Stylized Explosions another version.
Used NPCs to allow blasts to affect other explosions.
I think it will look 3D in VR because it is Static Mesh smoke without translucency using Dither TemporalAA.
#UE5
#Niagara
#gamedev
#realtimevfx
#anime
荒いけどひとまず完成.
FF14のボス戦を見ててやっと何作ってたか思い出した次第。中規模AOEを想定してます。
I finally remembered what I was trying to make when I saw a boss battle in FFXIV. I assume mid-scale AOE.
#UE5
#Niagara
#gamedev
#realtimevfx
Somehow practicing
#Niagara
Fluid.
I modified the Grid 3D Niagara Fluid sample to make it look like water magic instead of smoke.
It's a little difficult to simulate that seem to be moving fast, but I like how easy it is to do barrier-like things.
#UE5
#realtimevfx
#gamedev
Grid3D Fluid is difficult to use on current consoles due to high cost, but there is no need to give up on fluid simulation itself.
Use simulated Velocity without volume rendering. All of particles animation is completely based on that.
The simulate resolution can be low. So GPU
My UE4 Niagara works caught the eye of Epic Games' FX people, then I ended up joining the dev team as a Sr. VFX Tech Artist.
Epic Gamesさんとご縁があり、今日から開発チームに加わることになりました。
なんかいろいろ届きました!
WIP. Preparing another stylized FX.
All black outlines are generated by shaders.
No flipbook textures.
Using
#Houdini
Apprentice now, so meshes are Sequential Number Animation instead of VAT.
#UE4Study
#UE4Niagara
#realtimevfx
#gamedev
Experimental Voxelized explosion with UE4 Niagara.
(32*32*32)
Baked sim using Houdini Data Interface.
It would be wonderful to be able to make it in a real-time simulation.🙂
#UE4
#Niagara
#houdini
#realtimevfx
#gamedev
Today was my last day
@naugty_dog
.
I'm really grateful and honored for working for almost four years and to have worked with tremendous enthusiasm and talented people!❤️
本日ノーティードッグの最終出社日。
凄まじい熱意と才能を持つ方々と共に仕事できたことに心から感謝!
Test modifying 30 min a Niagara Fluid sample to create a different type of flame. It's very flexible.
(The latter half of the video is before modification.)
It's fun and you guys especially VFX artists should touch Niagara Fluid!🔥
#UE5
.01
#realtimevfx
#gamedev
#Niagara
パーティクルをボリュームあるっぽく馴染ませるやつ、Unreal Engineでやる場合はこんな感じ。
The case how to looks like fake volume particle using Unreal Engine is here.
#UE5
#gamedev
#Niagara
#particle
背景で地面と馴染ませるのによく使われるPDOですが、セル調のぶっ刺しを解決するのにも使えますね。
PDO(Pixel Depth Offset) is useful not only for environment assets also cel shading FX in order to blend naturaly to ground (opaque surface).
#UE4
#realtimevfx
#gamedev
#shader
WIP. Exploring Fluid2D use case with Niagara Simulation Stage.
Some foam can be interacted with.
The water surface is a modified version of
@tharlevfx
's Water Materials. Terrain is from Megascans.
#UE4Niagara
One of my Real-Time VFX friends was struggling with using the "Refraction" of a material feature to depict air distortion in VFX. So...,
The ‘Index Of Refraction’ feature represent realistic refraction, and it’s pretty cool. However, when it comes to representing air distortion
Niagara Data Channels(NDC) Usefulness Test.
NDC can be used to share a Fluid container with another Niagara, but also multiple same Niagara FX can be spawned as like a single Niagara FX.
However, translucent FX are prone to rendering priority problems, so some ingenuity is
#UE5
NiagaraFluidプラグインをONにしてエディタを再起動したら、新規でNiagaraSystemアセットを作り、New system from a template~を選択してNext。
たくさんのサンプルから好きな流体シミュを選ぶことができます。
このように流体を触るまでの準備は超簡単なので、ぜひ触ってフィードバックを!
Making a certain puzzle game with UE5 Niagara only.
I didn't want to use any Blueprint, so position and rotation are controlled by camera position at Viewport.
It's super extreme hard to play...
Happy holiday!🎉
#UE5
EA2
#Niagara
#Grid2D
#realtimeVFX
#gamedev
Starting with UE5.4, Cast Shadow can be easily turned on and off per Niagara emitter.
This is useful when dealing with Mask and Opaque Niagara meshes that you don't want to cast shadows on.
#UE5
.4 preview
#Niagara
#realtimeVFX
#gamedevs
GDC 2022 was over? I mean it's already been 8 months since I spoke at GDC last year...
I reproduced one of them, that generates Normals in low cost, with
#UE5
Preview 2.
It's more simplified than I showed the shader code in my slide.
↓ Download Link
Not specifically intended work, but represented in modules available by default in Niagara. I recently saw something wall crawling with Blender, so that's the influence me...
#UE5
.1
#realtimevfx
#gamedev
#Niagara
Anime Impact FX!🌟
Free Workshop Out Now!
Welcome to Theory Accelerated Studio!
I made it my MISSION to give all my knowledge away.
no point in guarding it.
Just like and comment " ANIME FX " and i'll send you the link in your DM ( must be following so i can send it )
The following feature of Niagara is very useful.
エフェクト用のマテリアルインスタンスをかなり減らすことができます。
“Material Parameters” in the Renderer:
Material's parameters can be overridden in Niagara without going through Material Instance.
By using this feature, the
UE4 Contents Example のNiagara_AdvancedレベルはテクニカルなNiagaraの表現の習得に大変役立ちます。動画は"2.3 Spawn Particles From Another Emitter"を改造して遊んだ結果。GPU Particleが他のEmitterのGPU Particlesの情報を取得できるので素敵。
#UE4Niagara
#UE4
.26.0
#realtimeVFX
.
@Naughty_Dog
joined us for an extensive overview of The Last Of Us Part II production: from the interactive ropes system and realistic blood behavior to next-level immersion and the beauty of destruction
#gamedev
#naughtydog
#lastofus2
#lastofus
炎に続いて煙もスタティックメッシュにしてみました。
まだ描画優先の問題があるのでカメラ固定で…。
背景と煙のテクスチャは、無料アセットを使わせてもらっています。
There are no cascade and Niagara. Flame and smoke are Static-Mesh.
#realtimeVFX
#UE4