RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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  • My First Real-Time VFX - Would love some feedback on my work
    realtimevfx.com
    Heres my first attempt at real-time VFX! Would really appreciate any feedback to help me improve.Glacial Attack - Unreal Engine Real-Time VFX 1 post - 1 participant Read full topic
    0 Kommentare ·0 Anteile ·40 Ansichten
  • MadTips #1 - Renaming Custom Vertex Streams
    realtimevfx.com
    Hey lovely VFX Artists!As everyone else we love VFX tips&tricks, so we thought that we could also share some with the community <3For the first one we got something Unity related:1 - Renaming Custom Vertex StreamsCustom Vertex Streams are probably the biggest trouble people have with shuriken, so heres a little tip to make it easier!Did you know you can rename the fields in Custom Data? Simply just click on themHopefully, that helps you understand how to work with them And heres a little explanation of how Custom Vertex Streams work, made by the wonderful Kjell Bunjes.
    0 Kommentare ·0 Anteile ·36 Ansichten
  • Mesh Cutout Effect - how to approach?
    realtimevfx.com
    Hey all, was wondering how someone would approach making an effect like this?My first thought was the built in boolean operation, but that doesnt allow for animation. I could swap a full mesh out with a booleand one, but then Id lost any inbetween frames. Id also considered spheremask operations on the mesh, but that wouldnt provide the inside faces.If anyone could point me in a good direction itd be much appreciated!
    0 Kommentare ·0 Anteile ·61 Ansichten
  • UE5 distance field collision problem when too far
    realtimevfx.com
    Hi, UE5.5, the particle collision is GPU and distance field collision, and after a certain distance, you will see the niagara particle fall through the roof box.Repro project (UE5.5)pCloudFXGPUDistanceField.zip - Shared with pCloudKeep, share and access your files whenever you need from wherever you are. Create a free pCloud account and make your life easier.
    0 Kommentare ·0 Anteile ·88 Ansichten
  • Unity. Strange behavior of parameters
    realtimevfx.com
    Hello community!I faced with something not abvious during making a vertex animation in shader graph.The goal is to bend texture as more as faster object is moving. I took a speed of game object by the script ((current position - previous position)/Time.deltaTime) and returned its value in the material property which use in shader further.And when the object starts to move my texture starts to bend but with jerky behavior. I expect increasing value from 0 to some positive maximum. But sometime, at some frames its jumping up or falling down. All my tries to smooth or clamp values didnt give a result. Then I decided to look at values of the speed that I got from the script. I found that it changing not linier. You can find it on the graph (attached).At first I thought that my speed getter should be in FixedUpdate method. But change the method didnt give a result.And here is a question. Whats a reason of this behavior of values can be? And how to fix it and to get a smooth values exact as objects movement?Thanks a lot!
    0 Kommentare ·0 Anteile ·78 Ansichten
  • Scaling Mesh Size Vertically
    realtimevfx.com
    Hi, Im new to this forum and this is the only place that I could look for an answer.So, Im trying to follow a tutorial where I need to scale the mesh size over lifetime vertically but somehow I dont see the eye icon to hide X and Y.Im using unreal 5.3.2The tutorial Im following is using unreal 4
    0 Kommentare ·0 Anteile ·73 Ansichten
  • Unreal Engine 5.2 Refractions Won't Work!
    realtimevfx.com
    Hello everyone!Im trying to get into Unreal VFX since I have close to no prior experience with it and the industry is only asking for UE technical artist - gotta pick up the paceI was looking for references and I stumbled with this CGHow tutorial. When it comes to setting the refractions, I have one big issue: it simply doenst workThis is my current graph:There doesnt seem to be happening any kind of refraction; there are no visible changes in the effect preview nor the game scene. This is a comparison with my result VS the tutorials:For this effect, I also generated three sets of round Normal Maps, although none of them seem to work:Things Ive tried unsuccessfully:I tried using refractions via using fresnel nodes, but still dont seems to workStraight up hooking a B/W texture, still nothingChanging the Refraction modes; tried PixelNormalOffset, 2D Offset and IoF, but none seem to workTrying with color textures instead of normal texturesConverting normal maps to color maps - the engine wont allow itTrying with engine-provided normal mapsChanging scalability settings to highAt this point, I think there is something wrong my project setup; is it possible that refractions dont work if the project is not set to Maximum?
    0 Kommentare ·0 Anteile ·72 Ansichten
  • Looking for UE5 VFX job
    realtimevfx.com
    Hello, I am currently looking for VFX work. I have 4+ year experience.My showreel is here https://www.youtube.com/watch?v=IqLJmcmgBwoContact me: xxater@gmail.com 1 post - 1 participant Read full topic
    0 Kommentare ·0 Anteile ·85 Ansichten
  • Collision on trigger
    realtimevfx.com
    Hi all! Please tell me how can I make sure that when particles touch the ground and run along it (collision) they constantly spawn other particles? 1 post - 1 participant Read full topic
    0 Kommentare ·0 Anteile ·70 Ansichten
  • Ocean ribbon spray FX on hydrofoil
    realtimevfx.com
    Hi all, really hoping some one might be able to help me. Im trying to create an ocean ribbon spray effect coming of a boat foil, but struggling with the spawning side of things in Niagara. Just to give you the low down on what Ive put together so far - I have used someBlueprint to scan a mesh cross section and generated uniformly distributed points around the shape, then stored the positions and normals of this points in a render target. Ive then sampled the render target to create a 2D texture to store the positions and normals. Then created a Niagara system Data Tracker Emitter to sample the texture and extract the positions and normals and convert them to world space locations, and gather water height. When I turn on the debug I can see this working fine and can spawn splashes using a PAR to a separate emitter at each point as it intersects the water. Next I need to generate the water spray ribbon effect so Ive then created a second ribbon water spray emitter (on GPU) and added a module Particle Attribute Reader to the emitter spawn section, to read from the Data Tracker Emitter. This is where I have become a little stuck, I cant seem to find a way to get the ribbon water spray emitter to spawn a ribbon at each position as it intersects the water. Just to give you some more visual context - Im trying to achieve ocean spray spawning along the leading edge of a hydro foil under a boat. The spray should spawn as the foil goes up and down in the water (I am also sampling wave height and depth). Here are some images which might help show what Im trying to achieve. Hopefully you can see from the first image that the ribbon only spawns once in one place, it should be spawning at every position there is a little white boundary box along the leading edge of the T foil mesh any help very much appreciated. 1 post - 1 participant Read full topic
    0 Kommentare ·0 Anteile ·89 Ansichten
  • 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!
    0 Kommentare ·0 Anteile ·123 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·136 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·146 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·111 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·113 Ansichten
  • 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:
    0 Kommentare ·0 Anteile ·126 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·129 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·134 Ansichten
  • 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!
    0 Kommentare ·0 Anteile ·141 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·101 Ansichten
  • 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?
    0 Kommentare ·0 Anteile ·138 Ansichten
  • 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?
    0 Kommentare ·0 Anteile ·151 Ansichten
  • 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 !
    0 Kommentare ·0 Anteile ·164 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·184 Ansichten
  • 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!
    0 Kommentare ·0 Anteile ·166 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·163 Ansichten
  • 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)
    0 Kommentare ·0 Anteile ·162 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·168 Ansichten
  • 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
    0 Kommentare ·0 Anteile ·173 Ansichten
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