(I apologize for the wall of text. I didn’t realize how long this was going to become)
Hey all,
I am fairly new to VFX and have been experimenting with various things. I use Unity, currently with the High-Definition Render Pipeline (HDRP) and have been trying some things out with the VFX Graph. Currently I am working on trying to make a complex effect using Houdini generated Signed Distance Field (SDF) and Point Cache (pcache) files. I am not currently working on a real-time game, but am using the Timeline cinematic sequencer to make something of a short film for fun.
I have a relatively high-end PC (Ryzen 9 3950x, 64gb ram, RTX 2070, pcie4 nvmes, etc) so I am only really worried about it running on my own PC in order to create the video, so it doesn’t even need to necessarily run the Timeline in real-time, I would be ok with rendering it out offline, though, other assets I own and am using are not extremely high/film quality, so it may not be a worry anyways. (Using a Daz3d model and Character Creator 3 for conversion to Unity which is something like 750k-1 million poly and 4k texture, but then also some Undead characters I got from the asset store which are only moderate poly count and 2/4k texture)
My questions are more likely requests for advice on general usage of some of the things I have. I recently bought Triune Digital’s new Infinity: VFX Asset Collection when it was on sale for Black Friday which are pretty high quality clips to use for VFX which are *.mov ProRes 4444 format. I was wondering if anyone had experience working with these files in a 3d capacity? I am under the impression that they are typically used in applications like After Effects (I am not sure of that, though), so I am wondering if they could be used in either Houdini or directly in Unity to drive particle effects or shader distortion in some way? (a few examples of them )
I am currently trying to figure out the best approach to try and achieve an effect similar to those seen produced from the Energy/Shockwave examples of this video below, and those a bit closer to the end. Something of a 3d particle shockwave starting in the middle and moving outward but along a primarily flat plane as opposed to in a spherical manner.
Below is what I currently have (it is created from a mace weapon) and the general effect I am working toward making would be a spell cast that a Paladin type character might cast in which a consecration of the ground would end up being the final aspect. So something like, the character would play a casting animation aiming into the sky, then this below would begin to appear - (not necessarily with the plarticle separation at the end, I just threw that in there for fun)
followed by some some beams of light that will ramp up in intensity with some spiraling particles from the sky downward causing the burst effect that I am wanting to make outward on the ground. I would then use Houdini to create some ground fracturing where the consecration effect will be and have additional particles and effects using shaders, I am just not to that point yet, and will worry about it after.
All that being said, it’s possible that trying to use these files may not even be ideal for the end result I am attempting to produce, but that was why I was hoping to get some feedback and advice. Should I even bother trying to use these toward the effect I am after? Should I convert them to another format? Should I do something else entirely?
Thanks all, I appreciate your time!
-MH