Really nice work! The only thing that stuck out to me was as the smoke dissipates the shapes become quite sharp, in my mind I imagine they would be a little softer. Other then that it’s great.
https://vimeo.com/284930254
Made the smoke softer and less lumpy. Added more lingering flames at the bottom and a scorch mark aswell. I find the explosion a bit boring though after looking at it so much… Any tips on making it more interesting?
I think this happens when the erosion hits a wall of solid color in the alpha and can’t make it “shrink” anymore. Here’s a frame in the alpha where it really shows.
It’s difficult to balance since it looks good when the particles are at full opacity but when they fade they get really sharp around the edges. I might have to go back to my pyro shader to fix this so that it ramps more uniformly between 0-1.
Thank you! Yes, you are correct. The particles get eroded down to the white blob in the middle of the alpha and then get multiplied down so that they can fade out completely. Yeah, probably should fix that alpha
Well I think the issue is the shapes the texture erodes into are far more “fiery” than they are “smokey” If you had your texture erode into softer, swirling, smoke shapes it would probably look more natural than eroding into jagged, angular, fire shapes.
There’s only slight changes in this one. I made so that the texture have a way softer alpha. Hopefully this helps with the jagged edges @Partikel and @TheVman was talking about.
I also tried switching out the regular particle sprite for the explosion to a quad with edited vertex normals for some soft shading (Company of Heroes style). Like this:
I did this with UE4’s mesh emitter, don’t think there’s a way of doing it otherwise… Maybe someone knows? Doing this, however, game me some sorting issues which can be seen at around 00:04 in the video. It’s very annoying.
Next I’d start looking at secondary effects. Smoldering smoke at the ground that stays for a really long time. Glowing bits in the decal and so on. It’s up to the ref you are using, but it’s a nice looking effect already
After seeing the awesome post by @Mederic I thought I wanted to try it for myself because those were some nice smoke puffs! I’m pretty much using his shader straight up so props to him! Here’s some results:
I had no idea there was an Atmospheric Light node before reading the post by @NateLane, thanks for showing it!
I’m not quite happy with how the generated front or back map looked, so for this one I cheated and rendered out separate light maps for those directions just to try the functionality. I don’t have any pyro information, so it’s just a puff of smoke so far. I think the shading looks better than any normal map based shading I’ve used before.
All this made me realize I really need to brush up on the old linear algebra and vector math and how powerful it can be
I’ll try to incorporate this into my explosion next.
Agreed, that backlighting is tricky. I think there’s opportunity to have some really cool SSS show through the thinner parts, giving a bit more of that silver lining. Looking forward to see where you take this!
If you’re using the ramps for albedo and emission colours like us, then you’re only using 6 channels. Which means with very little changes you could turn the mask2 texture (ramp key + alpha) that was compressed into the same format as the light map texture (mask1), and you’d get 2 extra channels. So you could pack 6 light maps, + color key + alpha into. 2 textures. While that would use more memory, you’d keep the texture fetch to the same count and won’t have to fake the front back maps.