RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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  • Offering Free Sound Design for VFX Artists' Portfolios
    realtimevfx.com
    Hello everyone!Im a sound designer looking to collaborate with VFX artists by adding sound to your portfolio piecesfor free. I offer this because I love designing sound for isolated VFX. Also to expand my portfolio and connect with fellow creatives.If you are interested feel free to email meyoull find my contact info on my website: https://sergisabater.carrd.co/#freevfxHope to chat with some of you soon. Have a good one!
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  • Stylized VFX Unity Pack
    realtimevfx.com
    Hey ! Ive started selling packs on the unity asset store! >STORE LINK<one free with flipbook and particle system fire and smoke ! > LINK FIRE <Fire Toon Particle - URP Packageand a pay pack with impact particle ! > LINK IMPACT <Impact & Hit VFX Particle - Unity Feedbacks and suggestions are welcomed ! 1 post - 1 participant Read full topic
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  • How can this effect be done?
    realtimevfx.com
    what is the technique used with this moving part of the scepter, it looks like goo or lava but Im not sure how can they be done as real 3d, not just with erosion texture or flipbookRubick ARCANA Introduction - Dota 2 1 post - 1 participant Read full topic
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  • Community sketch voting - Sketch #65: Winter Spell
    realtimevfx.com
    Vote for your favorite submission by heading over to Sketch 65 - Winter Spell : Click HereTake a look at each entrant, then press the vote button on the top left to vote for your favorites!(Scroll up to the first post)**Check the original prompt here : **December VFX Sketch[#65]: Winter SpellVote timeline:February 2nd February 16thYou can vote on your own entry! We just ask you be honest when rating your own entry and others. Were all part of this small community and ask you to show respect and integrity at all times!Note: you must be trust level 2 or above to voteWell release the results on the 11th! (ish) Happy voting
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  • How to get these kind of floor material in Unreal Engine?
    realtimevfx.com
    Im looking for the checkered floor material shown in the attached video and photos, but I cant find it in the fab. Does anyone know of one?I dont think this is the floor material that comes standard in Unreal 5.Its definitely not marble, and if you look closely it has a paper-like texture. Where can I get something like that?Unreal Effect Portfolio IceMoonUnreal Engine Niagara Effect Portfolio https://cdn.artstation.com/p/video_sources/001/868/043/skill-shiled-01.mp4 1 post - 1 participant Read full topic
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  • Occasional Progress Reports
    realtimevfx.com
    Ive decided to make this thread for any small to medium sized projects I want to share instead of making whole new posts.I made a simple HLSL custom node for something that I did with nodes at first. I am converting a texture to YUV, approximately, blurring it, and then, approximately, converting it back to RGB. This was inspired by Mirza Beigs work.I tweaked some of the numbers in the YUV to RGB conversion after the initial numbers I found produced off color results.HLSL is much less scary once I watched a few Ben Cloward videos on it.Heres the node based version of it. This version runs with 2 more instructions on most surface materials, but actually runs slightly faster in UI. Truly negligible differences.The material function:HLSL effect:Node effect:
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  • Niagara Spawn Particles In Grid not working
    realtimevfx.com
    When using that module all particles are spawn at a single location. Anyone has any idea why that is? I am using standard settings 1 post - 1 participant Read full topic
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  • How does Texture Sheet Animation module work
    realtimevfx.com
    I have this shader in Unity which basically consists of a texture linked to UV channel 1however, if I try to use the Texture sheet animation module with UV0 it still affects the textures linked to different UV channelsand when I select the channel that should be affected nothing happensso what exactly is the problem here, Im assuming it works in a different way than Im thinking aboutbasically, I need this for when I have a sprite sheet with different variations of lets say flame so I want to split it, but I dont want the mask/erosion texture to be affected with that
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  • How to Ensure Consistent Niagara VFX Quality Across Different Lighting Environments?
    realtimevfx.com
    Hey everyone,As many of you know, Niagara VFX can look completely different when viewed under different lighting conditions. This is a challenge I often face when working with clients. Ill create a VFX that looks amazing under my lighting setup, but when the client integrates it into their environment, it doesnt look the same at allsometimes it even looks awful. This inconsistency can be frustrating.Has anyone else experienced this? What solutions or workarounds have you found effective for ensuring that the VFX maintain their intended appearance regardless of lighting variations? Any tips or tools you could recommend would be greatly appreciated!Looking forward to your insights!Thanks!
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  • Overwhelmed but Eager to improve: Seeking Guidance to Start in VFX
    realtimevfx.com
    Embarking on this journey into the world of VFX is very exciting but feels very intimidating. For me I feel lost amidst the sea of technical jargon and complex mathematical concepts. While I understand this site offers a guide for beginners, I still find myself a bit confused and unsure how to proceed. I regret not asking earlier but I ask for advice on how do you guys simplify the process, prioritize essential skills, and build confidence when taking your first steps into this fascinating field. Any guidance would be greatly appreciated. 1 post - 1 participant Read full topic
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  • Ground Crack in Unity HDRP
    realtimevfx.com
    Greetings, everyone!I wanted to do a similar effect in a project using Unity HDRP, but all the tutorials I found only work for URP. Also writing a custom shader for the depth mask didnt help either, since HDRP shaders dont have subshaders.Here is the effect I would like to do:Here is the custom shader I trying to use on the mask depth mesh:Shader Masked/Mask {SubShader {Tags { Queue = Geometry+10 }ColorMask 0ZWrite OnPass {}}Please advise, maybe you have some ideas how to realize such effect in HDRP project?
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  • Local Screen Space Radial Blur Approach
    realtimevfx.com
    Hi,I wonder about the best approach for screen-spaced effects for explosions, impacts, and aftershocks. Noticed them in many games, Im talking about the local radial blur-like effect. Here are two references:https://youtu.be/qj9ed1XWem8?si=0q5HFxI9xdWRDGWC&t=305In this one, light particles have trails similar to radial blur, but they are too consistent, I thought that this many samples for a screen space radial blur could lead to performance issues, maybe they used a different approach?https://www.youtube.com/watch?v=Ply-2cjzC68&t=996sIn this example looks like a regular radial blur is used, but still, this is a kinda expensive screen space effect, and I wonder how they managed to add it without impacting the performance.Can anyone share some info about how to make these kinds of post effects, and most important, optimize them?
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  • Stencil mask/ Buffer help needed?
    realtimevfx.com
    Hi !Im trying to find ressources, tutorial, or explanation that touch the subject of stencil mask/buffer, , im planning to make a portal/rift with depth like something else is behind it, and after looking around i got told this was a technique that could work great, i sadly really cant understand the principle behind it or find a good tutorial that explain the principal?how to build that shader/effect ?I understand that a Plane i acting ask a transparent mask that then show only in that plane the thing masked to the rest of the scene, but aside that i really cant warp my head around how to actually make the whole system happen/function.Any help or good tutorial welcomed ! Sorry if that has been asked before !
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  • Niagara Fluid and Chaos Fracture Collision | UE
    realtimevfx.com
    (topic deleted by author) 1 post - 1 participant Read full topic
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  • Niagara Fluid and Chaos Fracture Collision | Unreal Engine 5
    realtimevfx.com
    HiMade a video about niagara fluid collision and fracture, but it is in ukr languageYou can turn on automatic eng subtitles, but if this is not enough - plz write, I will add them manuallyNiagara Fluid and Chaos Fracture Collision #UE5 1 post - 1 participant Read full topic
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  • My portfolio - VFX and game project
    realtimevfx.com
    Hi! My name is Tobias and Im currently doing my final year of the Bachleors program in Game Development at Stockholms University.I just finished off doing a game project with 9 other game-dev students as a part a course where I was the only VFX-Artist. I will be uploading my work on artstation during the upcoming weeks and i would really appriciate any feedback. Portfolio link:https://www.artstation.com/tobiasbostromThe game was made during a 7 week period and its a small turnedbased-rpg where the enviroment is a mix between 2D and 3D.The game will be released on itch in the upcoming weeks but if you wanna try it out you download it out here:drive.google.comDreamBound_Game.zipGoogle Drive file.There will be some more stuff/polish added before we release it on itch as well as some small bug fixes. Give it a try and tell me what you think!
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  • Looking for UE5 and Houdini VFX work
    realtimevfx.com
    Hello, I am currently looking for VFX work. I have 2+ year experience and would love to use that to assist with new projects. My ArtStation is: https://www.artstation.com/artwork/Bk2wRD.Please email me at calebsculpts@gmail.com for any opportunities. 1 post - 1 participant Read full topic
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  • Breaking Down EyeAdaptation and EyeAdaptationInverse Shader Nodes in Unreal Engine
    realtimevfx.com
    I came across a post from Beyond-FX about keeping your emissive material the same regardless of the exposure in the game level. The EyeAdaptation node is used in the post. I had encountered the EyeAdaptationInverse node in the tutorials, but didnt understand how it worked. So I decided to figure out how it works and whats the difference.What is Eye Adaptation?Eye Adaptation (also known as Auto Exposure) simulates how the human eye adjusts to different lighting conditions. When you move from a bright area to a dark one, the scene temporarily looks darker until your eyes adjust, simulating real-life vision. And vice versa. As in the example belowWhere to Configure ItYou can turn on/off and modify Eye Adaptation in Project Settings (Check the Auto Exposure to turn on)or edit in the Post Process Volume (that you need to add to the scene; the Auto Exposure from the project settings must be enabled) adjust speed, compensation, and brightness limits to control how your scene transitions between light and dark.P.S. In Unreal Engine, in order for Post Process Volume to apply effects to the entire scene (regardless of its size), you need to enable the Infinite Extent (Unbound) option.To keep the post-processing effects but TURN OFF the Eye Adaptation effect, in Exposure set Min EV100 and Max EV100 to 0.EyeAdaptation, EyeAdaptationInverse shader nodesI created a project, Auto Exposure is turned on, NO Post Process Volume.Created a simple debug material with Emissive 10, Translucent, Unlit.As a result, our Emissive value is always 10. BUT! We see that in the shadow the white circle becomes lighter, and in the light it becomes darker. This is because Auto-Exposure (Eye-adaptation) is enabled.Lets multiply our value of 10 with EyeAdaptation nodeWe see that the values have now been multiplied by ten, in the light emissive = 100, in the shade = 300Now lets divide Emissive (10) by EyeAdaptation, i.e. use the technique from the Beyond-fx post.We see that our Emissive values get smaller in the shadows (around 0.3) and larger in the light (around 1.2). BUT! Our white circle has the same Emissive.Lets use the EyeAdaptationInverse nodeAs we can see the result is the sameConclusion: Dividing Emissive (10) by EyeAdaptation and putting Emissive (10) in EyeAdaptationInverse = the same result = a constant brightness everywhere (The fact that the emissive numbers change is not important; we only care about our white circle.)But what happens if you split EyeAdaptation into Emissive (10) the other way around?We see that our white circle gets lighter in the shadows and darker in the light, but 10 times less than when we multiply EyeAdaptation by Emissive in Example 1.To summarize:Auto Exposure, Eye Adaptation simulates how the human eye adjusts to different lighting conditionsEyeAdaptation; EyeAdaptationInverse nodes = its a NUMBER varying with a scene lighting, if auto-exposure works.EyeAdaptation = Lighter in the shadows, darker in the light.Use EyeAdaptationInverse or divide an Emissive value by EyeAdaptation, if you want a constant brightness on any level and any auto-exposure settings.Homework: create nodes where your effect will lighten in the light and darken in the shade (honestly, I dont understand how to do it myself)
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  • Looking For A Mentor
    realtimevfx.com
    Hello there, everyone. I have just posted my portfolio on ArtStation here.Id love for someone to give me some input. Thank you very much in advance. 2 posts - 2 participants Read full topic
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  • Niagara System Not Rotating with Character in Animation Notify
    realtimevfx.com
    I have created footprints by spawning from a Child Actor Component Renderer in a Niagara system. I then attached this Niagara system to a Notify in an Animation Sequence. The actor being spawned contains a footprint Decal. However, the spawned actor does not align its rotation with the characters rotation. Normally, any FX attached to a Notify should always align with the characters rotation. How should I fix this? 1 post - 1 participant Read full topic
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  • VFExtra for UE5.5
    realtimevfx.com
    A new version of VFExtra released for UE5.5nielsdewitte.beVFExtraToolset for VFX artists in unrealIf you scroll down to the resources section youll find I also added a separate resources pack with niagara modules and vfx materials.Because of this the plugin will now be purely editor only (which should avoid the build issues some users were having)As usual please let me know if you have any issues or feedback in the thread or on discord!
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  • How to turn off the influence of light on vfx
    realtimevfx.com
    Hello! Anybody know, how can I remove the influence of level lighting on the color of my effect? I tryed use Unlit material and Eye Adaptaion node, its almost nothing do. You can see in the picture that my laser is red in the shadows, in the light it is yellow. But real color is red.If you played games like Path of Exile 2, you could see, that blue lightning always blue on the all levels.
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  • Opacity Based Back Scattering Mini Tutorial [UE5.5)
    realtimevfx.com
    Hello everyone,This is something I have been wanting to achieve for MANY years and I finally was able to accomplish it so I figured I would share! This is for UE5.5 but it may work with earlier versions too. It works thanks to some new upgrades to the scene capture 2d entity. Im not sure exactly when the changes were made but it was fairly recent. (pass info settings in details panel)This mini tutorial will go over how to set up an emissive back scattering map that is based on the particles opacity map. This solves the issue of having halos around each individual sprite when you try and bake a scattering map into the texture.Create your particle system. For this tutorial I will be making some clouds. Make your material for your particles and set it aside for now, we will need it later.Create a new render target, Set the format to RGBA8 and the resolution to 1 pixel. If you wanted you could automate this creation via a blueprint but for now we will just manually create the render target.Add a scene capture 2d entity into the level. This is where the magic happens. Assign your render target to the capture2d entity and enable the capture every frame flag.Disable the atmosphere flag or else the opacity from the particles wont show up in the RT.Enable the main view camera for the capture source and the ignore screen percentage. This is required for the RT to map correctly onto the particles. The render divisor can also dramatically improve performance. A value one 1 is rendering the full screen resolution, which is total overkill. Setting it to 4-6 still looks pretty good.Open up the material you used for your particle system. Create a new texture sampler and assign the render target. Create a screen position node and plug it into the UV of the texture sampler with the RT.Thats it! You can combine this backscatter mask into your shader however you need. Im doing a bit of extra stuff to adjust color and fade based on camera angles etc, but its not required for this technique to work. The great thing about this is since its using the opacity buffer from your particles, it will correctly react to changing opacity from your niagara systems.Troubleshooting: If your particle isnt showing up in the render target, make sure you dont have the hidden in scene capture flag set in the particle details panel.Enjoy!
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  • .eaacon: Sketch #65
    realtimevfx.com
    Hey everyone! Ive always wanted to participate in one of these, and since I recently finished my portfolio feels like the perfect time. Although like I only really have around a week, I wont put too much pressure on myself and Ill do my best!I started thinking about ideas a few days ago and Im thinking something like ice punch from Pokemon with an asset like Iceborn gauntlet from League of Legends? Anyways for now heres a concept I quickly sketched out yesterday and Ill post more tomorrow so stay tuned!
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  • SwingBill: Sketch #64
    realtimevfx.com
    Hello!Im creating this post in order to participate.Today Ive worked on:Ref gatheringThumbnailingTrying 3 different types of animating my effect. Decided to go as simple as I can.Tomorrow Ill be working on the visuals of the effect.First trySecond tryIve tried to spawn the particles in a spiral shaped mesh but didnt know how to make it spawn in a specific order.Third try (chosen one)
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  • Unreal Engine Cinematic DemoReel
    realtimevfx.com
    Here is my Cinematic DemoReel, all made in Unreal EngineUnreal Engine Cinematic DemoReel - Stanislav Petruk 1 post - 1 participant Read full topic
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  • Looking for part-time realtime vfx / cinematics project
    realtimevfx.com
    Hello. My name is Stan. I am realtime vfx and cinematics artist.10+ years of experienceArtstation: https://www.artstation.com/illusorischReal-time cinematics demoreel: https://youtu.be/1LxgideKydkLinkedIn: Stanislav Petruk - Piranha Games | LinkedInEmail: stas_petruk@hotmail.comI am looking for part-time projects with flexible schedule (Preferably but not limited to Unreal Engine). What I can offervfx for games and cinematicsvfx feedback sessionsbuilding and managing a team of vfx artistsmentoringart directing, vfx preproduction stage, developing the stylefull-circle cinematics production (including motion capture)masterclassesI am mostly available in PST time zone ( 3-4 hours)
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  • How to Get Started with Making Flipbooks for Game VFX?
    realtimevfx.com
    Im a beginner in creating Game VFX and usually my works feel computer generated because its all procedural. I wish to learn Hand painting textures and specifically flipbooks (texture animation), How can I get started? any Books, articles, websites suggestions could really help me a lot!(not my work, just for an example *image from VFX apprentice) 1 post - 1 participant Read full topic
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  • Mesh based sword slashes
    realtimevfx.com
    Hey yall, i want to do some sword slash FX similar to the ones in marvel rivals, but for the life of me i cannot get the mesh to line up with the animation. ive tried rotating it manually to align with the axis of the slash then spawn it at a specific frame, but then the other anims dont line up, ive tried spawning in local space with the mesh parallel to the sword and such but that didnt work either. Im getting really frustrated with it.I know i can just make a specific mesh for each animation, but if possible id like to only use one niagara system for it.any advice?
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  • VAT (hodini) vs Unreal Oun Vertex Anim tools. Not working
    realtimevfx.com
    Can somebody tell please, VAT tools from SideFX and Vertex Animation Tools (plugin from unreal) use different description of position in a file? Textures I exported from Houdini is not working with unreal VertrexAnimTools, It interpritates it wrong.Is it possible to convert one to another? 1 post - 1 participant Read full topic
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