How to Create Zelda-Inspired Explosion VFX in Unreal Engine | Level Up - VFX Breakdown | Beyond-FX

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  • เผยแพร่เมื่อ 13 ก.ค. 2024
  • 🧚‍♂️ Hey, listen!
    Today in Level Up - our #VFX explainer series - Senior II VFX Artist Nathan Huang breaks down how to create this Zelda-inspired real-time explosion in ‪@UnrealEngine‬. 💥
    ---
    00:00 - Intro
    01:03 - Flares
    01:38 - Streaks
    03:46 - Point Light
    04:10 - Smoke
    06:34 - Embers
    07:22 - Shockwave (Camera-Facing)
    07:59 - Ground Shockwave
    08:32 - Debris
    11:04 - Ribbon Trails
    13:56 - Ember Trails
    15:30 - FINAL EFFECT
    ---
    Beyond-FX is a new type of studio focused on crafting immersive, interactive experiences using the latest in visual effects technology. Through our team of talented artists, we have a combined 80+ years of industry production experience.
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ความคิดเห็น • 25

  • @prestonschulz9359
    @prestonschulz9359 7 หลายเดือนก่อน +3

    Nathan, killing it as usual!

  • @TheMysticHead
    @TheMysticHead 7 หลายเดือนก่อน +1

    this is great - thanks so much for posting this and walking through it!

    • @Beyond-FX
      @Beyond-FX  6 หลายเดือนก่อน

      Glad you enjoyed it, more coming soon!

  • @VinoVenitas
    @VinoVenitas 4 หลายเดือนก่อน +4

    I seriously tried my best to recreate this, but that streak particle effect ... I need a WAY better look or an explanation on what happens in that Streak particle material. Its too bad though, I loved this effect

  • @alexandreblaise123
    @alexandreblaise123 4 หลายเดือนก่อน +1

    You've just save me of being stuck with trails parameters
    Thanks and great tutorial !!

    • @Beyond-FX
      @Beyond-FX  หลายเดือนก่อน

      Great to hear!

  • @handsomejack3057
    @handsomejack3057 6 หลายเดือนก่อน +3

    Man i have watch so many tutorials and breakdowns and never see one that look that complex, im learning so this just makes me feel that theres a ton to me to still learn, where can i learn complex materials like those? btw, the vfx looks amazingly good

    • @Beyond-FX
      @Beyond-FX  หลายเดือนก่อน

      Thanks! There's lots of resources here on TH-cam and also Realtimevfx.com is a great community to learn from

  • @ZombieGuyDevelopment
    @ZombieGuyDevelopment 3 หลายเดือนก่อน +6

    Any chance you could release the project files?

    • @Beyond-FX
      @Beyond-FX  หลายเดือนก่อน

      Thanks for the feedback, we'll look into that for future videos!

  • @hotsauce7124
    @hotsauce7124 3 หลายเดือนก่อน

    May I ask, how do you use Function library for VFX?

  • @davy4842
    @davy4842 6 หลายเดือนก่อน

    Can we have an ice nova effect

  • @user-mq7pf4zx7g
    @user-mq7pf4zx7g หลายเดือนก่อน

    Can you share the engineering files? I really hope to learn from it! After watching the videos, I felt like I was standing on the shoulders of giants, but I couldn't fully grasp the methods in these videos.

  • @nemuruvfx
    @nemuruvfx 7 หลายเดือนก่อน +2

    Is Spawn particle from other emitter a UE 5.3 Feature? Looks like a very useful module! I really liked the debugging nodes for the erosion method I would tend to use a debug time sine but this method seems to go from 0-1.

    • @Nah4Realz
      @Nah4Realz 7 หลายเดือนก่อน +1

      Yeah, I originally did use location events for the child emitters. But found Spawn particle from other emitters more flexible. I made it in UE 5.0.3 btw. If you look into the debug time sine material function its actually exactly the same thing that's built here!

    • @nemuruvfx
      @nemuruvfx 7 หลายเดือนก่อน +1

      @@Nah4Realz Whoa! that's awesome it really is the same. I also used location events and this pretty much simplifies the process.

  • @davidwilson932
    @davidwilson932 3 หลายเดือนก่อน +1

    Looks amazing. Do you recommend any Niagara courses? There doesn't seem to be many premium courses out right now

    • @Beyond-FX
      @Beyond-FX  หลายเดือนก่อน

      Stay tuned, we have a series of videos coming soon that dig into the basics of Niagara!

  • @BucketKingu
    @BucketKingu 6 หลายเดือนก่อน +3

    Quick question: You have that material function "MF_TilingScrolling" used a lot. How's that material function set up?

    • @Nah4Realz
      @Nah4Realz 6 หลายเดือนก่อน +2

      It has tiling and panner controls on it. I'm also adding an option to add Particle Random to the UVs, so if its a tileable texture it'll be randomly offset per particle

    • @ManojKumar-cy8jo
      @ManojKumar-cy8jo 3 หลายเดือนก่อน

      Can u explain it even more please. Because I'm new to materials and i just copied everything from the video but only this "MF_TilingScrolling" Function is missing in my Material.@@Nah4Realz​

  • @Ipelachoi
    @Ipelachoi 6 หลายเดือนก่อน +2

    more tuto please!!!

    • @Beyond-FX
      @Beyond-FX  หลายเดือนก่อน

      Stay tuned!

  • @pamparam3495
    @pamparam3495 2 หลายเดือนก่อน +4

    The effect is great but the guide is a pretty bad, you jumping from one thing to another too fast without showing all things

    • @Beyond-FX
      @Beyond-FX  หลายเดือนก่อน +1

      Thanks for the feedback, we'll work on that!