Discover and read the best of Twitter Threads about #realtimevfx

Most recents (17)

#UnityTips: 🔥 Fluid 'simulation' trail shader. 🫧

Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. ✨

('fluid' is 100% rendered in the shader)

#unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart
In glorious, full screen 1080p. 🤩
A still of the node graph. Have a look: 👀📊
Read 10 tweets
Mesh particles in #Unity3D. 🤩

Shader uses the system's custom vertex stream to read per-particle data, which can then be used to create variation and dissolve over time for each one.

#gamedev #madewithunity #realtimevfx #gameart
Using time quantization (rounding to nearest discrete steps to force a specific update framerate) to give it a more traditionally-animated look. 📈
Looks like it's squirting fire. I should add more particles. Embers, smoke, and such. 🔥
Read 4 tweets
Noise applied to a solid strip, with strength masked by horizontal gradient. Creates a the illusion of a wispy trial!

Throw in some remapping, bloom/post, and... 🤩

#gamedev #indiedev #vfx
Quantized time + colour gradients would be useful for styling and that toon look.

You could use it as a trail attached to either your mouse or a particle system. Imagine using it with this effect?

Plexus and all!

Read 6 tweets
Getting the most out of your grayscale noise textures.

Thread 2 - Balance

[1/19]

#vfx #techart #gamedev #indiedev #realtimevfx
@polycount
In my previous thread I shared information about texture consistency and the importance of utilizing the full range of 8-bit values.



[2/19]
This thread focuses on the balance and evaluation of values distributed in a texture, which can be equally important when building versatile noise libraries.

[3/19]
Read 20 tweets
I've recently updated my #VFXGraph additions package with a few new features.

#realtimeVFX #unity3d

🔗: github.com/peeweek/net.pe…

1) Navigator panel that enables searching the graph for nodes, events, blocks and/or contexts.
2) Advanced VFX Event Tester that enables setting up and saving pre-configured test environments for sending events (and Event Attributes)
3) Last but not least (this is a wanted one), two new C# Spawn Blocks that help handling multiple events sent at the same frame. Burst Multiplex FIFO and Rate Multiplex FIFO : Not the panacea, as it doesnt't scale with large amounts of events, but helps for simple cases.
Read 4 tweets
Simple barriers, inspired by the concept art by Pavel Savchuk artstation.com/artwork/w8gAEw

#shader #realtimevfx #gamedev #unity3d #VFX #amplifyshader
Well, I guess mixed media uploads are available only on mobile apps so I'll post them in separate tweets
Read 6 tweets
Getting the most out of your grayscale noise textures.

A series of threads that will include technical information, workflow best practices, evaluation techniques, and free files.

Thread 1 - Consistency

[1/10]

#vfx #techart #gamedev #indiedev #realtimevfx @polycount
I hope this thread helps shed some light on the subject of building grayscale texture libraries that aid in game development workflows. It's important to note that I make a lot of generalizations about how these types of textures are utilized, and your needs may differ.

[2/10]
For games, we commonly rely on 8-bit texture formats. 16-bit formats are recommended when building source files, but require additional consideration when being utilized at runtime. For now we'll be focusing on 8-bit.

[3/10]
Read 12 tweets
Making textures and sprites from scratch for #vfx can be a tedious and time-consuming process.
So here's my collection of 1000+ free noise, particle & sprite textures for #realtimevfx artists from various sources.
1/
1. VFExtra Texture pack by @Niels_Dewitte (50+ textures)
nielsdewitte.be/index.php?page… Image
2. Free noise pack by @Luos_83
luos.gumroad.com/l/FreeNoise Image
Read 10 tweets
1/N Some folks asked me to share my setup in #UE5 for how I used #Niagara to generate tiling ocean waves using Fast Fourier Transforms. This thread will hopefully shine light on the process and serve as a guide to those wanting to do the same. #gamedev #realtimevfx
The method for generating tiling ocean waves using FFTs can be summed up in these steps.
1. Precompute the h0 lookup table where each texel contains the encoded values needed to represent a wave. Its called h0 because that's the variable Tessendorf gave it in the original paper. Image
Everything needed for the sim is stored in this texture. From it, a wave's speed, magnitude, direction and frequency can be derived based on the Texel's location and the data stored within. The dark areas are from a "spectrum" that is multiplied to produce realistic ocean waves.
Read 8 tweets
1/6 A year and a half later, I finally finished my black hole project. #madewithunreal and now powered by #Niagara, this shader/sim implements physically correct gravitational lensing, which bends the light in all kinds of groovy ways! #gamedev #realtimevfx #astronomy #UE4 #UE5
2/6 A weird phenomena of gravitational lensing is the photon-sphere. @ScienceClic hooked me up with the equations I needed to represent this. When done correctly, zooming the camera in yields the same image repeat over and over to infinity (it gets small though)!
3/6 The accretion disk was my main focus this time around. I ended up learning how to write fluid solvers because I didn't want a static texture that was just warping around the event horizon. I wanted something alive, dynamic and violent.
Read 6 tweets
🧵
Here is a small breakdown of the impact frame effect I used in my previous tweet (The effect is inspired by @__grit 's hand drawn impact effect). It's post process based.

#VFX #RealtimeVFX #shader #madewithunity #gamedev
The first step of the effect is to get the scene outlines. I used some color/normal/depth edge detection algorithm from @alexanderameye alexanderameye.github.io/notes/edge-det… and made some BIG outlines.
The second step is to blur the outlines to get rid of the hard edges. So radial blur + simple blur. (Radial blur example from @HarryAlisavakis : halisavakis.com/my-take-on-sha… )
Read 7 tweets
some people asked have me for a breakdown of this effect, so here goes! (1/6)

#VFX #UE4 #realtimeVFX #gamedev #Arcane
the lightning is a very simple hand drawn spritesheet (8 frames) that is then playing over a sphere for the volume and twisted UVs for extra movement. the same sheet and material is used for all the spark elements with all variation done within the Niagara systems.

(2/6)
the floor effect is very straightforward. sine wave with animated distortion texture. using a smoothstep on the values and lerping between two colours (which ended up being this blue/purple and black). then the same again for the bright edge. all on a flattened disk mesh.

(3/6)
Read 7 tweets
I've been doing VFX solely for almost 13 years. It's fun, but get this...the game industry needs more VFX artists.

One of the most in demand roles suffers from a high barrier for entry and a lack of mentoring for those who want to learn. #gamedev

Below are some resources!
1/x
Community!
realtimevfx.com
@realtimevfx

This is it! It's nice. It's friendly. Real-time VFX, as a discipline, is always changing. This means we're constantly learning. It's where we share, get feedback, learn, and ultimately, get inspired.
2/x
Also there's a job board, discussion about the industry, mentoring, tool issues and so on. Oh, and there's also a Discord channel. Be kind, we're all learning.
2.5/x
Read 10 tweets
Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26

#UE4 #realtimevfx #cloudscape
Some details: Cloud rendering w/new VolumetricCloud component by @SebHillaire for 4.26.

Clouds painting is a 2d map with RGBA colors. The curves also form an RGBA texture, so depending on which color you paint, that decides which curve profile to use.

Curve DF:
Because the curve profiles get converted into SignedDistanceFields (could get similar result by blurring too), when painting density, the density determines how far along the curve you are for each point. So just adjusting density of the mask gives (cloud compositor here):
Read 5 tweets
this technique to render realistic smoke / cloud super FAST is not as well known as I thought so here we go
(a thread)
#UE4 #gamedev #techart #vfx #realtimevfx
we know the smoke / cloud simulation must come from *somewhere*, like Blender or Houdini simulation. when we make a flipbook, the most traditional way is to BURN EVERYTHING we see as end result on the sheet. but that feels a little dry doesn't it
one way to get more gold outta the simulation: bake out the normal. although normal doesn't work well with volumetric rendering, you can do it if you want and it does add some details to the result (example from Houdini)
Read 11 tweets
Quick breakdown of effect, inspired by @vavajun tweet:
No more needs for many similar meshes!
#gamedev #indiedev #UE4 #unreal #UnrealEngine #VFX #realtimevfx #rtvfx
Grab Z-aligned tangents of the mesh and push it with some strength. Use UV coordinates for masking to define on which vertices we want to be moved. Multiply it all and send to World Position Offset - and viola!
#gamedev #indiedev #UE4 #unreal #UnrealEngine #VFX #realtimevfx Image
Here is a mesh, which I've used for this effect - simple donut plane with planar UV-mapping. If you're feeling lazy, you can download this mesh from here: goo.gl/ZEzLCa
#gamedev #indiedev #UE4 #unreal #UnrealEngine #VFX #realtimevfx #rtvfx Image
Read 3 tweets
Breakdown of Zelda: Breath of the Wild cartoon water foam effect. #gamedev #indiedev #UE4 #realtimevfx
Basically, we just spawning some meshes around object with random rotation and distortion and dissolving the texture with alpha erosion #gamedev #indiedev #UE4 #realtimevfx
Mesh is just a simple donut plane (I guess it called that way? :D) with planar UV mapping, where bottom of the UV is center of the #gamedev #indiedev #UE4 #realtimevfx Image
Read 5 tweets

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