RealtimeVFX
RealtimeVFX
A community for real-time visual effects artists, built to share, inspire and learn.
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  • Campfire Livestream
    realtimevfx.com
    We go live in less than an hour, if anyone wants to stop by and say hello to myself and @Keith . Heres the link where the stream will show up at 11:00 am CDT: YouTube VFX Apprentice In classic art schools, apprentices honed their skills alongside master craftsmen. VFX Apprentice harnesses the power of that model, delivering professional visual effects training across the globe, on-demand and entirely at your pace!Our education... 1 post - 1 participant Read full topic
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  • Post-process messing with emissive materials
    realtimevfx.com
    Hi,In an empty new level, i put a simple sphere with an emissive red material glowing by multiplying color x1000.UE5.3.2 (cant upgrade right now)normal result:with Color {1 , 0.04, 0}weird result(with or without post-process):with Color {1 , 0, 0}the emissive is up with pure Red color why?light is emitted but the surface doesnt glow.if i make if glow x10000, we get:weirder result:if i add a simple post process actor to the scene, with default settingswith Color {1 , 0.04, 0}it flickerswith Color {1 , 0.04, 004}it flickers too i tried:DX11: the post-process bug is gone, but the emissive with pure color is still theredesactivating AA, exposure.updating GFX driverstinkering ar random with all parameters in the post-processnothing works.whats happening?thanks
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  • Help with Courses/Resources
    realtimevfx.com
    Hey, i was looking for courses recommendations for complete beginners that want to start in VFX for gaming industry, mainly UE5 1 post - 1 participant Read full topic
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  • Embergen VDB is pixelated in UE 5.4
    realtimevfx.com
    Hello everyone,Im having an issue I cant seem to solve pixelated VDB in 5.4 created in Embergen.What ever voxel size and count I tried I still get the same result. The mesh car is imported for collider. And for proper scale I scale x100. The upscaler works for export but when I import in UE it crashes, the files are too big. There are 180 files at around 130 MB each. Is there some sort of solution for this or it is just the quality of Embergen in UE. 1 post - 1 participant Read full topic
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  • Been a while, heres some fun with Vertex Animation Textures
    realtimevfx.com
    Ive been meaning to post here more, I really like this forum and real time stuff is super fun.This is an effect I did for a Houdini Course I took last semester. I wanted to push myself and do something in Unreal so I looked into (finally) trying to understand how VATs work (I still dont really think I get it but Im somewhat confident I can use it as a tool so thats good).I wanted this effect to be an area control effect in a hero shooter environment, like Meis ice wall, but using lava that cools and solidifies as a part of the effect. Heres what I came up with: https://youtu.be/pHNSkQQRPIEAnd Heres a breakdown of the effect in Houdini: https://youtu.be/_1f4Es9hC5sI start the effect with a static mesh for a projectile, then when it collides I check the normal of the collision and if its the floor it spawns a new blueprint, which just plays the animation then shows a static mesh (the actual mesh exported by Houdini is just a cloud triangles, its also way higher poly count than the static export so it really should not exist for very long). Heres what the 3 Meshes look like:I made the parts of the mesh which cool quickly shiny, like obsidian glass, and the slower cooling bits more rough looking to actually mimic how cooled lava actually looks. Im really happy with the final look but I think I could work more on the initial lava shading, maybe even have it glow, and shoot sparks and smoke or something.My next step is going to see if I can get this running in Godot, its seems like quite a challenge since the Unreal material graph for reading the dynamic remesh textures is kind of a mess thats been hard to parse. If anyone knows of any secret documentation as to how Vertex Animation Textures work I definitely need to read up on this system a bit more.
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  • Plugins and VFX
    realtimevfx.com
    Chat,i need a cheap/free plugin for vfx, yall got any ones please reply to me with the link.PS: i would prefer a flipbook but others will work just as fine! 1 post - 1 participant Read full topic
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  • Niagara set array vs set array element n times performance
    realtimevfx.com
    Ive been testing if setting many elements in a niagara array (from Blueprint) has any extra performance overhead compared to sending the whole array and it appears that there is no measurable difference.Does any one know if any extra overhead is incurred per singular writes into niagara array?Or at what point one approach is more beneficial over another?So far sending whole array of 5000 vec4s and setting 500 elements in a loop only seems to have blueprint associated costs, but i might be wrong here.
    0 Reacties ·0 aandelen ·87 Views
  • Need Help Recreating High-Speed Border Effect in My Game
    realtimevfx.com
    CristianIGBO March 21, 2025, 2:40pm 1I want to recreate this effect on the borders of my game when Im moving at high speed.Im not sure if I should do it using a Shader Graph or some other method, as Im new to this area. I would really appreciate it if someone could help me recreate this effect.Im using Unity 6.0Hovl March 21, 2025, 3:11pm 2Now you can use screen shaders in the particle system. When you add scareen the material to your particle system and enable it, the effect will take your screen resolution.Create a screen shader using Shader Graph and enable this effect using particle system Play();You can set the appearance using opacity in the particle system and Verstex color in the shader.About the effect itself: use noise texture. Tile if for example X=0.05 and Y=1. Add polar coordinates or something to make circle UV, add moving to offset. Then multiply texture with the mask to make the center transparent.
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  • Mealys - VFX Sketchbook
    realtimevfx.com
    Hello! This is my first time publishing here.I decided to practice projectile creation, so I made this magic attack skill in Unity.Also, you may notice few post-processing effects, that I built entirely in engine: dark overlay (for highlighting transparent part), radial blur, hue split, planar reflections.This 2D artwork I found on Pinterest inspired me to create my own version of effect.Please, leave a feedback, or support me on Artstation if you are interested,Thank you!Artstation
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  • VFX portfolio
    realtimevfx.com
    Hello,I wanted to share my work done for Wardens Will made by Elyzio. Here is a short video representing some VFX from the game. It would be great to get some feedback and overall thoughts.https://www.artstation.com/artwork/mAlJgd 1 post - 1 participant Read full topic
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  • Need help with Boost VFX for my Sonic Project
    realtimevfx.com
    Hey, Im not really a VFX person, but I need a bit of help making the boost VFX for my sonic fan project. Below is a video of how it looks right now. If anyone is interested in getting on a call or something like that, please lmk! Thanks! drive.google.com Unity Project Sonic-Prototype - SampleScene - Windows, Mac, Linux - Unity 6...Google Drive file. 1 post - 1 participant Read full topic
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  • How to get the look of the fire from ZZZ?
    realtimevfx.com
    Hey everyone, Im working on a ZZZ fan art by Quadtonne (I cant post the images because Im a new user, Im hitting a media limit, Ill try to add all the extra images as comments), and I need some help getting the look to closer to that of ZZZs fires.My blockout uses fast spawning sprites for the fireball, and using a gradient and an additive material, it works alright. I use two emitters, one that stays with the ball as it travels to get the round shape of the fireball, and one that trails behind to make the tail, it gets the color and timing across but it doesnt convey the same shape language or smoothness of it at all.ZZZ tends to get these really smooth fires, made with what I think are deformed meshes, would anyone know good resources or pointers to make this kind of fire/ how to adapt it for my use case? (or even just generally how to achieve the look in this concept art):
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  • Seeking feedback for my first real time VFX practice!
    realtimevfx.com
    Heres my first real-time effect, would appreciate any feedback!https://www.artstation.com/artwork/lGLqKGAlthough Houdini Lab has streamlined the process of importing Flipbooks into Unreal Engine, I wanted to explore the underlying principles behind these effects, including Motion Vector Blend and the six-point lighting system.I developed the core Shader functionalities throughout the project and created demo explosions and smoke effects. Special thanks to Simon Trumpler for inspiring the loopable Flipbook technique, and to Mederic for his insights into the six-point lighting system.
    0 Reacties ·0 aandelen ·81 Views
  • Ruined King VFX LoL Fanart
    realtimevfx.com
    apri_kott March 13, 2025, 4:42pm 1Hi there !!I recently finished this Ruined King VFX Fan Art !It isnt affiliated to any character in LoL. I just liked the Ruined King artistic direction and wanted to do something similar.Im open to any type of feedbacks, and i want to improve it as much as i can ! Thanks in advance !3 Likeseaacon March 13, 2025, 5:16pm 2Super cool!Timing on the slam down could be snappier for more impact, the smoke texture is a tad bit even/repetitive, but overall I love it!I have a bit of a pet peeve for grid/checkerboard floors with too high contrast, since it gets distracting, but thats my preference 1 Like
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  • What do you do to blend your VFX with the environment?
    realtimevfx.com
    Mostly environment effects like smoke, water, fire etc.What lighting calculations are you doing while keeping it performant? specular highlights, reflections etc.I am really struggling to blend my effects with the environment, would like to hear your ways! 1 post - 1 participant Read full topic
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  • Niagara Mesh Renderer Jitter
    realtimevfx.com
    I was wondering what to do here to fix the jitter - its just a simple system to render a static mesh, attached to a skeletal mesh. When the character is stationary, theres no jitter, but when theres movement or rotation, the renderer jitters like crazy. What can i do here? If its not obvious, the system is on the left shoulder in the pic
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  • Unity gridbox with geometric angles
    realtimevfx.com
    Hello my friends,I am looking for the grid with angles as you see at the image. It will definetily helpful for projectile angles.Can someone tell me where to find this? 1 post - 1 participant Read full topic
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  • Rolling rock shockwave breakdown - Rhei'a from Seekers of Skyveil
    realtimevfx.com
    Hey Everyone,I made these VFX for a character in our Extraction MOBA, Seekers of Skyveil.https://www.artstation.com/artwork/lGLaYVI felt like the method I used to create the rolling rock shockwave mesh was quite efficient, so I wanted to share a little breakdown here for anyone who hoped to recreate the effect:I can also share the scripts we used in maya if anyone is interested.
    0 Reacties ·0 aandelen ·91 Views
  • How to recreate the helmet effect with fake transparency like in Fortnite? (UE5)
    realtimevfx.com
    Hello everyone,Im working on a character with a glass helmet in Unreal Engine, and I want to recreate an effect similar to Rippley vs Sludge in Fortnite. The goal is to see only the characters head through the helmet, without seeing the environment behind it.I have tried several methods: Using transparent materials, but this makes the helmet fully transparent, which is not the desired effect. Opacity masks, but they dont prevent the environment from being visible through the helmet.It seems like Fortnite uses a fake transparency shader, possibly by combining a Render Target with a SceneCaptureComponent2D to display only the head inside the helmet.Does anyone have a precise idea of how to recreate this effect? I would appreciate any help regarding materials, Blueprints, or any other method that could achieve this effect!Thanks in advance for your help!
    0 Reacties ·0 aandelen ·111 Views
  • Texture creation using substance designer
    realtimevfx.com
    Hello, everyone. Im new to VFX and Im trying to learn and create this texture in substance designer for days but still no good result. Do you guys know how to make a texture simliar to this? 1 post - 1 participant Read full topic
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  • Looking for a Unreal FPS template for vfx fun (happy to buy/pay!)
    realtimevfx.com
    Hey all, Its been a while since I posted on here!I took a little break from the game industry because of burnout and trans related issues . I now want to take baby steps back into VFX. Im trying to take it easy on myself and start with stuff I know. Im looking for a template that can function as an FPS that I can swap the effects out on. Making VFX just isnt the same without being able to PLAY them.I understand the basic blueprint setups may be simple to some here, but to me, they are quite intense! Especially when stepping out of burnout. Iv had panic attacks just opening a material I was working on ^^" SO IM TAKING IT CHILL!I use Unreal (for now)Im happy to pay for templates or store assets. Essentially Im just looking for recommendationsIv been working as a game dev tutor for a nice break from industry while still keeping my finger on the pulse. Helping bright new youngins learn art has been quite healing. Hello to anyone on here who knows me ^^Huge thanks to anyone who posts! < 3 Youre a star.
    0 Reacties ·0 aandelen ·105 Views
  • How to Spawn Particles in a Line with Unique Z Positions Using Niagara in Unreal Engine?
    realtimevfx.com
    Hi Everyone,Im working on a project in Unreal Engine and need to spawn 10 mesh particles in a straight line using Niagara. I want all the particles to spawn at the same time, but with each particles Z position moving upwards sequentiallyone after the other.Im currently using the Spawn Particles from Grid module, but Im struggling with adjusting the Z position of each particle individually.Has anyone encountered a similar challenge or have suggestions on how to achieve this effect with one emitter?Thanks in advanced for the help!
    0 Reacties ·0 aandelen ·114 Views
  • Zoin's VFX Sketchbook
    realtimevfx.com
    Hey all you amazingly talented people, Im starting this topic here to share my VFX work and become good at my work, hit my goals. I tiny, hopefully not boring background about me would be;My actual name is Sohan Dilusha, Im from Sri Lanka. I mainly use Maya, Unreal Engine, Substance Designer, Photoshop/ Krita as my main tools as of right now. My main goal right now is to join a studio overseas and work remote from here, or if the opportunity comes go there. I love video games, movies where the ending I dont quite understand and dogs.I will be updating this thread regularly with my work and Im super excited to be a part of this community, I will contribute as much as I can.
    0 Reacties ·0 aandelen ·138 Views
  • Spawn effect from beam end
    realtimevfx.com
    Hey everyone. In Niagara I have a beam emitter and I have so far been unable to figure out how to spawn other emitters from the beam end. I feel like this will probably need a blueprint, but the only tutorial I saw online involves attaching the beam end to a sphere. The beam end will be variable, but I do not know what logic the programmer will use for this. Any advice in accomplishing this will be greatly appreciated. Thank you in advance. 1 post - 1 participant Read full topic
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  • Boids using Graphics.DrawMeshInstancedIndirect in Unity
    realtimevfx.com
    Made these boids in unity using Graphics API and compute shaders. I published it as a public repo so you can check the code out! github.com GitHub - fisekoo/boids: Boids behaviour system in Unity using... Boids behaviour system in Unity using Graphics.DrawMeshInstancedIndirect & Compute Shaders 1 post - 1 participant Read full topic
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  • iamDvzs Sketchbook
    realtimevfx.com
    Hello! This is my new and most serious attempt to start a career in VFX. I created this tornado following Hovls VFX course on ArtStation. Looking for feedback and comments. Thanks in advance 1 post - 1 participant Read full topic
    0 Reacties ·0 aandelen ·169 Views
  • Niagara + Blueprint Question
    realtimevfx.com
    Hey guys so I am currently working on a shield effect for my portfolio and wanted to try out some functionality early but I am running into some issues that I am confused on.Firstly, I created a simple Niagara system with the shield mesh inside and then linked it to a simple BP that allowed activate and deactivate the shield based on my mouse button press and release but, my initial issue was that the system had a super long lifetime so everytime it was activated and deactivated it was essentially doubling up on itself.To fix this, I set the system to kill particles immediately so that when it deactivates it is no longer playing in the background:The problem with this now is that it does not scale down based on the timeline I have set up and instead just disappears instantly:https://youtu.be/6m7-pJYcX0MHeres the Blueprint:Im not entirely sure what to do differently here so I am reaching out for anyone who can share their expertise.Thanks guys!
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  • Different engines
    realtimevfx.com
    Hi guys I am new in the VFX industry and I want to be a Roblox Develpor but the problem is I couldnt find a good course for Roblox Studio VFX so I bought one for Unity Engine and I am learning, My question is can I export the Visual Effect from Unity to Roblox Studio? 1 post - 1 participant Read full topic
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  • Decals using depth buffer (soft particles)
    realtimevfx.com
    Hi guys, has anyone ever thought of making decals using a depth buffer? I had the idea to invert the transparency and make the decals visible only near the surface. In this case, if the decal is on the edge of the model, then the part that goes beyond the limits will be invisible. What do you think? 1 post - 1 participant Read full topic
    0 Reacties ·0 aandelen ·171 Views
  • Are there any experienced VFX artists here who excel at timing?
    realtimevfx.com
    Youtube LinkHello, Daniel here.Im learning to become a VFX artist. This is the first effect Ive taken through the full creation process from start to finish. I aimed for a stylized approach, where I could apply animation principles more intentionally.Ive heard countless times how crucial timing and motion are, so I decided to make that my first focus. This effect doesnt have a specific thememy only goal was to create a stylized explosion. I adjusted the timing purely based on intuition, without using references, hoping to sharpen my sense for it. I spent around 25 hours working on it.I know youre busy, but if you have a moment, Id really appreciate your feedback on how I could improve my timing in this effect. Id love to learn from your insights.Thank you!
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