I also quickly put the render result into Photoshop to generate a normal map, apply that to the default cutout particle shader, and tested the shape keys
After some time of messing around on Houdini I came to the conclusion that I can’t export because I’m broke and had to redo my fluid in Blender, However not to fear as It came out better and smoother than Houdini, (who would have thought)
The only thing I would adjust is the values. To me it’s looking too dark right now, it takes a bit of readability away. Try to bring some sparks or glows or even just change the overall scene lighting, maybe!
That looks really neat but the dark background, dark chains and dark effect are hard to read, especially with a bright white sphere. Maybe make the sphere neutral grey and bring up the background colour a bit as well?
I edited the values, I semi want it to be Grungy, but yeah, 3am right now, I will work on it tomorrow/today haha some other pictures that I just tweaked a tiddle
I ended up redoing the entire thing from scratch because I felt it was off.
None the less steamed into the next phase, same concept, chains and root, but this time I used blenders curves to drive the shape keys for the animation (Previously 2.79 did not have “Apply curve as shape key” under their curve modifier). And instead of making a 2d plane, I decided to use low poly mesh since the effect wouldn’t be demanding on mesh or overdraws.
I then created some materials, nothing too fancy, just some world position with offset and multiplied that with a color (Glow)
For the dent I placed the ground mesh on render layer 1999 and the dent on 2000 so it would render infront of the ground but behind any mesh.
I drew the cracks in photoshop by hand using a soft brush then applying the “Maximum” filter.
Applied custom animations to a lot of the objects and coupled them with event ticks inside the animation to call a public method “Spawn Gameobject” and this in born Video in next post
Oh and as for the floor mesh that explodes, I created a cylinder with no caps, grid filled the top and bottom, subdivided it and then applied the cell fracture add on (enable through prefs) then I simply smart Uv projected each part (100 of them). Inside unity I applied a mesh collider (convex for rigid bodies to work) and applied this script to the parent FBX
public void Start()
{
foreach (var objects in Bricks)
{
var dir = transform.position - objects.transform.position;
var distance = dir.magnitude;
if (distance <= reqDist)
{
objects.transform.gameObject.GetComponent<Rigidbody>().AddForce(dir * forceAmmount);
objects.transform.gameObject.GetComponent<Rigidbody>().AddForce(Vector3.up * upForce);
}
}
}
that way they are forced from the center out and some are forced up (like a mushroom cloud)