RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    Liquid filling simulation with Niagara
    Hi everyone,Im looking for advice from a fluid simulation expert. Im working on a level using the Grid3D FLIP Hose template, and Im trying to animate the water height level in the sequencer, transitioning from 0 to 350 while simultaneously changing its color.Heres what Ive done so far:Within the Niagara actor, I created a new float user parameter and linked it to the WaterHeight in the Particle Spawn module of the Grid3D_FLIP_FluidControl_Emitter.I added this parameter through the Niagara component in the sequencer.I duplicated the master material and its instance from the template and modified the color attributes.However, controlling the water height level doesnt seem to work. Ive successfully added and animated other forces using the same process, but the water height isnt responding. Additionally, Im unsure how to add the material attributes from the Niagara emitter into the sequencer.Any guidance would be greatly appreciated!
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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    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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  • REALTIMEVFX.COM
    Any good, free, houdini tutorials?
    Hey, Im trying to learn how to use Houdini to create realistic vfx but I cant find any that are targeted towards games vfx only film. I dont have a lot of money so I cant pay for any courses so if anyone has any good tutorials theyd recommend itd be much appreciated! 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    How do I expose/hide the tangent arrive/leave values of a curve keyframe?
    How did I expose the tangent values in the curve editor? I cant remember and theres no info anywhere in the docs about it. I want to expose it in a different project too. Thank you 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    RTVFX unreal showreel
    Hello everyone,i just finished this new VFX and I would like to see if it fits VFX principles, if there is feedback I am willing to hear, or if there are ideashttps://youtu.be/Zd1kQYwnoow 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    Electricity arc methods
    Hey guys, I want to expand my knowledge on electrical effects a bit more, so I wanted to see if you guys had any resources/ideas on how to create what Ive been trying to do.Effectively, Im trying to make arcs of lightning come out of an object without using Sprite Particles, just Mesh Particles and shaders or Beams.The beam method I actually have a decent understanding on to a degree thanks to dismantling some effects, though I couldnt figure out how to make the center of the beam climb outward, like electricity tends to do. Still experimenting there. Im more invested of learning the mesh path that can mimic beams, like Soulercoasters.Would it be better to go with say, a 2/3 circle that expands upward with scaling mesh on the Z axis and use point velocity to make it appear like its growing out at different angles? Or maybe using a flipbook across the mesh to give it the appearance of bouncing from one point to the next? The only method Ive found that uses meshes like this did something similar for electricity, but was a full circle with a pinched end, that was more used for electric explosions, which is sort of what Im aiming for, a sort of electric boom from the applied target.Or would beams, with a hand-drawn stylized texture for the beam, probably be better suited for something like this? Definitely seems like theres more resources/videos with that method. Speaking of, if you have any great references or videos about this, thatd be a huge help.
    0 Commentarios 0 Acciones 43 Views
  • REALTIMEVFX.COM
    VAT - Niagara triggering twice
    Hi everyone,I recently worked through the new version of the Vertex Animation Textures tutorial from SideFX for Unreal (link to tutorial), and I came across an undocumented issue that was hard to pin down. After much troubleshooting, my colleague Michael Hall and I discovered a workaround, which I hope will save others time and frustration.The Issue: The problem we encountered was a double-triggered animation effect when running the Vertex Animation Textures in Unreal Engine Through Niagara. Heres how we solved it.Solution Steps:In Your Base Material:Place a RemapValueRange node.Add four Constant variables to the node.Convert one of the constants to a Parameter and name it something descriptive. I used NumberofFramesFromHoudini, representing the number of frames in your vertex animation set up in Houdini or another software.Add a Dynamic Parameter Node:Drop in a Dynamic Parameter node and give it a name to track.Set Up in Niagara:Within your Niagara System, place a Dynamic Material Parameters module.Switch from a Float Interface to Float From Curve.Make sure to flip the curve from (0.0, 0.0) to (1.0, 1.0)Finally, set your Niagara System and emitter to Once to avoid double-triggered animations.We wanted to share our findings here to help anyone encountering the same issue,I hope this helps. Let us know if youve found additional workarounds!
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  • REALTIMEVFX.COM
    Sword Attack VFX - UE5
    One of the effects that I did during my studies, here I combined the explosive impact with the sword effect.See on Artstation https://www.artstation.com/artwork/GvknzW 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    Community sketch voting - Sketch #64: Re Lootbox
    Vote for your favorite submission by heading over to Sketch 64 - Re Lootbox : 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 : **September VFX Sketch[#43] : Re LootboxVote timeline:November 12th November 23thYou 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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  • REALTIMEVFX.COM
    Portfolio: Butterflies
    I made some Butterflies, with flipbook in niagara. 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    Looking for work - remote (anywhere)
    Hi, nice to meet you alL! My name is Arsen. I am a real-time VFX and 3D artist from Yerevan with experience in both 3D art and VFX. I am currently looking for remote VFX work anywhereHeres my portfolio: https://www.artstation.com/arsen86 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    Vfx Explosion | ue5
    Hello everyone! I would like to share my effect. I was trying to create an energy explosion in a sci-fi style.Enjoy it on Artstation https://www.artstation.com/artwork/0lzooe 1 post - 1 participant Read full topic
    0 Commentarios 0 Acciones 57 Views
  • REALTIMEVFX.COM
    Lotus Burst Effect (UE5)
    Hello everyone! My first finished piece from front to back. I want to thank this active community for putting up so many useful resources. Ive been stealing a lot of your guys techniques to try to build this. Still a beginner, looking to see what you think!Lotus Burst 1 post - 1 participant Read full topic
    0 Commentarios 0 Acciones 56 Views
  • REALTIMEVFX.COM
    Blazej's Sketchbook
    Heyo,So I have been in the industry for something around 2 years right now. Usually, I add my stuff to my portfolio site but I wanted to share my work from this week here too. A couple of months ago I saw the dither-based shield, so last Tuesday I decided to make something similar. Stylized Water Shield - with style like watercolors.Goals? Do it as cheap as possible (but try to make it look good). Using only dithering, no other ways to make it transparent. , zero additional heavy particles. Ive made my own functions to achive a better look with dithering and heres the result Gifs from three days to show the adjustments and overall ovedraw showcase. Rn system costs 0.02ms, but I will merge all the separated emitters into one, so maybe there will be a way to achive 0.01ms total.
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  • REALTIMEVFX.COM
    Cailin Campbell : Sketch #64
    Im still a newbie, and I got on this challenge a little late! But I gave it my best shot. I started at the beginning of October and I modeled and textured everything. I can already see what Id do differently if I were to take this on again, but overall I had a fun time making something!https://vimeo.com/1025310784?share=copy 1 post - 1 participant Read full topic
    0 Commentarios 0 Acciones 106 Views
  • REALTIMEVFX.COM
    Matte Painting Full Tutorial Recommendations
    Hello guys I am trying out Matt painting in after effects software and I need a full tutorial on how to go about that and I will be more glad if anyone can recommend 1 post - 1 participant Read full topic
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  • REALTIMEVFX.COM
    VFX for Shadow Priest - Blizzard WoW Student Contest 2024
    Hi there! Im thrilled to show you my work for the Blizzard Art contest 2024 !Here are my inspirations and referencesI had a lot of fun doing it (and watching Murky getting hit a thousand times gave me happiness)The Murky model is from Heroes Of The Storm as well as his animations and the character is from MixamoYou can find the breakdowns on my Artstation post
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  • REALTIMEVFX.COM
    INTERMEDIATE GAME VFX in UE5
    INTERMEDIATE GAME VFX in UE5Hi, Im Rinban. Our Unreal Effects courses are now available for international students. Due to high demand, we are finally offering the English subtitled version of our course!Learn online with our academy-style package for one month or over six months.Course Details:-This is a six-month VOD (Video on Demand) course featuring Rinbans expertise.-Enroll via our site.-Verification of name and country via LinkedIn or other social media, personal information authentication required.Curriculum Highlights:-Unreal Engine setup-Game effects production concepts-Effect layout creation-Texture creation-3D mesh creation-Material creation-Cascade and Niagara creationCourse Benefits:Over 9 effects coveredTotal lecture time:112 hours + 30 hours(bonus )Monthly enrollment available, with 4-5 hours of video runtime per weekPayment options: monthly or 6-month plan via PayPalPortfolio creation using SequencerEffect creation using Niagara FluidAll necessary images and textures providedFor inquiries, contact us via Discord.For foreign inquiries only:Manager: newrespon@gmail.comDiscord chat room: fx102#3886
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  • REALTIMEVFX.COM
    Are Motion Vectors Needed Anymore?
    Hey all,I have a pretty straight forward question to ask about motion vectors and thought would ask you legends!Since epic released their subuv texture sampler which allows for blending subframes. Is the need for motion vectors to blend between frames needed anymore within setups or is this now an old practice?Cheers all!
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  • REALTIMEVFX.COM
    Building a PC for VFX
    I would like to build a PC for VFX. It will be used for Unity, Unreal, Houdini and more. My PC is good enought but I think that it woulb be great to upgrade some specs or building a new one next summer but.My specs:AMD Ryzen 7 3700XMotherboard x570 aorus elite1 SSD and 2 HDD32GB RAMRTX 3070I would like to know what specs do you have or what would you change.
    0 Commentarios 0 Acciones 99 Views
  • REALTIMEVFX.COM
    Fill a pond with fluid
    I would like to know whats the best way to fill a pond of water. I used a flap tank to fill but its square and my pond its not square.What would be the best way? 1 post - 1 participant Read full topic
    0 Commentarios 0 Acciones 93 Views
  • REALTIMEVFX.COM
    Shared probability across multiple emitters
    Hey guys,I cannot wrap my head around something that should be pretty trivialId like to have a shared spawn probability across my three emitters.Ideally, when the spawn probability triggers, all three emitters would spawn together.My initial approach was to generate a random value at the system level to share among all the emitters, but I havent been able to get it working so far Thanks!
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  • REALTIMEVFX.COM
    Air battle scene - Unreal Engine 5
    Here is YouTube linkThis scene was made for the real-time VFX tutorial on CGCircuit platform. Here is the link if you want to support me and purchase ithttps://www.cgcircuit.com/tutorial/real-time-fx-with-houdini-unreal-engine-5The tutorial focuses on creation of visual effects in UE5 Niagara for the futuristic air battle scene. 1 post - 1 participant Read full topic
    0 Commentarios 0 Acciones 89 Views
  • REALTIMEVFX.COM
    How does the rotating cloud work (in EffectTextureMaker)
    I just played around with EffectTextureMaker and set it to explosion and then used the tilt camera and my head did indeed explode It looks like Im rotating a super high poly cloud mesh, but I assume its some magic going on with the textures? Can someone point me in the right direction on what technique that might be and how I can learn more about it? Thanks!
    0 Commentarios 0 Acciones 101 Views
  • REALTIMEVFX.COM
    How do you approach creating noise/pattern textures?
    EliasAyberk October 24, 2024, 5:23pm #1Hey everyone, Im looking to improve my workflow for creating noise and pattern textures for VFX, and Im curious about how you all approach it.What goes through your head when youre designing a noise texture?How do you decide how it should look to fit the effect youre aiming for?+do you mostly generate them procedurally or just hand-paint them?UnrealNode October 24, 2024, 11:52pm #2My workflow consists of generating a pattern from EffectTextureMaker, then taking them into Krita sometimes gimp depending on the effect Im trying to get but its a pretty straightforward process I dont really think about too much so not much goes into the actual texture its mostly done in a shader if I need streaks I use a streak pattern I usually use Voronoi for electricity or sometimes cracks or slashs remembering the basics of black & white textures is the only thing for more advanced textures for example I use a ghost face then duplicate the layers & position them the way I want them to face depending on the UV setup on the mesh then add some small effects in Krita & Gimp like Gaussian Blur, Distortion, Random Noise etc & the rest is done in a shader.
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  • REALTIMEVFX.COM
    Animations in Maya and UnrealEngine are misaligned
    Some parts may be difficult to understand because of the use of translation software.When I load animation from Maya into UnrealEngine, the animation in Maya and the animation in UnrealEngine are out of sync. Is there a difference in the way keyframes are completed? Is it possible to make the animations match perfectly?The video is being uploaded.
    0 Commentarios 0 Acciones 85 Views
  • REALTIMEVFX.COM
    Material Function Instance in Unreal
    Hi there, Does someone actually know what Material function instances are made for ? I found this and tried to find how they could be used, but I didnt succeed to find any relevant usage of those. Same on unreal forums, I didnt see anyone explaining what they are made for anywhere.Does someone have a hint about this ? Are they actually useless ?
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  • REALTIMEVFX.COM
    Inverse "Detail Mode" in Static Mesh Actor - Actor is Hidden in Medium/High/Epic settings but not in Low
    I have an actor in the level that I only want to render in Low settings, not in high or Medium. The actor is placed by hand, its nothing fancy, I want it to only be visible for Switch and for the rest of the Ill use a Niagara effect and Niagaras scalability, but for the Switch I want to use that Static Mesh actor which is placed in the level. I see the Detail Mode option, but it seems it does the opposite (it occludes the actor for anything less than the Detail Mode setting - I want it to be occluded for anything higher than Low)Basically this, I want to set the Maximum render setting not min
    0 Commentarios 0 Acciones 129 Views
  • REALTIMEVFX.COM
    How i achieve using a square texture to radial texture without mesh
    For ripple effect usually common way to do was create a mesh and modifier into a circle shape, so the uv maintain square, but youll need a lot increase a lot faces to achieve smooth looking.That i try using shader to achieve similar technic , and the result was surprisingly good. Smooth face and no need mesh to achieve it.
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