RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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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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  • Magic Bow VFX | UE5
    realtimevfx.com
    Hello, everyone!I want to share my new effect a magical bow shot that opens a portal to another dimension! The effect started with the projectile of the arrow but gradually became more and more complex. I hope you like it.Magic Bow VFX UE5Enjoy full on Artstation! 1 post - 1 participant Read full topic
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  • Losing video quality when exporting reel from sequencer
    realtimevfx.com
    Hi, I have just completed my portfolio. I am satisfied with the final result but after exporting I noticed the video quality is a bit grainy and the colors slightly desaturated, which I dont like. I have exported my videos at 60fps and 1920x1080 as png and reassembled it in DaVinci Resolve using the Youtube 1080 standard settings. Has anyone any idea how I can solve this problem? After working extra hard on getting the results I wanted its very frustrating to find myself with a low-quality export. Thanks. 1 post - 1 participant Read full topic
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  • Shadows with Virtual Shadow Maps and Translucent material?
    realtimevfx.com
    Joris January 17, 2025, 8:28am 1Hey guys,I currently working on a smoke plume in 5.5 that has a Translucent Material. In my project settings I am using Virtual Shadow Maps. My goal is to make it cast shadows on the ground but no matter what option I check its not doing anythingAny ideas please ? thanks!Niels January 17, 2025, 9:45am 2hmmm, Perhaps cast shadow isnt enabled on the renderer?Theres also a cast volumetric shadows that needs to be enabled somewhere for translucent sprites I think. That might be pre 5.0 though, havent really used that feature since thenJoris January 17, 2025, 9:49am 3hey, cast shadows is enabled and cast volumetric shadows too. Shadows does work with Shadow Maps but somehow VSM doesnt want to play nice Niels January 17, 2025, 10:05am 4Sounds like you have found yourself a bug then, cause Im pretty sure its supposed to work
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  • Practicing Parallax Occlusion and Flow Maps | UE 5.4
    realtimevfx.com
    Im just practicing more, and Ive decided to share more publicly. I made the triangle textures.While the parallax effect is obvious once it starts moving, I had a harder time making the min-max steps matter thanks to the flowmap. Ended up with a range of just 1 - 10 steps. 1 post - 1 participant Read full topic
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  • Niagara Data Channels - Question
    realtimevfx.com
    Hey guys,Im currently trying out NDCs for hit impacts following the various tutorials out there.Ive managed to get it working, but here is what Im trying to do :My goal is to have one system that would have all of the emitters for all the surface types (ie. dirt, sparks, water) and based on the write of the surface from the BP, spawn or not certain emitters.The problem is that at the moment it reads the surface type at particle spawn level (because Get NDCSpawn Data which is used for the index has to be in particle level) which happens too late to do the logic at emitter update.Maybe something has to be done at system level, but I cannot wrap my head around it If anyone has a solution, I would really appreciate, thanks
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  • Rookie Starting VFX Journey!
    realtimevfx.com
    Hi there !Im Snokay, artist and Vtuber ! Recently i decided to start my journey as a Game VFX artist after following a few courses for 2 month i finally decided to fly solo and do my own thing outside of following the Course tutorials and making the courses effects !My goals is to recreate Old anime/Video game Attack/skill/spells and also make original ones in UE5 as a hobby !For now i have no personal work aside the Tutorials/Course VFX i made but as soon i have a few things to show i,ll be sure to present thoses to you ! Thank you all for this community it helped a lot for inspiration and learning too, and it made me want to be part of it !In hope to share and chat with you all soon !
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  • Issue with sprite Resizing itself depending on zoom
    realtimevfx.com
    Hi there ! So here is my problem, im trying to recreate an effect, or more so adapt it as a 3D effectfrom an old 2D game!My issue is that depending on the proximity of the camera, the sprite resize itself which change totally how the VFX should be looking likeI dont know at all what is causing that and if its a material issue or a Niagara setting issue ?
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  • Flipbook Frame offset on muzzle flashes for greater variations
    realtimevfx.com
    Hey!I want to share a technique that I use when making muzzle flashes.Its pretty useful for adding some extra variety to muzzle flashes and getting more out of your flipbooks.The basic idea is that you dont really run through the entire flipbook on one particle but instead you use random segments of that flipbook to decrease the chances that any two particles in sequence will look too similar.In Unitys Shuriken it could look something like this if you use a custom shader:You would specify the range of the curve (How many frames will play during the particles lifetime) and then you would set a random start frame which will control where on the flipbook the curve starts.The start frame would work like this:See how its animating over 4 frames but the starting frame is being controlled by you. You can either set a Random between two constants to offset this starting frame or use random between two curves.If youre using VFX Graph you can set it up like this:In both cases you need to make sure you dont exceed the maximum number of frames otherwise itll looks super weird when it starts at 0 again.Happy blasting!
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  • Starting my journey into VFX, some elemental sword swings
    realtimevfx.com
    Hello hello!I am studying Technical Art currently and have found joy in VFX. Im starting a project where I intend to make some A-rpg sword swings with different elemental properties heavily inspired by FF16, any tips and tricks and or feedback would be appreciated!First swings I made is without any elemental effects.Unaspected sword swingsShould hopefully have some swings every couple days, only have halfdays of the schooltime to focus on this project.
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  • Start of my VFX Journey and my 2025 Portfolio
    realtimevfx.com
    Hello! Im Andrew Chen (eaacon).Ive been lurking for a while and I began my transition from a 2D artist and hobbyist programmer to a VFX artist since graduating college. For the past few months Ive been grinding at learning the craft, starting with Sirhaians Shuriken tutorials and studying Shannon Berke McSheehans amazing mini knowledge shares. After a ton of practice work (Some of which I may also post in the future), and a custom Blender addon later, I finally finished my portfolio/demo reel.Take a look! And thanks for your time.
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  • QuoVadisBLR: Sketch #65
    realtimevfx.com
    Hi everyone!This is my first post and my first participation in events.I dont have a lot of pieces in my portfolio yet, so it didnt take me long to decide that my entry would be a fairly straightforward cast animation, where shards of ice burst from the ground to the surface.I actually started working on this back in late December, but I havent posted anything until now because I kept asking myself, Whats even worth sharing here? Other people could make this in just a couple of hours.But now, I feel ready to share my progress, so heres the result so far:For the character model, I used Paragon: Sevarog (if thats something that needs to be mentioned). I also edited and combined a few sequences to fit my effect.I promise to keep sharing my progress from here on out! What I dont like so far and plan to improve (in order):Add air distortion during the initial appearance of the effect.Modify the central orb to make it more detailed and enhance the glow of the snowflakes during flight.Rework the trail to include more details.Create a smoother and more visually appealing transition on collision between the orb and the ground, as well as during the frost spread.Add a glowing edge highlight to the frost on the ground and make it shimmer dynamically.When the frost spread reaches its final size, create a clear boundary for the spells area of effect.At the climax of the effect, add a rainbow-like shimmer when the explosion occurs.Redesign the cracks and their appearance sequence; they feel a bit underwhelming right now.Instead of having the ice shards simply disappear, I want to add a shattering effect where they break into smaller pieces.Improve the fade-out of the entire effect by adding something like a dissolve effect.Let me know what you think and feel free to share any feedback! Thanks for checking it out!
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  • Practicing With Rotating Procedural Shapes and Sine | UE 5.4
    realtimevfx.com
    I was just practicing with procedural shapes and sine to make sure I grasped both better than before. Thought I would share it here as Im interested if there is any simpler way to do this without textures. blueprintue.com Rotating Procedural Shapes With Changing Colors Using Sine posted by Blue.exe... Spaghet 1 post - 1 participant Read full topic
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  • Magical Spell - Inspired by Zoe's Trouble Bubble Spell, League of Legends
    realtimevfx.com
    This effect is inspired by Zoes ability Sleepy Trouble bubble from League of Legends, reimagined with references in my own style using Unity, focusing only on Shader Graph. Blender for Mesh and Photoshop for Textures (Generated and Hand Painted). Please feel free to give any suggestions or question in the comments, Im a new VFX artist, hoping to improve and make cool looking VFX. Thankyou!My art station post for a Breakdown
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  • I want to create a simulated rain effect on a character's face.
    realtimevfx.com
    Hello everyone! I want the particles to leave a mark on the texture, but for that, I need to somehow determine where the particles are located in UV space. Heres an example: https://www.youtube.com/watch?v=F3TkzRwzptYI. Currently, I am using a sample texture for this, but the problem with this method is that the particles stop being dynamic; they just appear and disappear, so this method doesnt work for me. However, I learned that a similar method is used in TLOU2 and found this video: https://www.youtube.com/watch?v=_bbPeCwNxAU timecode: 13:00. From this video, I understood that I need to create a custom module that will allow me to convert particles into UV space using barycentric coordinates, but I dont know how to do this. I would be very grateful if someone could help me write such a module.
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  • Power-Up AoE Effect
    realtimevfx.com
    Hey! Made this piece a while back. Would love your guys opinion, crit is welcome!!https://www.youtube.com/watch?v=3g7z5DT1U9Q&ab_channel=dominic 1 post - 1 participant Read full topic
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  • UV Question for VFX texture
    realtimevfx.com
    Hello, Im looking to put some text around this disk within the separated sections so I was wondering how I can unwrap them into straight strips with minimal distortion to allow for this process to be easier in texturing? 1 post - 1 participant Read full topic
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  • Arcane show 2D VFX References
    realtimevfx.com
    Hey all, I have been lurking around these forums for ages, and thought it was about time to contribute.So here is a whole lot of 2D VFX ref that I put together from the Arcane series. The show was just sooo good, I couldnt help but watch it again and clip bits along the way.There are 3 videos for each season and then the individual frames for all the clips with some descriptive naming. (season 1 episode 5 is 1-5-clip number-descriptive bits)Oh and some of the FX seemed to be drawn at 12 fps, and others at 24 fps, but i recorded them all at 24.I dont know how much bandwidth these mega accounts have though, so be gentle https://mega.nz/folder/qtAnkRTB#mXKzF-4qLBB-oZIiHp9aTQ
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  • How can I stop my niagra snow system in UE5 from going through walls?
    realtimevfx.com
    Hi guys, I am absolutely desperate for help with this topic as my project is due in 3 days. I have followed Matt Asplands snow tutorial on youtube and everything worked great, despite the snow particles coming through the ceiling of my scene. I then tried following his rain tutorial too as he included collision in that. (https://www.youtube.com/watch?v=s_UQYuM1RWU) This hasnt worked. I understand its not a fully up to date video but I thought the underline would be the same. I am soo anxious about not getting it to work and NO one knows how to fix it. Please helpBTW Im still a noob at UE5 and I really need it dumbed down
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  • Realistic Unity VFX - New VFX Course
    realtimevfx.com
    This course covers the many aspects of creating compelling, realistic VFX in Unity. It covers a broad range of topics that will provide you with a solid understanding of the tools and processes involved in creating performant real-time visuals.Designed for beginners or intermediates in mind (with many tips and tricks for the more experienced), all of the fundemetnal areas of VFX are explored, equipping you with the tools and knowledge for you to create your own awesome VFX!Youll find the course on UDemy here: https://www.udemy.com/course/creating-realistic-vfx-in-the-unity-game-engine/?referralCode=83EB45C5C41564E9093D
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  • CafeMatheo : Sketch #65 "Winter Spell"
    realtimevfx.com
    Hey! First time participating in one of these challenges, I am pretty excited!I lived in Canada and we sometime have the chance to witness northern lights, I always been amazed by them. I want to make a spell out of those that goes something like that :-Character absorbs Strands of northern lights into an orb. I want them to be quite colorful and resembles what we could see with the naked eye in real life.-When the energy reaches its maximum potential, a fast and snappy energy discharge in form of solar flares gets released. Solar flare are gonna have the same color palette as the initials northern lights-Dissipation, everything cool down.I will try to keep it quite simple with the time that I have.
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  • How to choose multiple meshes from renderer array based only on int?
    realtimevfx.com
    Heya folks. Is there a way to output the needed indices for each particles using a simple int for the Mesh renderer mesh index variable?Context: Im doing floating numbers with niagara and so far Ive been using it by spawning a different System each time a damage event took place and fed it the numbers. As the screenshot shows I was doing it through an int selection array where I fed each number per index in blueprint and it displayed the correct number.Now I wish to swap to the Data Channel workflow for optimization reasons as with several enemies on screen there were quite a bit too many systems spawning especially from damage AoEs.Problem is the data channel doesnt seem to accept integer arrays in order to feed the proper damage number to display from blueprint. Would be any other way to do this with an int or float or something? 1 post - 1 participant Read full topic
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