🧠 Real-Time VFX Pro Tip: How to Stretch Particles Based On Velocity | Beyond-FX

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  • 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.
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ความคิดเห็น • 3

  • @CGEli-HeliusFlame
    @CGEli-HeliusFlame ปีที่แล้ว +1

    Why is it better than velocity aligned sprites managed by the system? Is it just to avoid using a two sided material?

    • @Beyond-FX
      @Beyond-FX  ปีที่แล้ว +1

      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.

    • @CGEli-HeliusFlame
      @CGEli-HeliusFlame ปีที่แล้ว

      @@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!