles (Geometry Collection assets) into very performant GPU simulated destructible static meshes driven by Niagara particles. SETUP + USAGE getting started info in the github README. Under the Hood (can’t add architecture diagram since I’m a new user… but it’s up on github) Under the hood the plugin uses a niagara system to simulate the physics of the fragments (bones) on the GPU, write their transforms to render targets, and finally a vertex shader to constrain the vertices of a specific fragment to its respective bone using the render targets. Next Steps There’s a rough roadmap up on the github README. Hit me up on here or on twitter (@eanticev) if you’d like to contribute.0 Comments 0 Shares 60 Views
-
REALTIMEVFX.COMCinematic Reel, Worth it or a waste of time?I got laid off two months ago from Smite 2 and got the grand Idea of making a realistic VFX reel to show the recruiters that I can do both stylized and realistic VFX. I was planning to spend two weeks on it and start sending my CVs everywhere. Three weeks later, I had to start sending CVs and ended up spending 2 weeks mostly applying to places both in Techart and VFX. And not being able to put in as much work as I wanted into the new reel. I wanted to have a full battle between the drone and the turret, post-process overlays and generally was aiming for a 50-second video. Looking back after spending two months on it, I was only able to get ~20 sec of actual reel in an “ok” state. What went wrong? I spent too much time setting the environment, coding the blueprints, and animating the sequencer events. I didn’t set up source control for this project because I thought it was going to be fast and easy… and it did break at one point forcing me to redo the whole chaos explosion in the beginning.What is the lesson? What is the takeaway? Overscoping is and 50 sec is a lot of time work time for a video. Working on the blueprints and environment was majorly a waste of time as they did not help at showing off my VFX and not even the Techart skills for the most part, yet took most of the work time on the video, same for the sequence animations etc. Even if it’s a small project source control is important. I’ll probably still not set it up for a single effect showcase but… If I ever plan on making anything as long again, I will split the sequence into takes instead of rolling the whole video into one sequence. Working on a long one-shoot sequence creates a lot of domino effects that make one small change require a lot of other changes, and with smaller takes each can be isolated to prevent these issues. https://www.artstation.com/artwork/vbBnRx0 Comments 0 Shares 55 Views
-
REALTIMEVFX.COMWhich space rift/space fold looks better?In my game, you can fold space into a single line/space rift. Currently, it looks like the white line on the right. I’m trying out some alternate visuals for it. Which one do you like best? The glitchy version is mostly complete with particle effects but I don’t think it fits the artstyle of the game. The ones on the left are botched shader experiments that could look good with more polish. Any feedback and suggestions would be welcome 1 post - 1 participant Read full topic0 Comments 0 Shares 52 Views
-
REALTIMEVFX.COMChoosing the Right Engine for a Career in Real-Time VFX: Unity or Unreal?Hey everyone! Im currently trying to decide between Unity and Unreal Engine for learning real-time VFX, and Im a bit confused. My main goal is to build a career in this field, so I want to choose the engine that gives me better job opportunities in the long run.I know both engines are widely used, but Im not sure which one is more in demand when it comes to real-time VFX roles in the industry. If anyone has experience or insights about which engine is better from a job or studio perspective, Id really appreciate your advice. Thanks!0 Comments 0 Shares 81 Views
-
REALTIMEVFX.COMHow do you learn to create hand-painted textures for real-time VFX?Hello amazing people,I recently started learning how to paint textures by hand for VFX. Its been pretty tough so far, especially since I dont come from a drawing background. Im using a XP-Pen tablet and Krita to practice, but I still struggle a lot with getting things to look right. (Ive attached what I worked on recently)My goal is to reach a point where I can confidently make any type of hand-painted texture or flipbooks and If someone could shed some light on this I would greatly appreciate it, thank you0 Comments 0 Shares 83 Views
-
REALTIMEVFX.COMNeed some advice on how to create a specific effect in Unity using shader graphHello good people, this is my first post here, hope I can be as clear as possible!I saw this pic on pinterest a while ago and thought it would be fun to recreate inside Unity using shader graph and the CPU particle system (the old one for reference, not VFX Graph).I already got the effects on the hands pretty well using particles and some trails, but now Im trying to create the hand itself.I modeled a very basic hand in blender, rigged it for animations and imported in Unity, this is how it looks currentlyThe shader for the hand is literally just a fresnel node that goes in a step node and then multiplied by a color, nothing too fancy, but as you can see the cutoff point of the hand is pretty evident.Now my problem is that I would like to fade the hand in a similar fashion as the one from the image but I have no idea how to achieve this effect. My idea was to unwrap the UVs of the hand in such a way that the base of the hand would be around the 0 coordinate on the X and then map a gradient to it so the base of the arm does something.I would love to know how would you approach this problem and if you could give me some advice. Im by no means an expert VFX artist so consider me a complete noob!Thank you!0 Comments 0 Shares 85 Views
-
REALTIMEVFX.COM[Unity] [STORM SPELL] by Renzo Solorzano VFX_#11Hi I did this effect I hope you like it more content herehttps://www.artstation.com/renzosolohttps://www.patreon.com/c/renzosolorzanoVFX3DFull VideoThank you! 1 post - 1 participant Read full topic0 Comments 0 Shares 102 Views
-
REALTIMEVFX.COMAny recommendation for making UI FXs?Does anybody have any video recommendation to create UI FXs?I mean like when a character get frozen the screen starts freezing, or when a player its low heal it start pulsing, or even a moving widget. 1 post - 1 participant Read full topic0 Comments 0 Shares 106 Views
-
REALTIMEVFX.COMThesedays so confuse that what should i choose tool. ( niagara fluid, chaos, houdini, embergen, )Hello, Im vfx artist using unreal engine mostly.these days, so confuse to chooseDestruction Chaos cache, houdini.Explosion , liquid niagara fluid, houdini, embergen, liquidgen.I prefer to learn in unreal engine as possible as i can.but not sure, maybe Houdini can make more flexible art styleI want to know some opinions0 Comments 0 Shares 75 Views
-
REALTIMEVFX.COM[FREE] [UnityVFXPackage] [AuraShieldVFX] by Renzo Solorzano VFX_WelcomeGiftYou can download here https://www.patreon.com/c/renzosolorzanoVFX3DHi! This is a FREE Unity VFX package. An Aura Shield! with different versions. I hope you like it!I also wanted to make the gift animation so it looks great. FREE Unity VFX Package See you with more content! Full Video 1 post - 1 participant Read full topic0 Comments 0 Shares 98 Views
-
REALTIMEVFX.COMRYnwo's sketchbookRYnwo April 2, 2025, 10:19pm 1Hello everyone ,Ive been lurking on & off in this forum for a while and I guess its time for me to make my first post.I just wanted a place where I would not doomscroll (looking at you twitter) and keep my progress on one website.bit of context about me : Ive been interested in VFX for about 2 years now but with university I cant really dive into it that much, Ive done VFXApprentice about 1.5 years ago but since then havent really touch vfx , just here and there sometimes cause I had to look for an internship/apprenticeship and got depressed LMAO but Im motivated to relearn cause im pretty much back to a beginner at this point.My biggest problem is starting a project and just abandonning it because of my lack of skill for drawing, animation timing etc so hopefully ill keep this topic alive with daily or weekly updates on peronal projects !RYnwo April 2, 2025, 10:29pm 2Project 1 | Update 1 : Starting out with barely a block-inSo a while ago , I found this concept art and I started a new project with it ! using unreal Ive dabbled into niagara with a couple basic shapes and old textures , it aint nothing much but its honest work for now, Next update I will add more to this block-in and smooth out some curves baby (Im gonna need to figure out how to get video or gif on there)0 Comments 0 Shares 96 Views
-
REALTIMEVFX.COMNiagara simulation Cache for in game cinematic. or vat houidni..?Hello, I realized that Niagara simulation can be Cache.( particle, fluid, )in game scene, niagara real time simulation can be heavy. so think about change all as a cache.not sure is it good choice. cause not sure cache is safe for Ps5, switch platformsthere is another choice is Vat using houdini. but i dont know houdini that much. it it will take a lot of time to learn and vat texture is heavy alsomy personal taste is not learning houdini, focus on unreal niagara,material and cache but need opinion from here0 Comments 0 Shares 124 Views
-
REALTIMEVFX.COMLearning about shadersHello, everyone. I have been actively studying VFX for some time. I started learning with unity. In general, everything is going great, but as soon as I face a task that is not the most typical and requires creating a shader, I dont know what to do at all. I tried to watch various tutorials, read specialized materials, but I dont understand the logic of shader creation at all. So I really want to ask the local community to help me 1 post - 1 participant Read full topic0 Comments 0 Shares 104 Views
-
REALTIMEVFX.COMDemon Slayer 2D + 3D Fight VFX Reference SetFor being a training season, this had some of the series best fx. Really nice mix of hand-drawn and 3D too!I split the season into two videos, but they have pretty much all of the fight and action sequences.And of course, spoilers: https://mega.nz/folder/KxYnWaxD#BxMUSmBLz7ahwOu5h9zWZg 1 post - 1 participant Read full topic0 Comments 0 Shares 123 Views
-
REALTIMEVFX.COMLicenses and Licens termsHi everyone,Question is: while I was making VFX for movies i could buy assets, textures and models and use them how i wanted to create whatever effect i needed in that movie and my client would have rights to that movie. I am wondering how its working with VFX for games. Final product will be game so its not reselling textures or materials. I am making some VFX as freelancer and I buy some asset from lets say fab like textures,models or decals, can i give my effect that use them to some company to use it in their game or this company would need to buy rights to use them? 1 post - 1 participant Read full topic0 Comments 0 Shares 104 Views
-
REALTIMEVFX.COMRender temperature curveHi,how can i parametrize this with custom color without having to duplicate my system ans setting color manually?is it possible?Thanks 1 post - 1 participant Read full topic0 Comments 0 Shares 134 Views
-
REALTIMEVFX.COMQuestion about Ribbons and MeshesHello,I have been working on my teams University project and during the creation of an Ice FX was started wondering how to create nice curves with textures that flow around or into the player.I have attempted to create one by using a mesh but it did not work the way I wanted it to. Idk if its because my mesh is low poly or the way I set up the curve. I would like to be able to control the timing of the motion, stop the tiling and maybe control the size during the FX.It was my first time trying something like this and I feel like if I learn how to do it properly it would really improve the quality of my FXs.Does anybody know where I can find things about this topic or suggestions?0 Comments 0 Shares 103 Views
-
REALTIMEVFX.COMNeed help recreating this NFS effectI want to recreate this effect on my game when i crash. It is like an outline with a sketchy fill and saturated colors.I dont know how to start the Shader Graph or some other method.I would really appreciate it if someone could help me recreate this effect.Im using Unity 6.0 1 post - 1 participant Read full topic0 Comments 0 Shares 112 Views
-
REALTIMEVFX.COMCampfire LivestreamWe go live in less than an hour, if anyone wants to stop by and say hello to myself and @Keith . Heres the link where the stream will show up at 11:00 am CDT: YouTube VFX Apprentice In classic art schools, apprentices honed their skills alongside master craftsmen. VFX Apprentice harnesses the power of that model, delivering professional visual effects training across the globe, on-demand and entirely at your pace!Our education... 1 post - 1 participant Read full topic0 Comments 0 Shares 146 Views
-
REALTIMEVFX.COMPost-process messing with emissive materialsHi,In an empty new level, i put a simple sphere with an emissive red material glowing by multiplying color x1000.UE5.3.2 (cant upgrade right now)normal result:with Color {1 , 0.04, 0}weird result(with or without post-process):with Color {1 , 0, 0}the emissive is up with pure Red color why?light is emitted but the surface doesnt glow.if i make if glow x10000, we get:weirder result:if i add a simple post process actor to the scene, with default settingswith Color {1 , 0.04, 0}it flickerswith Color {1 , 0.04, 004}it flickers too i tried:DX11: the post-process bug is gone, but the emissive with pure color is still theredesactivating AA, exposure.updating GFX driverstinkering ar random with all parameters in the post-processnothing works.whats happening?thanks0 Comments 0 Shares 112 Views
-
REALTIMEVFX.COMHelp with Courses/ResourcesHey, i was looking for courses recommendations for complete beginners that want to start in VFX for gaming industry, mainly UE5 1 post - 1 participant Read full topic0 Comments 0 Shares 138 Views
-
REALTIMEVFX.COMEmbergen VDB is pixelated in UE 5.4Hello everyone,Im having an issue I cant seem to solve pixelated VDB in 5.4 created in Embergen.What ever voxel size and count I tried I still get the same result. The mesh car is imported for collider. And for proper scale I scale x100. The upscaler works for export but when I import in UE it crashes, the files are too big. There are 180 files at around 130 MB each. Is there some sort of solution for this or it is just the quality of Embergen in UE. 1 post - 1 participant Read full topic0 Comments 0 Shares 117 Views
-
REALTIMEVFX.COMBeen a while, heres some fun with Vertex Animation TexturesIve been meaning to post here more, I really like this forum and real time stuff is super fun.This is an effect I did for a Houdini Course I took last semester. I wanted to push myself and do something in Unreal so I looked into (finally) trying to understand how VATs work (I still dont really think I get it but Im somewhat confident I can use it as a tool so thats good).I wanted this effect to be an area control effect in a hero shooter environment, like Meis ice wall, but using lava that cools and solidifies as a part of the effect. Heres what I came up with: https://youtu.be/pHNSkQQRPIEAnd Heres a breakdown of the effect in Houdini: https://youtu.be/_1f4Es9hC5sI start the effect with a static mesh for a projectile, then when it collides I check the normal of the collision and if its the floor it spawns a new blueprint, which just plays the animation then shows a static mesh (the actual mesh exported by Houdini is just a cloud triangles, its also way higher poly count than the static export so it really should not exist for very long). Heres what the 3 Meshes look like:I made the parts of the mesh which cool quickly shiny, like obsidian glass, and the slower cooling bits more rough looking to actually mimic how cooled lava actually looks. Im really happy with the final look but I think I could work more on the initial lava shading, maybe even have it glow, and shoot sparks and smoke or something.My next step is going to see if I can get this running in Godot, its seems like quite a challenge since the Unreal material graph for reading the dynamic remesh textures is kind of a mess thats been hard to parse. If anyone knows of any secret documentation as to how Vertex Animation Textures work I definitely need to read up on this system a bit more.0 Comments 0 Shares 133 Views
-
REALTIMEVFX.COMPlugins and VFXChat,i need a cheap/free plugin for vfx, yall got any ones please reply to me with the link.PS: i would prefer a flipbook but others will work just as fine! 1 post - 1 participant Read full topic0 Comments 0 Shares 154 Views
-
REALTIMEVFX.COMNiagara set array vs set array element n times performanceIve been testing if setting many elements in a niagara array (from Blueprint) has any extra performance overhead compared to sending the whole array and it appears that there is no measurable difference.Does any one know if any extra overhead is incurred per singular writes into niagara array?Or at what point one approach is more beneficial over another?So far sending whole array of 5000 vec4s and setting 500 elements in a loop only seems to have blueprint associated costs, but i might be wrong here.0 Comments 0 Shares 114 Views
More Stories