🧠 Real-Time VFX Pro Tip: How to Stretch Particles Based On Velocity | Beyond-FX
ฝัง
- เผยแพร่เมื่อ 9 ก.ย. 2024
- 🎇 Give your real-time effects that extra pizzazz!
✨ When creating particle-based #VFX, you can make your particles stretch based on how fast they're moving.
🧠 Here's how to achieve it.
---
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.
Follow Beyond-FX:
Website - www.beyond-fx....
Twitter - / beyond_fx
Instagram - / beyond.fx
Facebook - / beyondfx
Why is it better than velocity aligned sprites managed by the system? Is it just to avoid using a two sided material?
We unfortunately didn't call this out very clearly in the video. Niagara offers both default modules and great customization to handle this in the simulation. *However*, using velocity alignment limits your options for random rotations/animations, and you'll get particles pointing towards the camera with sharp/thin edges.
By doing this stretching in the shader, we can leave the particles in standard billboard mode and keep all of our classic controls, plus remove the "flat particle" concern with classic velocity alignment. If you watch our video, notice the particles that are flying directly towards the camera are still showing up as full circles, rather than flat particles.
This technique DOES make your shader more expensive (though most of it can be handled on the vertex shader), so it's not always the right choice.
@@Beyond-FX Ye, that makes sense. I will test it. It will probably be good for supplementary particles in the cone toward the camera for the effect. Thanks for the info!