RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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  • REALTIMEVFX.COM
    Ivan Ostanin - Sketch #65
    Ill probably try to participate, I have a week or two.My idea is to use an existing animation in a blueprint for the effect and update it for the winter effect.Im trying to figure out the blueprints and find all the key moments to replace.The most important thing is the effect, its just an impact, Id like to replace it with something original.Then Ill add a winter location and try to figure out what it could be.
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    Hovl: Sketch #64
    Hi, I want to participate. I dont have enough time this month but I will try. 1 post - 1 participant Read full topic
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    Looking for Some Tips for Creating Realistic Fire Effects in Real-Time VFX?
    Textures:EmbergenHoudiniPhotoshop/PhotosSubtance designerTricks:FlipbooksAtlasesUV distortionLayer orderingTransparent opaques clippingVertex offsetScreen space color6 way lightStencilBlending options for transparentsCubemap samplingPbr piplineTeselationNoisesSdfPerformance:Create more effectsRead documentationLearn about rendering pipline MIT gpu course on youtubeLearn about shader contexts like vs fs and how to efficient manage dataDont use millions particles when you can use quadUse quadsQuads the bestImpostersGPU instancingUse pbr only in necessary partsImitate lite if possibleColor:Blending options for transparents6 way lightPbr piplineDocumentationResources with pallets of everythingPhotosUnderstanding of light in engine from documentation
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    Where can I learn to create shaders for Unreal Engine?
    Hello, Im new to game VFX and unsure where to begin. Ive watched some videos where people recommend learning shaders. Do I need to master shaders in-depth, or is it possible to create VFX without diving deeply into shaders? Im also unclear about how real-time VFX work. Could you please guide me? 2 posts - 2 participants Read full topic
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    Learning Process
    Hey everyone! My name is Daniel , and Im a passionate game developer who loves creating unique and immersive experiences. One of my favorite tools to work with is Unreal Engine, especially the Niagara VFX system. Why? Because its the perfect blend of technical precision and artistic freedom, allowing me to craft visually stunning effects. Atleast I am trying to.My love for real-time VFX comes from my fascination with games and the magic that visual effects can bring. Whether its subtle atmospheric touches like dust and light particles or epic explosions and energy waves, I enjoy bringing worlds to life and immersing players in unforgettable experiences.What Im showcasing is not just a demonstration of my skills in the Niagara system, but also a glimpse into my creative process. Im constantly experimenting with shaders, particles, textures, and dynamic controls to discover new ideas and push myself to new levels.If youre interested in real-time VFX, whether youre just starting or are already experienced, lets connect! Id love to exchange tips, techniques, and experiences so we can inspire each other and push the boundaries of visual effects.I cant wait to hear your thoughts, so check out the videos and screenshots below and let me know what you think!
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    Translucent VFX not casting shadows
    Hi guys, when trying in 5.4 or 5.5 to cast shadows from translucent material VFX, nothing happens and I cannot figure out whyHere is my current setup :VFX :Material :DirectionalLight :Ive also tried enabling the Volumetric Translucent Shadow, and also enabling the cast shadows as Masked, but no luck.If anyone knows what might be going wrong, I would really appreciate, thanks !
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    Newbie asking for career advice / help
    zpmn182 December 15, 2024, 2:30am #1I am 32, scared, confused and desperate, and trying to pivot into a new career, wanted to work in games/animations (vfx) since I was a kid, but I am at a point where i need to just focus and try to get a job as soon as possible(6 months), need some advice, is the real time vfx industry kind to beginners?, should i try to get a software development job?, I apologize for the questions, i am just a bit confused and need some help.Manus December 15, 2024, 7:25pm #2So its a broad question.First of all, doing anything in pressure of getting a job in a limited time is a bit of a gamble. Prob better finding any job that can secure you and working on your VFX portfolio in a free time. I know a lot of people that succeed quite well with that approach.6 months can be a tough time if you also need to learn and create a portfolio. Time always depends on personal adjustments and how much work you will put in, but I would say that with a year you have quite big chances to prepare portfolio and find a job, with 6 months it might be pretty tough.Its quite simple to secure a job when you are a mid or senior, but for juniors there are no positions as not many studios can actually mentor you, so lots of people start with mid positions and for that you usually need to also show with your portfolio that you could handle effects decently. Its not too hard (I did that for instance), but well, it takes some time.Also if you worry about your age, dont. I know a VFX Artist that transitioned and got a job being 45. I also know many people that did after 30 and its never too late definitely worth giving it a try if it was a dream of yours. Impostor syndrome will be eating you up, but never believe it! Just keep on improving and asking other vfx artists for feedback. With time you will manage Hopefully those answers help. They might not be fully optimistic, especially about time scope, but prob in this situation being realistic is more important.2 Likes
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    Intro to Substance Designer for VFX
    Hey everyone we just announced our 3rd course and the last one for this year.Intro to Substance DesignerIn this course, youll learn how to create VFX textures using Substance Designer! Well go through everything you need to know to build a wide range of textures, whether theyre realistic or stylized. Youll also get a solid understanding of the core principles and techniques along the wayBy the end of this course, youll have the skills to design high-quality textures and bring your creative ideas to life.Our instructors for this course will beMicha Potakowski @Manus and Bjrn Riemann @Atiwe have a pre-sale going right now get 25% off using the code madvfx25mad-vfx.comVFX in Games: Intro to Substance DesignerLearn how to create stunning VFX textures in Substance Designer! This course will teach you everything you need to know to build a variety of textures, whether realistic or stylized. Well show you how to approach texture creation step by step,
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    VFX Awards Winners Announced!
    https://www.youtube.com/embed/G4PCNV8bqF8Thumb: 1 post - 1 participant Read full topic
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    Where to start my VFX journey?
    Hello! Im a first-year college student and I recently became interested in VFX for video games. The only issue is that I have no clue where to start. Im coming from absolute zero experience in VFX, so searching for the right tutorial is not going so well. I would hopefully like to get an internship in 2025 or 2026, so I have some time to get experience under my belt! Im hoping to work for companies like Riot, Blizzard, Capcom, etc. but I know that may be a reach. So far all Ive done is downloaded and taken a peek at Unity, and watched some videos about the artistic principles of VFX. Any tips on where or how exactly to start my VFX journey? 1 post - 1 participant Read full topic
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    Looking for remote VFX and 3D Job
    Hello!My name is Sedrak, and I am a specialist in visual effects and 3D design. I have experience working with:Unity (VFX Particle System, Shaders)Cinema 4DRedshift RenderCorona RenderPremiere ProPhotoshopIllustratorI am passionate about creating vibrant and impactful visual effects, eager to bring creative ideas to life, and ready to collaborate on unique and innovative projects.PortfolioI am based in Armenia (GMT+4) and available for remote collaboration.ContactGmail: sed.ogganes@gmail.comI look forward to discussing potential opportunities!
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    Looking for remote VFX and 3D work
    Hello!My name is Sedrak, and I am a specialist in visual effects and 3D design. I have experience working with:Unity (VFX Particle System, Shaders)Cinema 4DRedshift RenderCorona RenderPremiere ProPhotoshopIllustratorI am passionate about creating vibrant and impactful visual effects, eager to bring creative ideas to life, and ready to collaborate on unique and innovative projects.PortfolioI am based in Armenia (GMT+4) and available for remote collaboration.ContactGmail: sed.ogganes@gmail.comI look forward to discussing potential opportunities!
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  • REALTIMEVFX.COM
    [Niagara 5.4] Dissolve static mesh Mini Tutorial!
    THUMBNAILDissolve effects are undeniably cool and widely used in the VFX field, Id like to share a straightforward technique I use to dissolve a static mesh into dust. MATERIAL SETUP OVERVIEW For this effect, we just need one master material, which is used for the material of the static mesh. Then, create a material instance of this for the motes dissolve effect.Dissolve Logic:A texture sample is used as gradient mask.A dynamic parameter is used to control the dissolve amount and edge thickness dynamically in Niagara System.Particle MaskMainly used to mask out if material is used for particle motes. This can be replaced by a round texture instead.Texture SetupSimple textures setup for replacing static meshs texture.A dynamic parameter is used to control static mesh triangle UV when used for particle motes.Material SettingsThe material domain is set to Surface, and the blend mode is Masked for controlling the visibility based on the dissolve logic.Two-sided rendering is enabled to ensure proper rendering of both sides of the mesh.The dissolve function is custom-built, and you can check it out here Dissolve technique!. Keep in mind that you can also create your own dissolve function tailored to your needs. NIAGARA SETUP OVERVIEW In system setup, create 2 variables Amount and Edge_Width (theyre equivalent to the variables set in material) which is going to be hooked up in dynamic parameters later.Amount: Control the dissolve amount of the static mesh in the range of 0 1Edge_Width: This will decide the fade range of the static mesh. Motes will only spawn in this range so if this value is 0, theres no motes to spawn so keep that in mind.Static_Mesh emitterSimply burst 1 mesh particle with above material.In the dynamic parameters, hook the variables above with the ones inside material editor.NOTE: If the edge isnt displaying a dithered effect, it could be because the Edge_Midpoint is set to either 1 or 0. Try adjusting it to both values to see the effect.Motes emitterIn sprite renderer, use the material instance created by the master material with ParticleTexSampleUV ticked.Create a scratchpad named Reject Spawning.This scratchpad is designed to spawn particles on a static mesh, sample the UV coordinates from each triangle, and use them to feed into the gradient mask texture, which is the same texture used in the material setup. Next, implement the same dissolve logic function and isolate the edge to spawn particles exclusively from the edge.Reject Spawning setupDynamic parameters setupHook TexCoord_U and TexCoord_V created by the scratchpad to sample correct base color of the object.Keep in mind to set the Amount to 1 so the particle is fully visible.Thats all the basic setup for the effect to work, you can tweak it furthermore by adding forces/ scale color/size.Enjoy the results! I hope this tutorial is helpful to everyone. If you have any questions, feel free to leave a comment below!Similar topic: Spawning particles from the edge of dissolving? - #12 by Jukerlaw
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    Need Direction with Unclear Infinite Loop Error
    Unreal Engine 5.5. I need a little help and a direction to point in while trouble shooting this issue. Out of nowhere I started getting Infinite loop detected - Log:Infinite loop detected. Blueprint: Stats_FunctionLibrary Function: Sequence Call Stack: ShowScript call stack:Function /Game/Inventory/Attachments/BP_ActivableAttachment_Master.BP_ActivableAttachment_Master_C:ReceiveBeginPlayFunction /Game/Inventory/Attachments/BP_ActivableAttachment_Master.BP_ActivableAttachment_Master_C:ExecuteUbergraph_BP_ActivableAttachment_MasterFunction /Game/Inventory/Attachments/BP_Attachment_Master.BP_Attachment_Master_C:ReceiveBeginPlayFunction /Game/Inventory/Attachments/BP_Attachment_Master.BP_Attachment_Master_C:ExecuteUbergraph_BP_Attachment_MasterFunction /Game/System/FunctionLibraries/GeneralUsage_FunctionLibrary.GeneralUsage_FunctionLibrary_C:GetRatingColorFunction /Game/System/FunctionLibraries/Stats_FunctionLibrary.Stats_FunctionLibrary_C:Get Gear Stats RatingInfinite loop detected. Blueprint: Stats_FunctionLibrary Function: Branch Call Stack: ShowScript call stack:Function /Game/Inventory/Attachments/BP_FiringAttachment_Master.BP_FiringAttachment_Master_C:ReceiveBeginPlayFunction /Game/Inventory/Attachments/BP_FiringAttachment_Master.BP_FiringAttachment_Master_C:ExecuteUbergraph_BP_FiringAttachment_MasterFunction /Game/Inventory/Attachments/BP_ActivableAttachment_Master.BP_ActivableAttachment_Master_C:ReceiveBeginPlayFunction /Game/Inventory/Attachments/BP_ActivableAttachment_Master.BP_ActivableAttachment_Master_C:ExecuteUbergraph_BP_ActivableAttachment_MasterFunction /Game/Inventory/Attachments/BP_Attachment_Master.BP_Attachment_Master_C:ReceiveBeginPlayFunction /Game/Inventory/Attachments/BP_Attachment_Master.BP_Attachment_Master_C:ExecuteUbergraph_BP_Attachment_MasterFunction /Game/Inventory/Attachments/BP_Attachment_Master.BP_Attachment_Master_C:Generate StatsFunction /Game/System/FunctionLibraries/Stats_FunctionLibrary.Stats_FunctionLibrary_C:Get Gear Stats RatingServer logged inPlay in editor total start time 0.38 seconds.Clicking on the sequence or branch call brings me into the Standard Macro nodes for the For Each loop. Looking at Show for each you se the call stack, which Im assuming the last file Gear Stats Rating is what is calling those For Each loops.However adding a breakpoint I see the loops being cycled through but they end and exit as they should, no infinite loops detected. I limited my infinite loops calls to 10k so I wouldnt freeze up.An interesting factor is, each of these attachments calls the get gears rating function from the function library - and as I delete them - e.g. lower the number of attachments that are in the scene, the infinite loops errors go from 2 to 1 and then magically disappear.The number of Infinite loop errors is 2 when there are more than 45 attachments. and 1 error when its 30 or more, and no errors when its under 30. If I copy paste all 46 attachments, I get 4 Infinite loop errors with 90 attachments. Its a numbers thing but I really dont know what that means.Is this issue familiar to someone, how would I go about troubleshooting this? Aside from some obvious issue which doesnt appear to be the case since I ran it through with breakpoints, what are other causes for Infinite loop timeouts I could explore?Video of Count Errors:Video of Errors:
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    Rotating point positions around a local axis in Niagara
    Hi there, first post! I am playing back a Houdini Point Cloud animation within a Niagara system and am trying to transform the point positions, to rotate/reorient the entire animation around an axis (so as to point upwards instead of sideways, for example it is not the points orientations I want to modify, rather transform the entire pointcloud uniformly, but I need to do that at the emitter level)In a scratchpad I can add uniformly to the points positions to transpose them along X, Y or Z, but I cannot figure out how to rotate their positions around a local axis the way I would do in Houdini VEX: ie create an empty matrix, apply an axis/angle rotation to that matrix, and then finally multiply the points positions by that matrix to apply the transformation. I am seeing a lot of nodes that will potentially help with this but I am stuck. I know I am missing something really obvious here
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    My first work on Unity! Asol fanart!
    Hey, Im slowly expanding my skillset and im slowly getting into Unity3d as well. Came over from Roblox.Wanted to make my little Aurelion Sol ultimate fanart! Feel free to give me some tips!With background 1 post - 1 participant Read full topic
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    The Start - Real Time VFX
    Hello everyone,Im SonTeru, and Im excited to start my journey into real-time VFX and gaming VFX as soon as my Unreal Engine installation is complete. I wanted to share this moment as a sort of kickoff point. I chose Unreal Engine over Unity because I see it as a pathway to larger projects in the future, and it really captivates my interest. I know some people find it challenging to learn, but Im eager to dive in and give it my best shot. Im not sure how often Ill update my progress or if Ill stick with VFX, but I hope this community will provide the guidance and support Ill need along the way.If anyone has any beginner tipswhether for VFX in any game engine, advice for tackling challenges, suggestions for Unreal Engine, or reasons to consider switching to UnityId love to hear your thoughts. I plan to read all the feedback and share my experiences as I move forward.With about a year and a half left before I graduate high school, I want to get started rather than wait too long.(Yes I did use AI to fix all my mistakes and make it more friendly. I suck at English)
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    Hi, I need help with this effect
    Hi, I have a problem with this effect, I dont really know how to fix the ribbon. I want it to end after it hits the ground but Im a bit stuck with the animation stuff as its the second time I have used it. Please help me.Also any tip to make it cooler, would be nice! 1 post - 1 participant Read full topic
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    Looking for Feedback on my website/portfolio, as well as open Jr level VFX roles!
    Hello!I wanted to send out my website to everyone here for some feedback. Ive been really struggling lately in my job search both inside and outside of the gaming industry.My website is https://CGCryptid.comAny constructive feedback is highly appreciated. 1 post - 1 participant Read full topic
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    Hello! Another newbie cooking!
    Hello!! I found this forum and thought would be decent place to get some feedback. I work in Unreal Engine, Blender only. So heres what I finished up 2 days ago:Ice VFX practiceI see that this months new challenge is a winter spell - so I suppose I will have to make something new for that I also have a few questions as I am quite new to this whole thing:If You checked my video, You could see that I have barely any idea what I am doing or how to present my workWhat are good practices in setting up a scene to display the VFX I have done- especially isolated effects without any background. What should I pay attention to, how to keep neutral background and present the very effect to the fullest?What do You think about my ice effect? I would prefer harsh critique over pats on the back in every aspect of it. Be rough and be true - I want to improve. What would You omit? What would You add? Why are those ribbons looking like sh*t?I look forward to participating in this community! I am going to let myself cook now!V
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    Niagara Mesh Particle Stretch Effect: How Does It Work? Help Please
    Hello, while watching tuataras youtube video I noticed the interesting and seemingly simple technique you see above (Its not simple). I want to understand the technical working principle, please help with this by answering the questions I ask.(Writing about the screenshot above) The material looks simple. We subtract the Particle position from the XYZ position (XYZ = 0 in Dynamic Parameter), add a mask so that the bottom part is pulled by UV at the beginning, followed by the top part.This material does not work without the following specific Niagara system settings.Interpolate Over Time module with the Input Position: (Particles: Position)As I understand it, the Interpolate Over Time module makes a smooth transition between digital values. (Not 0 1, but 0 0.1 0.2 0.3 etc), where smoothness of transition depends on Rate Of hange item.Target Vector Value - This is the target we want to move towards (In our case dynamically updated Niagara position on the scene)Conversion Operation: Passthrough as a Non-Large World Vector - Treats values as vectors (directions), not positions. It doesnt tell where to come (position), it just shows which direction to go and how fast.View of effect when Rate of change = 0.5A new Vector 4 parameter is created. For Vector RGB, the following is selected:(Particles, Interpolate Over Time, Interpolate Over Time V3: Moving Average).For the Float (Alpha), nothing is added.The Dynamic Material Binding is changed to our new Vector 4.At the same time, the value of Float (Alpha) works as the alpha of our material (responsible for the masks intensity). If Dynamic Param Alpha in the material is disabled, then Float Alpha will not affect the emitter either.Inherit Source Movement is a module in Niagara that allows particles to inherit Niagara System Actor object on the scene. Does the same thing as Local Space (If Local Space is switched off)The Dynamic Parameter module is not essential (without it, everything works), but in practice, changing its parameters has no visual effect. Specifically, WPOIntensity (Dynamic Param Alpha) doesnt work in the Dynamic Material Parameters module. Instead of that the Float in the new Vector 4 module does what Dynamic Material Parameters WPO Intensity should do.Heres how it works. Please answer the questions:Why do we set the start position in the material as a Dynamic Parameter (split via Make Float to XYZ)? Can we use something else? For example Object Position, etc. What exactly happens when we subtract Particle Position from Dynamic Parameter (split via Make Float to XYZ)? Why does everything work with it?Why is it that if you turn off the Dynamic Material Parameters module, nothing changes, but if you turn it off in Material (as coordinates), the effect is broken? Why does Float in the new Vector 4 module does what Dynamic Material Parameters WPO Intensity should do? Why doesnt WPO Intensity itself work? Why if I change XYZ no matter where: in the Niagara module in Dynamic Param, or inside the Dynamic Param in material = nothing changes on the stage? (It changes only visually in the Niagara viewport)Why is a new vector 4 module created? Why is Moving Average inserted into it in Vector RGB? Why is a new parameter inserted in Dynamic Material Binding?Below is the result when I reverted the Vector RGB to the default values of 1 1 1, or just turned off the new V4 parameterWhy does the stretching effect not work when the Inherit Source Movement module is not active?Below is an example of what the system looks like with Lifetime/LoopDuration = 0.2I.e. in general why are these three modules used for correct operation? (Interpolate Over Time, New V4 Param, Inherit Source Movement)I deeply appreciate your time in responding and thank you in advance to anyone who deigns to help. While I was writing this, I was thinking how hard it was to do VFX 10-15 years ago, when artists had to find the answers to these questions themselves and its not clear where, because the information was probably not even in the documentation.The clear answers that ChatGPT has given (your help is still needed):Why use Dynamic Parameter?Dynamic Parameter allows the material to receive real-time data from Niagara. Here, its used to set a reference position (XYZ = 0 in Dynamic Parameter) to control how particles behave relative to it.Why subtract Particle Position from Dynamic Parameter?By subtracting the Particle Position from this reference position, youre calculating the distance between the particle and that reference.Why if I disable Dyn Par in Emitter nothing changes?Dynamic Material Parameters in Niagara:This module acts as a bridge, sending data to the material. If you disable it in Niagara, the material still remembers the last received values, so it doesnt break immediately. However, if you disable it in the Material, the material no longer knows where to get the data.
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    How to get beam to angle/bend like this?
    Hey there! So Im a bit stumped on how to get ribbons/beams to angle/bend like this for a continuous (always on) effect, almost like a tesla coil. I dont need it to branch, just looking for those nice angular bendy shapes.Please do assist if you have any ideas, thank you! 2 posts - 2 participants Read full topic
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    Barrier destruction effect using Niagara
    Hello. I am using a translator, so I may be expressing myself inaccurately.I found this video the other day. In this video, the mesh is destroyed, but I cant for the life of me figure out how to do it. Is there a tutorial or something that can help me?Please could you lend me your knowledge?
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    Sketch #64: Winners and Badges!
    The results for the community vote are in, and your winners are!:In 1st place (for the second sketch in a row!)@Chipster Thumbnail [RTFX_Lootbox_04_Resized] Submission [Thomas Corve - UE5 VFX Lootbox Challenge] Hey everyone! I am late with this challenge but Ill try to do it anyway as I never did a lootbox vfx so this is a good opportunity! I will go on something straightforward, nothing fancy in modelization or animation. I like the simplicity of the lootbox animation in League of Legends so I will try to do it my way on Unreal Engine [Hextech_Chest_Light] I found this great Second Place @Stormhound Hey everyone! Im excited to join my very first event. Ive never done a lootbox effect before, but I do have an idea that could be a starting point. I really like the Arcane show, and Ive always wanted to recreate something from it. In this case, reimagining the hexcore as a lootbox seemed appropriate. So I immediately jumped into Blender and modeled and textured the original hexcore. Im not a great modeler, but I did my best (ignore my poor topology). Next, Im going to try animating it in Congrats to the winners!Thanks again to all our participants, and happy sketching
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    Niagara: Camera friendly sprite rotation
    To mimic incompressibility in fluid dynamics, its often nice to have particles rotate counter to their velocity vectorBut this starts to break down when viewed from another angle, due to the nature of sprites rotating relative to the cameraA fun lil solution to this is to adjust the rotation based on the relationship between the viewing angle and the velocity vectorThis gives us the same perceived rotation from both anglesWhich is also really effective for shockwave effects
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    **[Looking for a job]** I'm a 3D generalist and VFX artist for games, remotely or in Cluj Napoca
    Hello my name is Elad Chelariu and Im a 3D artist and graphic designer specializing in 3D for run time. Ive always love me a good juicy VFX and i would love to work as a VFX artist. Im still a junior but Im a fast lernaean and hope someone here would give me an opportunity to progress my career in the right direction.You can contact me via email here:hogostafa@gmail.comand see my portfolio here:http://eladcelariuportfolio.squarespace.com(I yet unable to upload files to this website {new acc} so CV will be added lated down the line or on request in the email)
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    Waterfall - UE5 VFX
    Last month, I started playing Wukong, and as soon as I saw a waterfall I was so fascinated that I spent at least half an hour just appreciating it and figuring out how they made it. After that, I wanted to create my waterfall, but I wanted it to be interactive. So, I wondered if using multiple ribbons as a curtain would work, and here is the result. I hope you like it.Please see it on Artstation for breakdown and better quality: https://www.artstation.com/artwork/EzNBA4
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    Abigail's Sketchbook :D
    Hi all! Ive been lurking around the forum for a while and seeing some amazing stuff, but now Ive finally plucked up the courage to start my own sketchbook and post my progress as I grow my skills and understanding of real-time VFX. I have a degree in games art and design, but only in my final year did I decide Real-time VFX would be my niche so my skills are still beginner. Im currently learning through VFX Apprentice courses for the next year to see how far I get. Cant wait to grow with you guys!After a lot of tutorials, Im stepping out of my own (a bit) to test what Ive learned. So, Ive started a block-in version of the magical trails from Darin Aranda substance designer course on VFXA. Its not been as straight forward as I thought, but Im happy with todays progress.All of the movement is in the rotate around point module. to distribute the two particles evenly, I changed the rotation phase to return normalized Exec Index (thanks to CGHow for that) and unchecked normalized index included. Set rotation rate to above 1 to get them going.To get the orbs to fly in a up and down a bit, I went into the rotate around point module, made the x-axis into a vector and animated the z-axis with a sine-wave. I tried a lot of different things and this was the most straight forward in the end.However, there are a few things Id like some insight on. Firstly, the sine wave works, but when the system restarts its loop, the wave kind of restarts, as in theres a jitter when it restarts. In the level its fine but Im wondering if there is a simpler more seamless way to get them to move up and down.Second, I see this at the start of the system:Which makes me think the orbs spawn in the middle and quickly move out and the trail follows. It doesnt look very clean, so again Im wondering if theres a better way. Can I delay the trail spawning in by a bit so that this doesnt happen?Feedback welcome!
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    6-Way lightmap Material colors Help - UE5
    Hi there! Ive been engaged on this topic for the last couple of weeks and i cant get some of the colors of the material right. Im really struggling on how should the colors be multiply and added. I started it following this topic 6-way lightmap WIP and others found on the internet!For reference, im trying to make the colors just like this: https://www.artstation.com/artwork/14lg83Im currently using 2 textures. TLR + alpha, BBF + Emissive, for the colors, Im using the color of the directional light (Atmosphere Sun Light Illuminance on ground), but it just looks weird! What Im i missing here? Blueprint material below! Thanks!!!
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    Portal Spell VFX - Unreal Engine 5
    Hello everyone, Its been a long time since I posted here.Sharing my latest VFX made in Unreal engine 5 Niagara.Inspired from very talented artist Yuyuan Lin ArtStation - Yuyuan LinIll be very happy if you follow me on Artstation ArtStation - Giorgi Gedianidzehttps://www.youtube.com/embed/V6XyELuzTW0 1 post - 1 participant Read full topic
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    Void Trap - UE5 VFX
    Working on this effect tentacles was a bit messy but satisfying to work with, I liked the final result and I hope you like it too.Please see it on Artstation for better quality: https://www.artstation.com/artwork/eRQZXD 1 post - 1 participant Read full topic
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    Alaz - Sketchbook
    Alaz November 23, 2024, 12:20am #1Guess we all have to start somewhere After months of study, Im finally sharing some of my RT VFX progress.Starting with my attempt at recreating Helldivers 2 shield!It is by no means perfect, but this is my best attempt at recreating something so far.1 LikeAlaz November 23, 2024, 12:22am #2Helldivers 2 - Shield Generator BackpackFor reference, this is the effect in game:The shader was also super easy to makeeven for a beginner! Overall i really liked the result, though i think theres room for improvement.1 Like
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    Haunting Chains - VFX UE5
    Its been a while since my last post. Here is an effect that I just finished.Please see it on Artstation for better quality: https://www.artstation.com/artwork/gR9qLZ 1 post - 1 participant Read full topic
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    UE5.5 Healing Effect
    So yesterday I wanted to do healing effect, I searched in pinterest for ideas and watched some videos about it.This is the result of that brief moment of inspirationI am so happy that I am getting faster and better each day!I also borrowed some textures from @Niels.Sorry, about the emitters names 3 posts - 2 participants Read full topic
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    What is your workflow and feelings for creating VFX?
    Hey yall! I have a couple of general questions for you. I would be interested in your point of view on these processes.How do you go through the process of creating a VFX?What questions do you ask yourself?How do you develop your creativity?How do you decide which technical method to use (for shapes, textures, emitters)?Have you ever felt that you are not good enough? burnout? What do you do when you feel like that?Wanted this topic to be informative and something you can open up about. Thank you in advance. 1 post - 1 participant Read full topic
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    Liquid filling simulation with Niagara
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    Intro to Houdini Pyro Simulations course
    Hello everyoneOur second course Intro To Houdini Pyro Simulations is now live for pre-order!Heres what youll learn: Build Pyro sims from scratch Render in Karma Export to Unreal Engine Special Pre-Order Bonus:Pre-order and get a FREE 6-month Houdini Educational License. mad-vfx.com VFX in games: Intro To Houdini pyro simulations A MadVFX Course 1 post - 1 participant Read full topic
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    Ambinet Fx in Unreal engine
    Hi there my name is Naser and Im an unreal engine content creatorMy new product is Ambient FxAmbient Fx includes jungle, rainy, desert, and snow effects, Just Drag the Poroduct to your world and make it more live and interesting.Ambient Fx works with the GPU Niagara system, keeping performance as light as possible when running your project with thousands of particles.Check the Ambient Fx product here :https://www.fab.com/listings/02333be9-ab7b-4468-b9b5-7c7abd9ded76
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    What should a professional VFX gym have?
    Ive been working as an indie VFX artist for three years now and learned everything myself online. Ive unfortunately never had the chance to work with another VFX artist yet and I know I have some gaps in my knowledge, despite doing my best to fill them in.Recently at work, weve been thinking of ways to help me set up my gym for better workflow. As it is, to playtest I need to either set up looping VFX I drop in my gym and iterate on, manually changing their status using Events and booleans, or I drop them into game scenes to do the same thing with the proper visuals surrounding the VFX.I can also swap out a given enemys VFX with the one Im working on and be able to iterate its behaviour as the enemy uses it. For projectiles, one of our programers has given me a basic script I can put on my vfx object that launches it and will call the proper events upon touching a collision surface.Mostly, I work on things fairly piecemeal and then adjust them all once the code comes in and lets them function. These days, there are rarely any problems, since Ive streamlined a lot of things.However, we all agree that this is a clunky way of working and are willing to put the energy into making a proper gym that would allow me to iterate far more fluidly and be able to present the proper behaviour of all my VFX as needed, without needing to wrestle with the game to try and get things to work.As an asside, I dont have any issues with the environmental VFX I create. The gym works just fine for them, since they dont have particularly complex behaviours and can be showcased easily. What I need help with is with VFX that are interactible, ex: pickups, projectiles, beams, traps, etc.Ive tried looking things up online, but I cant find anyone actually talking about their gym setups. It just brings up actual physical exercises or things relating to movie/tv VFX artists, which I am not. I want to know what people have access to! Does everyone need to interface awkwardly with their games, or are there entire gyms set up to be miniature microcosms of gameplay where iteration can be rapid? What do you have access to, if you do have some of these features? And is there anything else you consider should be part of a gym, even really basic knowledge? What can be expected of AAA gym setups versus smaller studios, or even setups individual artists have created on their own, for their own purposes?I would love answers to my questions, but I know wider answers will absolutely benefit others if they can find this page.So, what kind of features do you think a good VFX gym should have?
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    Stylized Flipbooks VFX Using After Effects + Unity
    Hey everyone! Ive been using After Effects to create hand drawn effects, without the need to draw frame by frame. Ive made quite a few tutorials and breakdown on how to replicate those techniques, those are mostly on Twitter and Linkedin as of now, but I thought you might find it useful as well.I have multiple videos, for fire, lightning, smoke puffs, water and so on. Since Im a new user I can upload one media, but you can check the other videos by clicking on it.If you have any questions or requests just let me know, I learned a lot from this forum so hope I can feed the community back with those sorts of posts.
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