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. 💥
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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
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Nathan, killing it as usual!
this is great - thanks so much for posting this and walking through it!
Glad you enjoyed it, more coming soon!
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
You've just save me of being stuck with trails parameters
Thanks and great tutorial !!
Great to hear!
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
Thanks! There's lots of resources here on TH-cam and also Realtimevfx.com is a great community to learn from
Any chance you could release the project files?
Thanks for the feedback, we'll look into that for future videos!
May I ask, how do you use Function library for VFX?
Can we have an ice nova effect
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.
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.
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!
@@Nah4Realz Whoa! that's awesome it really is the same. I also used location events and this pretty much simplifies the process.
Looks amazing. Do you recommend any Niagara courses? There doesn't seem to be many premium courses out right now
Stay tuned, we have a series of videos coming soon that dig into the basics of Niagara!
Quick question: You have that material function "MF_TilingScrolling" used a lot. How's that material function set up?
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
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
more tuto please!!!
Stay tuned!
The effect is great but the guide is a pretty bad, you jumping from one thing to another too fast without showing all things
Thanks for the feedback, we'll work on that!