Aran Anderson - VFX Sketchbook

Latest Post:
Using Niagara Scratch Pad to make a Muzzleflash “flower” with a single Particle Emitter

In this example, I am positioning a particle count of 5.

Shape Plus (+):

  • Particle 0 facing Forward
  • Particle 1 facing Left
  • Particle 2 facing Right
  • Particle 3 facing Up
  • Particle 4 facing Down

Shape Cross (x):

  • Particle 0 facing Forward
  • Particle 1 facing Left Up
  • Particle 2 facing Right Up
  • Particle 3 facing Left Down
  • Particle 4 facing Right Down

I’ve added extra customisation, making a boolean to change the shapes “InvertShape”, the spread position / angles “ForwardAngle”, “DistanceFromCentre”, “ZDistanceMultiplier”, and “YDistanceMultiplier”. Which is output to “Muzzleflash_Velocity” and Muzzleflash_Position", which is assigned in the Sprite Renderer’s Bindings for Position Binding and Velocity Binding.

Map Get with Exec Index, Float for ForwardAngle, Float for DistanceFromCentre, Bool for InvertShape, Float for ZDistanceMultiplier, Float for YDistanceMultiplier.

ForwardAngle assigned to the X on Make Vector

Dividing DistanceFromCentre by ZDistanceMultiplier and YDistanceMultiplier (One minus if it needs to be Up or Down).

Checking what each particle number is and positioning it on the Z/Y/Z.

Output of particle position and velocity direction to Muzzleflash_Position and Muzzleflash_Velocity.

With a flipbook sequence, random subuv frame, random colour you’ve got this muzzleflash as a single emitter instead of 5 emitters:
GIF 27-09-2022 17-08-53


Original Post:

Hi all!

I’ve not posted on the forums for a while so i’m going to use this thread as a place to start posting things more regularly that I create in Unity / Unreal in my spare time. Last thing I posted I think was my entry to the Hologram Sketch…
( Aran Anderson: Sketch #18 - Hologram )

More recently, here’s some of my VFX work over the past 3 years on Star Citizen that I’ve just posted up to my ArtStation.

Star Citizen: Engine Trails, Contrails and Micrometeorites VFX
( https://www.artstation.com/artwork/qAzEA2 )

Star Citizen: Quantum Travel VFX
( https://www.artstation.com/artwork/Bm06G8 )

Star Citizen: Hurston - Lorville VFX
( https://www.artstation.com/artwork/e0y3PZ )

Star Citizen: ArcCorp - Area 18 VFX
( https://www.artstation.com/artwork/v1OwE6 )

Star Citizen: Grim Hex VFX
( https://www.artstation.com/artwork/KaAVdr )

Star Citizen: Levski VFX
( https://www.artstation.com/artwork/L2AVNl )

Star Citizen: Mining Attachment Multi-Tool VFX
( https://www.artstation.com/artwork/e0y3d6 )

Star Citizen: Quantum Interdiction VFX
( https://www.artstation.com/artwork/dOwbEJ )

12 Likes

Really awesome work Aran! I was just admiring your work watching a stream this last week :+1:

2 Likes

Some playing around in UE4 Niagara. Not sure where I was going with this… but random prism glass shards / orb plasma:

6 Likes

Quick sketch tonight spawning some cubes around a character in UE4 Niagra, post process material to draw outlines around the geometry and pixelate from the screen position…

2 Likes

What it looks like with a Time & Sine making the PixelScale ramp up and down…

Screenshot of the Pixelate part of Post Process Material:

Screenshot of the Outline part of Post Process Material:

5 Likes

Super cool stuff, thanks for sharing!

1 Like

Realised I never posted this on the forum… a while back I created a VFX Reference page, it’s full of various video reference from real life / movies / tv shows / anime that you can filter by searching or just clicking on the icons:
https://codepen.io/OnlyAnderson/full/NmqXKe

You can follow me on Twitter / scroll through this thread if you want to see the source of each video / to know when it’s updated:
https://twitter.com/arananderson/status/1172865817819648001

Hopefully someone finds it useful! :slight_smile:

1 Like

It’s been 3 years+ since I last made something toon styled or “cute”, so thought I’d join in on VFX Sketch #37: Cute vs Scary and try make something completely different for once… I joined late to the party, but managed to get alot done in what time I had!

cute_final

Thread here:

1 Like

Playing around in Embergen…
fire1
fire2
goo
goo2

4 Likes

Some early fluid simulation tests with vertex instancing of LEGO Bricks in Blender… Next to try some explosions!
legobricks1

legobricks2

4 Likes

Cleaned up the materials and particles spawning on the explosion… made a non round LEGO brick version.
1

2

1 Like

Some retro 80s movies inspired hologram user interface animated in Blender.
1
2
3
4

6 Likes

Some more VFX work on Star Citizen that I’ve just posted up to ArtStation.
( https://www.artstation.com/artwork/3dE2AA )

3 Likes

Some more VFX work on Star Citizen that I’ve just posted up to ArtStation.
( https://www.artstation.com/artwork/d8BKJw )

2 Likes

Rendering Flipbooks inside UE5

Niagara Fluids plugin is in Beta… so I thought why not experiment with actually setting up a scene and camera inside UE5 to generate flipbook texture sequences to see what results could be achieved…

I discovered @simonschreibt did exactly this setup a few years back, so thank you for saving me some time with the Blueprint logic for creating flipbooks from a render capture.

After some sleep… I then noticed this new “Baker” icon directly inside Niagara. :man_facepalming:
Niagara Baker

steps

Documentation is here:

5 Likes

Been testing the new particle system in JangaFX Embergen, you can produce some nice wispy / inky / stringy results…

‘Jelly Fish?’
1

‘Breaking Bad Intro?’
2

4 Likes

Started testing spacescaping gas cloud nebulas and galaxies by importing some animated VDBs from JangaFX Embergen to Unreal Engine 5 using Thibault Lambert’s plugin ( GitHub - eidosmontreal/unreal-vdb: This repo is a non-official Unreal plugin that can read OpenVDB and NanoVDB files in Unreal. ).

Video: Animation

Video: Zoom

Video: Animation

Video: Zoom

Trying to generate some interesting shapes with forces / blending noise and shapes.

5 Likes

Tweaks to the colours, scattering and lighting to get some more depth to them ( https://www.artstation.com/artwork/6bD4NV )…

You can download all the EmberGen VDB source files here ( Nebula VDB EmberGen Source Files - Google Drive ).

Video: Zoom

Video: Animation

Video: Zoom

Video: Animation

Video: Zoom

Video: Animation

Video: Zoom

2 Likes

Using Niagara Scratch Pad to make a Muzzleflash “flower” with a single Particle Emitter

In this example, I am positioning a particle count of 5.

Shape Plus (+):

  • Particle 0 facing Forward
  • Particle 1 facing Left
  • Particle 2 facing Right
  • Particle 3 facing Up
  • Particle 4 facing Down

Shape Cross (x):

  • Particle 0 facing Forward
  • Particle 1 facing Left Up
  • Particle 2 facing Right Up
  • Particle 3 facing Left Down
  • Particle 4 facing Right Down

I’ve added extra customisation, making a boolean to change the shapes “InvertShape”, the spread position / angles “ForwardAngle”, “DistanceFromCentre”, “ZDistanceMultiplier”, and “YDistanceMultiplier”. Which is output to “Muzzleflash_Velocity” and Muzzleflash_Position", which is assigned in the Sprite Renderer’s Bindings for Position Binding and Velocity Binding.

Map Get with Exec Index, Float for ForwardAngle, Float for DistanceFromCentre, Bool for InvertShape, Float for ZDistanceMultiplier, Float for YDistanceMultiplier.

ForwardAngle assigned to the X on Make Vector

Dividing DistanceFromCentre by ZDistanceMultiplier and YDistanceMultiplier (One minus if it needs to be Up or Down).

Checking what each particle number is and positioning it on the Z/Y/Z.

Output of particle position and velocity direction to Muzzleflash_Position and Muzzleflash_Velocity.

With a flipbook sequence, random subuv frame, random colour you’ve got this muzzleflash as a single emitter instead of 5 emitters:
GIF 27-09-2022 17-08-53

3 Likes