RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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  • Blood decals that stay in the world

    Hello, I currently have a Niagara system setup that allows for some blood decals to be spawned in the world when the particles collide with something but, the particles obviously have a lifetime to them and don’t persist infinitely. How would I go about doing this? I guessed spawning decals with a blueprint actor but I honestly have no idea where to start.
    #blood #decals #that #stay #world
    Blood decals that stay in the world
    Hello, I currently have a Niagara system setup that allows for some blood decals to be spawned in the world when the particles collide with something but, the particles obviously have a lifetime to them and don’t persist infinitely. How would I go about doing this? I guessed spawning decals with a blueprint actor but I honestly have no idea where to start. #blood #decals #that #stay #world
    REALTIMEVFX.COM
    Blood decals that stay in the world
    Hello, I currently have a Niagara system setup that allows for some blood decals to be spawned in the world when the particles collide with something but, the particles obviously have a lifetime to them and don’t persist infinitely. How would I go about doing this? I guessed spawning decals with a blueprint actor but I honestly have no idea where to start.
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  • VRS - The Must-Know Material Optimization Trick in UE5

    UE5 lets you optimize materials using Variable Rate Shading. It runs your pixel shader once for a block, then spreads that result — reducing pixel shader cost with minimal visual loss.
    This feature is not related to LOD, Nanite or Virtual Shadow Maps - it’s a separate material level optimization.

    In practice, you might see 10–50% improvement on fill-rate-bound scenes, sometimes more.
    Works per-material, no global setup needed.
    Available since UE5.0Open your material — Details — Advanced — Shading Rate— Change

    The larger the block, the less GPU load, but also more visible blur
    Great to be used on background VFX, or anything that doesn’t need crisp pixel detail.

    Doesn’t work with DLSS or on all platforms.
    Not supported for masked materials in UE5.6. May be broken with masked materials in earlier versions.

    I learned about this feature thanks to a super-duper-senior-boss-chief-king tech art wizard — Dmytro Baidachnyi. All hype to him.
    Cheers
    #vrs #mustknow #material #optimization #trick
    VRS - The Must-Know Material Optimization Trick in UE5🤖
    UE5 lets you optimize materials using Variable Rate Shading. It runs your pixel shader once for a block, then spreads that result — reducing pixel shader cost with minimal visual loss. This feature is not related to LOD, Nanite or Virtual Shadow Maps - it’s a separate material level optimization. In practice, you might see 10–50% improvement on fill-rate-bound scenes, sometimes more. Works per-material, no global setup needed. Available since UE5.0Open your material — Details — Advanced — Shading Rate— Change The larger the block, the less GPU load, but also more visible blur Great to be used on background VFX, or anything that doesn’t need crisp pixel detail. Doesn’t work with DLSS or on all platforms. Not supported for masked materials in UE5.6. May be broken with masked materials in earlier versions. I learned about this feature thanks to a super-duper-senior-boss-chief-king tech art wizard — Dmytro Baidachnyi. All hype to him. Cheers #vrs #mustknow #material #optimization #trick
    REALTIMEVFX.COM
    VRS - The Must-Know Material Optimization Trick in UE5🤖
    UE5 lets you optimize materials using Variable Rate Shading (VRS). It runs your pixel shader once for a block (like 2x2 or 4x4), then spreads that result — reducing pixel shader cost with minimal visual loss. This feature is not related to LOD, Nanite or Virtual Shadow Maps - it’s a separate material level optimization. In practice, you might see 10–50% improvement on fill-rate-bound scenes, sometimes more (often less). Works per-material, no global setup needed. Available since UE5.0 (DX12/Vulkan required) Open your material — Details — Advanced — Shading Rate (1x1) — Change The larger the block, the less GPU load, but also more visible blur Great to be used on background VFX, or anything that doesn’t need crisp pixel detail. Doesn’t work with DLSS or on all platforms. Not supported for masked materials in UE5.6. May be broken with masked materials in earlier versions. I learned about this feature thanks to a super-duper-senior-boss-chief-king tech art wizard — Dmytro Baidachnyi. All hype to him. Cheers
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  • Feedback Wanted -- VFX Concept Art

    Hello Guys,
    My name is Muntana, I am new to VFX, and I’m working on the pre-production stage of my research project for my final year of university about how VFX can visually communicate a character’s theme, identity, and abilities.
    To keep the results unbiased, the character will be a silhouette. This helps me test how well the VFX alone conveys meaning and emotion to the audiences
    Here are my concepts so far.

    and would really appreciate if you could fill in this survey to get feedback on the concepts I’ve made - Thank you so much in advance!

    Google Docs

    VFX Concept Art - Feedback Survey
    This survey is meant as part of a game art and animation major project research to explore how VFX can visually communicate a character’s theme, identity, and abilities.

    Your feedback will help evaluate :
    How clearly each VFX communicates the...
    #feedback #wanted #vfx #concept #art
    Feedback Wanted -- VFX Concept Art
    Hello Guys, My name is Muntana, I am new to VFX, and I’m working on the pre-production stage of my research project for my final year of university about how VFX can visually communicate a character’s theme, identity, and abilities. To keep the results unbiased, the character will be a silhouette. This helps me test how well the VFX alone conveys meaning and emotion to the audiences Here are my concepts so far. and would really appreciate if you could fill in this survey to get feedback on the concepts I’ve made - Thank you so much in advance! Google Docs VFX Concept Art - Feedback Survey This survey is meant as part of a game art and animation major project research to explore how VFX can visually communicate a character’s theme, identity, and abilities. Your feedback will help evaluate : How clearly each VFX communicates the... #feedback #wanted #vfx #concept #art
    REALTIMEVFX.COM
    Feedback Wanted -- VFX Concept Art
    Hello Guys, My name is Muntana, I am new to VFX, and I’m working on the pre-production stage of my research project for my final year of university about how VFX can visually communicate a character’s theme, identity, and abilities. To keep the results unbiased, the character will be a silhouette. This helps me test how well the VFX alone conveys meaning and emotion to the audiences Here are my concepts so far. and would really appreciate if you could fill in this survey to get feedback on the concepts I’ve made - Thank you so much in advance! Google Docs VFX Concept Art - Feedback Survey This survey is meant as part of a game art and animation major project research to explore how VFX can visually communicate a character’s theme, identity, and abilities. Your feedback will help evaluate : How clearly each VFX communicates the...
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  • Hiring Simulation/Graphics Rendering Engineer

    SYNDICATE WORKFORCE SOLUTIONS is partnering with a leading-edge client to identify a Staff Rendering Systems Engineer / Architect in Newark, CA. This opportunity is ideal for a technical visionary ready to lead rendering infrastructure initiatives at the forefront of visual effects, automotive visualization, and simulation technology.
    We are specifically seeking individuals with world-class experience at studios involving high-performance render-intensive environments. If you’ve helped build the rendering backbone behind iconic animated or VFX-heavy productions, we want you on this team.
    About the Role
    The Staff Rendering Systems Engineer will architect and optimize rendering infrastructure for high-performance, scalable operations. You will work cross-functionally with engineering and production teams to enhance pipeline efficiency, implement automation, and solve complex technical issues in rendering workflows. You’ll also provide thought leadership in infrastructure planning and help shape a secure and future-ready rendering technology roadmap.
    Key Responsibilities

    Define and implement architectural strategies for scalable rendering infrastructure and workflows.
    Oversee and optimize Deadline render farm configuration for performance, efficiency, and scalability.
    Automate rendering pipeline tasks using Bash, Python, SQL, and Ruby to improve throughput and reduce manual overhead.
    Lead research and implementation of cloud-based rendering technologies.
    Collaborate with cross-functional teams to troubleshoot rendering issues and ensure system performance.
    Establish and maintain best practices for security, reliability, and system scalability.
    Advise on OS lifecycle management, virtualization, and package management.
    Participate in high-level architectural planning to align with business and technology goals.

    Required Qualifications

    Bachelor’s degree in computer science, Engineering, or equivalent technical field.
    8+ years of hands-on experience managing render farms, preferably within CGI/VFX production environments.
    Strong experience with rendering pipelines and farm management tools such as Deadline.
    Proven expertise in large-scale rendering infrastructure design and maintenance.
    Background working in or supporting large design studios specializing in visual effects, animation, or interactive content production.

    Technical Skills

    Strong knowledge of server hardware, storage systems, and GPU/CPU rendering technologies.
    Fluency in scripting languages.
    Familiarity with virtualization, OS management, and performance optimization.
    Understanding of render farm automation, security principles, and DevOps-style deployment.

    How to Apply
    Submit your resume to Resumes@swfs.ai today and take the next step in your professional journey with SYNDICATE WORKFORCE SOLUTIONS – Empowering Talent. Advancing Technology. Driving Innovation.
    #hiring #simulationgraphics #rendering #engineer
    Hiring Simulation/Graphics Rendering Engineer
    SYNDICATE WORKFORCE SOLUTIONS is partnering with a leading-edge client to identify a Staff Rendering Systems Engineer / Architect in Newark, CA. This opportunity is ideal for a technical visionary ready to lead rendering infrastructure initiatives at the forefront of visual effects, automotive visualization, and simulation technology. We are specifically seeking individuals with world-class experience at studios involving high-performance render-intensive environments. If you’ve helped build the rendering backbone behind iconic animated or VFX-heavy productions, we want you on this team. About the Role The Staff Rendering Systems Engineer will architect and optimize rendering infrastructure for high-performance, scalable operations. You will work cross-functionally with engineering and production teams to enhance pipeline efficiency, implement automation, and solve complex technical issues in rendering workflows. You’ll also provide thought leadership in infrastructure planning and help shape a secure and future-ready rendering technology roadmap. Key Responsibilities Define and implement architectural strategies for scalable rendering infrastructure and workflows. Oversee and optimize Deadline render farm configuration for performance, efficiency, and scalability. Automate rendering pipeline tasks using Bash, Python, SQL, and Ruby to improve throughput and reduce manual overhead. Lead research and implementation of cloud-based rendering technologies. Collaborate with cross-functional teams to troubleshoot rendering issues and ensure system performance. Establish and maintain best practices for security, reliability, and system scalability. Advise on OS lifecycle management, virtualization, and package management. Participate in high-level architectural planning to align with business and technology goals. Required Qualifications Bachelor’s degree in computer science, Engineering, or equivalent technical field. 8+ years of hands-on experience managing render farms, preferably within CGI/VFX production environments. Strong experience with rendering pipelines and farm management tools such as Deadline. Proven expertise in large-scale rendering infrastructure design and maintenance. Background working in or supporting large design studios specializing in visual effects, animation, or interactive content production. Technical Skills Strong knowledge of server hardware, storage systems, and GPU/CPU rendering technologies. Fluency in scripting languages. Familiarity with virtualization, OS management, and performance optimization. Understanding of render farm automation, security principles, and DevOps-style deployment. How to Apply Submit your resume to Resumes@swfs.ai today and take the next step in your professional journey with SYNDICATE WORKFORCE SOLUTIONS – Empowering Talent. Advancing Technology. Driving Innovation. #hiring #simulationgraphics #rendering #engineer
    REALTIMEVFX.COM
    Hiring Simulation/Graphics Rendering Engineer
    SYNDICATE WORKFORCE SOLUTIONS is partnering with a leading-edge client to identify a Staff Rendering Systems Engineer / Architect in Newark, CA. This opportunity is ideal for a technical visionary ready to lead rendering infrastructure initiatives at the forefront of visual effects, automotive visualization, and simulation technology. We are specifically seeking individuals with world-class experience at studios involving high-performance render-intensive environments. If you’ve helped build the rendering backbone behind iconic animated or VFX-heavy productions, we want you on this team. About the Role The Staff Rendering Systems Engineer will architect and optimize rendering infrastructure for high-performance, scalable operations. You will work cross-functionally with engineering and production teams to enhance pipeline efficiency, implement automation, and solve complex technical issues in rendering workflows. You’ll also provide thought leadership in infrastructure planning and help shape a secure and future-ready rendering technology roadmap. Key Responsibilities Define and implement architectural strategies for scalable rendering infrastructure and workflows. Oversee and optimize Deadline render farm configuration for performance, efficiency, and scalability. Automate rendering pipeline tasks using Bash, Python, SQL, and Ruby to improve throughput and reduce manual overhead. Lead research and implementation of cloud-based rendering technologies. Collaborate with cross-functional teams to troubleshoot rendering issues and ensure system performance. Establish and maintain best practices for security, reliability, and system scalability. Advise on OS lifecycle management, virtualization, and package management. Participate in high-level architectural planning to align with business and technology goals. Required Qualifications Bachelor’s degree in computer science, Engineering, or equivalent technical field. 8+ years of hands-on experience managing render farms, preferably within CGI/VFX production environments. Strong experience with rendering pipelines and farm management tools such as Deadline. Proven expertise in large-scale rendering infrastructure design and maintenance. Background working in or supporting large design studios specializing in visual effects, animation, or interactive content production. Technical Skills Strong knowledge of server hardware, storage systems, and GPU/CPU rendering technologies. Fluency in scripting languages (Bash, Python, SQL, Ruby). Familiarity with virtualization, OS management, and performance optimization. Understanding of render farm automation, security principles, and DevOps-style deployment. How to Apply Submit your resume to Resumes@swfs.ai today and take the next step in your professional journey with SYNDICATE WORKFORCE SOLUTIONS – Empowering Talent. Advancing Technology. Driving Innovation.
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  • Job Opportunities at Virtuos - FX Associate Art Director

    Hello everyone, at the moment, Sparx* - A Virtuos Studio located in Vietnam, a beautiful South-East Asia nation, is looking for VFX Associate Art Director. The position is onsite only.
    Here is the JD:

    Virtuos Career Site

    FX Art Director

    At Virtuos, we harness the latest technologies to make games better and more immersive than ever before. That is why we pride ourselves in constantly pushing the boundaries of possibility since our founding in 2004. 

    If you are interested, please apply for the job via link and send email to me: hungbui_a@virtuosgames.com
    Thank you!
    1 post - 1 participant
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    #job #opportunities #virtuos #associate #art
    Job Opportunities at Virtuos - FX Associate Art Director
    Hello everyone, at the moment, Sparx* - A Virtuos Studio located in Vietnam, a beautiful South-East Asia nation, is looking for VFX Associate Art Director. The position is onsite only. Here is the JD: Virtuos Career Site FX Art Director At Virtuos, we harness the latest technologies to make games better and more immersive than ever before. That is why we pride ourselves in constantly pushing the boundaries of possibility since our founding in 2004.  If you are interested, please apply for the job via link and send email to me: hungbui_a@virtuosgames.com Thank you! 1 post - 1 participant Read full topic #job #opportunities #virtuos #associate #art
    REALTIMEVFX.COM
    Job Opportunities at Virtuos - FX Associate Art Director
    Hello everyone, at the moment, Sparx* - A Virtuos Studio located in Vietnam, a beautiful South-East Asia nation, is looking for VFX Associate Art Director. The position is onsite only. Here is the JD: Virtuos Career Site FX Art Director At Virtuos, we harness the latest technologies to make games better and more immersive than ever before. That is why we pride ourselves in constantly pushing the boundaries of possibility since our founding in 2004.  If you are interested, please apply for the job via link and send email to me: hungbui_a@virtuosgames.com Thank you! 1 post - 1 participant Read full topic
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  • Make Seamless Looping Flipbooks! (Tutorial)

    Hey Guys!
    I made a tutorial a while back on making looping flipbooks from videos.

    the above GIF doesn’t really do it justice, you can watch it on my personal Telegram channel here
    and you can watch the tutorial on my Youtube
    Make Looping Flipbooks From Non-Loop Videos!

    cheers XD
    1 post - 1 participant
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    #make #seamless #looping #flipbooks #tutorial
    Make Seamless Looping Flipbooks! (Tutorial)
    Hey Guys! I made a tutorial a while back on making looping flipbooks from videos. the above GIF doesn’t really do it justice, you can watch it on my personal Telegram channel here and you can watch the tutorial on my Youtube Make Looping Flipbooks From Non-Loop Videos! cheers XD 1 post - 1 participant Read full topic #make #seamless #looping #flipbooks #tutorial
    REALTIMEVFX.COM
    Make Seamless Looping Flipbooks! (Tutorial)
    Hey Guys! I made a tutorial a while back on making looping flipbooks from videos. the above GIF doesn’t really do it justice, you can watch it on my personal Telegram channel here and you can watch the tutorial on my Youtube Make Looping Flipbooks From Non-Loop Videos! cheers XD 1 post - 1 participant Read full topic
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  • How to prevent particle in niagara system spawn in world location

    I have a small, football field sized level, where i want to spawn Niagara fire system. But there are small areas where it would make much sense, like small puddles of water and so on. How would I prevent spawning particles in Niagara system in specific world locations. I was thinking about a simple texture with painted areas to use as a map of sorts, but cannot figure out how to actually block particles from spawning. Could anyone please help me? Be it my texture idea or any other method.
    Thank you.
    1 post - 1 participant
    Read full topic
    #how #prevent #particle #niagara #system
    How to prevent particle in niagara system spawn in world location
    I have a small, football field sized level, where i want to spawn Niagara fire system. But there are small areas where it would make much sense, like small puddles of water and so on. How would I prevent spawning particles in Niagara system in specific world locations. I was thinking about a simple texture with painted areas to use as a map of sorts, but cannot figure out how to actually block particles from spawning. Could anyone please help me? Be it my texture idea or any other method. Thank you. 1 post - 1 participant Read full topic #how #prevent #particle #niagara #system
    REALTIMEVFX.COM
    How to prevent particle in niagara system spawn in world location
    I have a small, football field sized level, where i want to spawn Niagara fire system. But there are small areas where it would make much sense, like small puddles of water and so on. How would I prevent spawning particles in Niagara system in specific world locations. I was thinking about a simple texture with painted areas to use as a map of sorts, but cannot figure out how to actually block particles from spawning. Could anyone please help me? Be it my texture idea or any other method. Thank you. 1 post - 1 participant Read full topic
    0 Reacties 0 aandelen
  • Godot VFX Course - Beginner to Intermediate

    Hi guys!
    Finally made and published my first Real-Time VFX Course with Godot Engine!
    It’s beginner to intermediate level but in case you wanna learn the ins and outs of this particular free open-source game engine now you can in an affordable way!
    It’s available on:

    Gonna leave a few screenshots of the results:
    #godot #vfx #course #beginner #intermediate
    Godot VFX Course - Beginner to Intermediate
    Hi guys! Finally made and published my first Real-Time VFX Course with Godot Engine! It’s beginner to intermediate level but in case you wanna learn the ins and outs of this particular free open-source game engine now you can in an affordable way! It’s available on: Gonna leave a few screenshots of the results: #godot #vfx #course #beginner #intermediate
    REALTIMEVFX.COM
    Godot VFX Course - Beginner to Intermediate
    Hi guys! Finally made and published my first Real-Time VFX Course with Godot Engine! It’s beginner to intermediate level but in case you wanna learn the ins and outs of this particular free open-source game engine now you can in an affordable way! It’s available on: Gonna leave a few screenshots of the results:
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  • Stylized VFX Packs on Unity Assetstore

    Hello! here are some Stylized VFX Asset Packs for Unity Assetstore:)
    if you like my style, have a look!
    Hun0FX - Asset StoreStylizedVFX Slash1
    StylizedVFX Blast vol1
    StylizedVFX AOE vol1
    StylizedVFX Hit vol 1
    StylizedVFX Tornado1

    1 post - 1 participant
    Read full topic
    #stylized #vfx #packs #unity #assetstore
    Stylized VFX Packs on Unity Assetstore
    Hello! here are some Stylized VFX Asset Packs for Unity Assetstore:) if you like my style, have a look! Hun0FX - Asset StoreStylizedVFX Slash1 StylizedVFX Blast vol1 StylizedVFX AOE vol1 StylizedVFX Hit vol 1 StylizedVFX Tornado1 1 post - 1 participant Read full topic #stylized #vfx #packs #unity #assetstore
    REALTIMEVFX.COM
    Stylized VFX Packs on Unity Assetstore
    Hello! here are some Stylized VFX Asset Packs for Unity Assetstore:) if you like my style, have a look! Hun0FX - Asset StoreStylizedVFX Slash1 StylizedVFX Blast vol1 StylizedVFX AOE vol1 StylizedVFX Hit vol 1 StylizedVFX Tornado1 1 post - 1 participant Read full topic
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  • Loot box practice

    Hello,
    I’ve been practicing and working on some new stuff. Here is one example of a loot box effect.
    The main focus was to create the effect, animation and the timing of the explosion when the loot appears. I’d love to hear your thoughts, every feedback is appreciated.


    1 post - 1 participant
    Read full topic
    #loot #box #practice
    Loot box practice
    Hello, I’ve been practicing and working on some new stuff. Here is one example of a loot box effect. The main focus was to create the effect, animation and the timing of the explosion when the loot appears. I’d love to hear your thoughts, every feedback is appreciated. 1 post - 1 participant Read full topic #loot #box #practice
    REALTIMEVFX.COM
    Loot box practice
    Hello, I’ve been practicing and working on some new stuff. Here is one example of a loot box effect. The main focus was to create the effect, animation and the timing of the explosion when the loot appears. I’d love to hear your thoughts, every feedback is appreciated. https://www.artstation.com/artwork/EzDbr4 1 post - 1 participant Read full topic
    0 Reacties 0 aandelen
  • Substrate Material Refraction Help

    Hello I’m trying to get substrate refraction to work, so far it’s going well and it’s working the only issue I’m having I can’t get zero refraction. If you have a black and white mask and you want refraction only in the white parts how can I zero refraction wherever there’s black in the mask? For me it’s leaving behind a very subtle dark tint
    What I’ve done is, I have a Substrate Slab BSDF - Simple. In Roughness I have 0, in SSS MFP I have 1, in Normal I have a Normal map, in Refraction I have a Lerp A is 1, B is 0 and Alpha is a mask texture. However there’s a subtle very subtle black tint where the black of the mask is in, I don’t know how to completely remove that dark tint, it’s very subtle but it’s visible nonetheless.
    #substrate #material #refraction #help
    Substrate Material Refraction Help
    Hello I’m trying to get substrate refraction to work, so far it’s going well and it’s working the only issue I’m having I can’t get zero refraction. If you have a black and white mask and you want refraction only in the white parts how can I zero refraction wherever there’s black in the mask? For me it’s leaving behind a very subtle dark tint What I’ve done is, I have a Substrate Slab BSDF - Simple. In Roughness I have 0, in SSS MFP I have 1, in Normal I have a Normal map, in Refraction I have a Lerp A is 1, B is 0 and Alpha is a mask texture. However there’s a subtle very subtle black tint where the black of the mask is in, I don’t know how to completely remove that dark tint, it’s very subtle but it’s visible nonetheless. #substrate #material #refraction #help
    REALTIMEVFX.COM
    Substrate Material Refraction Help
    Hello I’m trying to get substrate refraction to work, so far it’s going well and it’s working the only issue I’m having I can’t get zero refraction. If you have a black and white mask and you want refraction only in the white parts how can I zero refraction wherever there’s black in the mask? For me it’s leaving behind a very subtle dark tint What I’ve done is, I have a Substrate Slab BSDF - Simple. In Roughness I have 0, in SSS MFP I have 1, in Normal I have a Normal map, in Refraction I have a Lerp A is 1, B is 0 and Alpha is a mask texture. However there’s a subtle very subtle black tint where the black of the mask is in, I don’t know how to completely remove that dark tint, it’s very subtle but it’s visible nonetheless.
    0 Reacties 0 aandelen
  • Need Help In Materials

    okay iam new here iam learning vfx and buyed about 2 courses 1 from udemy and other from coloso for Kisong Lee i watched the first 1 on udemy about half of it almost known the basics to start the other one and after alot of fighting with the first master material he made it was super hard for me i almost under stand 80% of it and now i wanted to start make some of my ideas so started to make slash but iam stuck i feel i miss thing or i cant do it some thing is wrong in materials for me i cant make the things right or need more knowledge so iam confused ,is any one have this problems could any tell me how to learn the materials right
    #need #help #materials
    Need Help In Materials
    okay iam new here iam learning vfx and buyed about 2 courses 1 from udemy and other from coloso for Kisong Lee i watched the first 1 on udemy about half of it almost known the basics to start the other one and after alot of fighting with the first master material he made it was super hard for me i almost under stand 80% of it and now i wanted to start make some of my ideas so started to make slash but iam stuck i feel i miss thing or i cant do it some thing is wrong in materials for me i cant make the things right or need more knowledge so iam confused ,is any one have this problems could any tell me how to learn the materials right #need #help #materials
    REALTIMEVFX.COM
    Need Help In Materials
    okay iam new here iam learning vfx and buyed about 2 courses 1 from udemy and other from coloso for Kisong Lee i watched the first 1 on udemy about half of it almost known the basics to start the other one and after alot of fighting with the first master material he made it was super hard for me i almost under stand 80% of it and now i wanted to start make some of my ideas so started to make slash but iam stuck i feel i miss thing or i cant do it some thing is wrong in materials for me i cant make the things right or need more knowledge so iam confused ,is any one have this problems could any tell me how to learn the materials right
    0 Reacties 0 aandelen
  • Calling Dynamic Parameters in a BP from a Material to Sync with Niagara System

    InsaneHURRICANE

    May 22, 2025, 9:30pm

    1

    This is a kind of detailed specific question: Here goes: I have a material. I have a Niagara System with 8 particles being spawned in the emitter. I have made material parameters, and I want to set these as Dynamic Material Parameter in my Niagara System.

    I want to make a Blueprint that will have an array 8 colors, and that each of those colors will be applied to each of the 8 blades in my emitter.I want to set the parameters in the Blueprint and then have the Blueprint make each blade the different color I set using the Dynamic Materials in Niagara. Maybe I’m overthinking it. I will try to draw out what I mean.

    TobiasTobasco

    May 22, 2025, 10:06pm

    2

    If I understood you correctly, you just want to set a Niagara property through Blueprint.

    I think the easiest way is to not go throught the material, but Niagara directly.
    I would create a user parameter on your Niagara system and set that one through Blueprint.
    If you, for any reason, still want to propagate this prameter to the material, you can do it via DynamicParameter. You would set the user param first through bluerpint, then use the user param in Niagara in the Dynamic Parameter, which gets used in the material.Hope that all makes sense
    EDIT: I just looked at your reference image again and had some other thoughts:

    What is the benefit of having everything in one system? If it’s multiple emitters vor each type, maybe it makes sense to have multiple Niagara systems instead?
    If it all needs to be one system, with different materials, you can also add one renderer for each typeand assign a different material to each via user parameter. Then you can do your plan with the different dynamic materials. I think.
    Or alternatively, I think it’s possible to set specific material parameters through Niagara as well. Basically Niagara creating the dynamic material instance for you, and you would then again only set your user parameters through Blueprint and Niagara would propaget it to the material.
    #calling #dynamic #parameters #material #sync
    Calling Dynamic Parameters in a BP from a Material to Sync with Niagara System
    InsaneHURRICANE May 22, 2025, 9:30pm 1 This is a kind of detailed specific question: Here goes: I have a material. I have a Niagara System with 8 particles being spawned in the emitter. I have made material parameters, and I want to set these as Dynamic Material Parameter in my Niagara System. I want to make a Blueprint that will have an array 8 colors, and that each of those colors will be applied to each of the 8 blades in my emitter.I want to set the parameters in the Blueprint and then have the Blueprint make each blade the different color I set using the Dynamic Materials in Niagara. Maybe I’m overthinking it. I will try to draw out what I mean. TobiasTobasco May 22, 2025, 10:06pm 2 If I understood you correctly, you just want to set a Niagara property through Blueprint. I think the easiest way is to not go throught the material, but Niagara directly. I would create a user parameter on your Niagara system and set that one through Blueprint. If you, for any reason, still want to propagate this prameter to the material, you can do it via DynamicParameter. You would set the user param first through bluerpint, then use the user param in Niagara in the Dynamic Parameter, which gets used in the material.Hope that all makes sense EDIT: I just looked at your reference image again and had some other thoughts: What is the benefit of having everything in one system? If it’s multiple emitters vor each type, maybe it makes sense to have multiple Niagara systems instead? If it all needs to be one system, with different materials, you can also add one renderer for each typeand assign a different material to each via user parameter. Then you can do your plan with the different dynamic materials. I think. Or alternatively, I think it’s possible to set specific material parameters through Niagara as well. Basically Niagara creating the dynamic material instance for you, and you would then again only set your user parameters through Blueprint and Niagara would propaget it to the material. #calling #dynamic #parameters #material #sync
    REALTIMEVFX.COM
    Calling Dynamic Parameters in a BP from a Material to Sync with Niagara System
    InsaneHURRICANE May 22, 2025, 9:30pm 1 This is a kind of detailed specific question: Here goes: I have a material. I have a Niagara System with 8 particles being spawned in the emitter. I have made material parameters, and I want to set these as Dynamic Material Parameter in my Niagara System. I want to make a Blueprint that will have an array 8 colors, and that each of those colors will be applied to each of the 8 blades in my emitter. (We can pretend there are only 3 blades for simplicity. I can figure it out by just repeating from there.) I want to set the parameters in the Blueprint and then have the Blueprint make each blade the different color I set using the Dynamic Materials in Niagara. Maybe I’m overthinking it. I will try to draw out what I mean. TobiasTobasco May 22, 2025, 10:06pm 2 If I understood you correctly, you just want to set a Niagara property through Blueprint. I think the easiest way is to not go throught the material, but Niagara directly. I would create a user parameter on your Niagara system and set that one through Blueprint. If you, for any reason, still want to propagate this prameter to the material, you can do it via DynamicParameter. You would set the user param first through bluerpint, then use the user param in Niagara in the Dynamic Parameter, which gets used in the material.Hope that all makes sense EDIT: I just looked at your reference image again and had some other thoughts: What is the benefit of having everything in one system? If it’s multiple emitters vor each type, maybe it makes sense to have multiple Niagara systems instead? If it all needs to be one system, with different materials, you can also add one renderer for each type (blood, holy, …) and assign a different material to each via user parameter. Then you can do your plan with the different dynamic materials. I think. Or alternatively, I think it’s possible to set specific material parameters through Niagara as well. Basically Niagara creating the dynamic material instance for you, and you would then again only set your user parameters through Blueprint and Niagara would propaget it to the material.
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  • Dynamic Fire in Unreal Engine 5

    Hi Fellas, I published Fire FX in Unreal Engine a long time ago, but decided to improve my product, so we have fire, but it’s more dynamic.
    Dynamic Fire in Unreal Engine 5

    Product Page :

    1 post - 1 participant
    Read full topic
    #dynamic #fire #unreal #engine
    Dynamic Fire in Unreal Engine 5
    Hi Fellas, I published Fire FX in Unreal Engine a long time ago, but decided to improve my product, so we have fire, but it’s more dynamic. Dynamic Fire in Unreal Engine 5 Product Page : 1 post - 1 participant Read full topic #dynamic #fire #unreal #engine
    REALTIMEVFX.COM
    Dynamic Fire in Unreal Engine 5
    Hi Fellas, I published Fire FX in Unreal Engine a long time ago, but decided to improve my product, so we have fire, but it’s more dynamic. Dynamic Fire in Unreal Engine 5 Product Page : https://fab.com/s/7f0a68ec64a0 1 post - 1 participant Read full topic
    0 Reacties 0 aandelen
  • Channel Packing In Unreal

    I have been trying to create a “master material” for my own VFX. I know how channel packingtechnically works, but I have no clue how to best implement that in Unreal Materials, what node setup to use to put within my material. I would love to not have 3 different texture samples and instead use switches or something similar—whatever is the best and optimised way.
    // Newbie
    #channel #packing #unreal
    Channel Packing In Unreal
    I have been trying to create a “master material” for my own VFX. I know how channel packingtechnically works, but I have no clue how to best implement that in Unreal Materials, what node setup to use to put within my material. I would love to not have 3 different texture samples and instead use switches or something similar—whatever is the best and optimised way. // Newbie #channel #packing #unreal
    REALTIMEVFX.COM
    Channel Packing In Unreal
    I have been trying to create a “master material” for my own VFX. I know how channel packing (RGB textures) technically works, but I have no clue how to best implement that in Unreal Materials, what node setup to use to put within my material. I would love to not have 3 different texture samples and instead use switches or something similar—whatever is the best and optimised way. // Newbie
    1 Reacties 0 aandelen
  • Seam placement for mesh vfx in Niagara

    Hey all. I don’t know where to best place the seams for this mesh Vfx I want to make. How should I go about it? Thanks
    1 post - 1 participant
    Read full topic
    #seam #placement #mesh #vfx #niagara
    Seam placement for mesh vfx in Niagara
    Hey all. I don’t know where to best place the seams for this mesh Vfx I want to make. How should I go about it? Thanks 1 post - 1 participant Read full topic #seam #placement #mesh #vfx #niagara
    REALTIMEVFX.COM
    Seam placement for mesh vfx in Niagara
    Hey all. I don’t know where to best place the seams for this mesh Vfx I want to make. How should I go about it? Thanks 1 post - 1 participant Read full topic
    0 Reacties 0 aandelen
  • [UE5.5 Niagara FX] Energy Portal — Custom Shaders & Flipbook Particles

    This is a stylized energy portal created in Unreal Engine 5.5 using the Niagara System.
    The setup includes sprite renderers, flipbook animation, and mesh particles, all controlled with custom materials.
    The material uses dynamic parameters such as:

    – UV offset
    – Distortion strength
    – Dissolve intensity A translucent black shader was added for better depth, along with trails and ambient particles to make the scene feel more alive.
    The effect was recorded via Sequencer, and it activates immediately on playback.
    #ue55 #niagara #energy #portal #custom
    [UE5.5 Niagara FX] Energy Portal — Custom Shaders & Flipbook Particles
    This is a stylized energy portal created in Unreal Engine 5.5 using the Niagara System. The setup includes sprite renderers, flipbook animation, and mesh particles, all controlled with custom materials. The material uses dynamic parameters such as: – UV offset – Distortion strength – Dissolve intensity A translucent black shader was added for better depth, along with trails and ambient particles to make the scene feel more alive. The effect was recorded via Sequencer, and it activates immediately on playback. #ue55 #niagara #energy #portal #custom
    REALTIMEVFX.COM
    [UE5.5 Niagara FX] Energy Portal — Custom Shaders & Flipbook Particles
    This is a stylized energy portal created in Unreal Engine 5.5 using the Niagara System. The setup includes sprite renderers, flipbook animation, and mesh particles, all controlled with custom materials. The material uses dynamic parameters such as: – UV offset – Distortion strength – Dissolve intensity A translucent black shader was added for better depth, along with trails and ambient particles to make the scene feel more alive. The effect was recorded via Sequencer, and it activates immediately on playback.
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  • Bug png Niagara Vfx

    Can bug fx work as pngs if the png with those bugs arent top view of the bugs but rather isometric front view. I had a more detailed question but it got deleted when i added a tag. The image is of a few different scorpions. What I do know is I can use subuv from a grid to make random ones spawn for each particle in the world. Thanks for any help in advance.
    1 post - 1 participant
    Read full topic
    #bug #png #niagara #vfx
    Bug png Niagara Vfx
    Can bug fx work as pngs if the png with those bugs arent top view of the bugs but rather isometric front view. I had a more detailed question but it got deleted when i added a tag. The image is of a few different scorpions. What I do know is I can use subuv from a grid to make random ones spawn for each particle in the world. Thanks for any help in advance. 1 post - 1 participant Read full topic #bug #png #niagara #vfx
    REALTIMEVFX.COM
    Bug png Niagara Vfx
    Can bug fx work as pngs if the png with those bugs arent top view of the bugs but rather isometric front view. I had a more detailed question but it got deleted when i added a tag. The image is of a few different scorpions. What I do know is I can use subuv from a grid to make random ones spawn for each particle in the world. Thanks for any help in advance. 1 post - 1 participant Read full topic
    0 Reacties 0 aandelen
  • Looking for guidance and advice on to progress as an Artist

    Hi,
    My name is Leli.
    I’m a 26-year-old beginner VFX artist (or at least trying to be).
    I’m studying game development at a university in my country.
    However, the program is very programming-oriented, and we have very little focus on the artistic side—just a bit of 3D modeling, sculpting, and the basics of texturing and, my main interest, VFX.
    After a very brief introductory course on the topic, we didn’t go any deeper.
    So I’ve been looking for reputable learning courses.
    While I don’t mind paying for some of them, unfortunately, I can’t afford to drop $1000+ on them (Let’s say $200 tops).
    So I’ve come to all of you to ask if you know of any relatively cheap courses—not just for beginners, but also for intermediate levels.
    I’d like to not only learn the basics of VFX but also know where to go once I’m past that stage.
    It can be for any software.
    While I’ve been working with both Unity’s URP and HDRP, I’ve come to realize there’s a wide variety of software you can use for VFX—like Unreal’s own shader system, Houdini, and other complementary tools like Embergen.
    I don’t like limiting myself to just one tool, although I do understand the value of sticking to one tool until you mastered the basics.
    And this is more of a personal question: have any of you had similar experiences trying to break into the video game industry a bit later in life? I know 26 isn’t exactly old, but I constantly see so many younger people who are already so advanced—it can be a little demotivating.

    Source: https://realtimevfx.com/t/looking-for-guidance-and-advice-on-to-progress-as-an-artist/28999" style="color: #0066cc;">https://realtimevfx.com/t/looking-for-guidance-and-advice-on-to-progress-as-an-artist/28999
    #looking #for #guidance #and #advice #progress #artist
    Looking for guidance and advice on to progress as an Artist
    Hi, My name is Leli. I’m a 26-year-old beginner VFX artist (or at least trying to be). I’m studying game development at a university in my country. However, the program is very programming-oriented, and we have very little focus on the artistic side—just a bit of 3D modeling, sculpting, and the basics of texturing and, my main interest, VFX. After a very brief introductory course on the topic, we didn’t go any deeper. So I’ve been looking for reputable learning courses. While I don’t mind paying for some of them, unfortunately, I can’t afford to drop $1000+ on them (Let’s say $200 tops). So I’ve come to all of you to ask if you know of any relatively cheap courses—not just for beginners, but also for intermediate levels. I’d like to not only learn the basics of VFX but also know where to go once I’m past that stage. It can be for any software. While I’ve been working with both Unity’s URP and HDRP, I’ve come to realize there’s a wide variety of software you can use for VFX—like Unreal’s own shader system, Houdini, and other complementary tools like Embergen. I don’t like limiting myself to just one tool, although I do understand the value of sticking to one tool until you mastered the basics. And this is more of a personal question: have any of you had similar experiences trying to break into the video game industry a bit later in life? I know 26 isn’t exactly old, but I constantly see so many younger people who are already so advanced—it can be a little demotivating. Source: https://realtimevfx.com/t/looking-for-guidance-and-advice-on-to-progress-as-an-artist/28999 #looking #for #guidance #and #advice #progress #artist
    REALTIMEVFX.COM
    Looking for guidance and advice on to progress as an Artist
    Hi, My name is Leli. I’m a 26-year-old beginner VFX artist (or at least trying to be). I’m studying game development at a university in my country. However, the program is very programming-oriented, and we have very little focus on the artistic side—just a bit of 3D modeling, sculpting, and the basics of texturing and, my main interest, VFX. After a very brief introductory course on the topic, we didn’t go any deeper. So I’ve been looking for reputable learning courses. While I don’t mind paying for some of them, unfortunately, I can’t afford to drop $1000+ on them (Let’s say $200 tops). So I’ve come to all of you to ask if you know of any relatively cheap courses—not just for beginners, but also for intermediate levels. I’d like to not only learn the basics of VFX but also know where to go once I’m past that stage. It can be for any software. While I’ve been working with both Unity’s URP and HDRP, I’ve come to realize there’s a wide variety of software you can use for VFX—like Unreal’s own shader system, Houdini, and other complementary tools like Embergen. I don’t like limiting myself to just one tool, although I do understand the value of sticking to one tool until you mastered the basics. And this is more of a personal question: have any of you had similar experiences trying to break into the video game industry a bit later in life? I know 26 isn’t exactly old, but I constantly see so many younger people who are already so advanced—it can be a little demotivating.
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  • REALTIMEVFX.COM
    Carmody's Sketchbook
    Hello everyone! I haven’t ever posted any of my work here before but I think it is time for a change! We will start with this personal project I just finished, Eye Soup . Eye Soup VFX | Unreal Engine and Houdini More info on Artstation 1 post - 1 participant Read full topic
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