Mech weapons VFX project

Hey folks!

I’m working on a rather large personal project and I thought it’d be a good idea to add the continous updates here!

The idea is to add FX to this Mech. I have a list of weapon FX I would like to do and once the base of all of these FX are done I might add more flavour to them with more variation etc.

List of FX in the plan:
Laser firing and impact FX
Autocannon firing, tracer and impact FX
Missile firing, smoke trail and impact FX

I have made base FX for the laser and the autocannon.

I did some extensive tinkering on the spark setup which is re-used throughout the different explosions and muzzle flashes.

Most, if not all textures are either made in Illugen or Embergen.

Missiles now have an animation, trail, exhaust, pod flames and smoke. Looks pretty cool!

The video features 3 different fire rates. Depending on the level of total destruction you are looking for I guess. :sweat_smile:

Can’t wait to get to the explosions! :boom:

Here’s the update on the missiles!

Video cover looks the same but the content is explosive!

Getting the simulation right for the main explosion flipbook took some time and a lot of iterations. The same goes for the directional explosion arm that stretches out from the explosion. It took even longer to get the sim right since it needs to be very pointy and seemingly full of directionality at the beginning without moving too much, and at the end of the flipbook it should feel puffy and volumous.

First frame

Closer to the end frame

Main explosion sim uses colliders to shape the explosion to something other than a bubbly sphere:

I started with a light intensity of lets say 2 on the explosion lights. The final version has a intensity of 100. I was tweaking and tweaking and I didn’t get the visual that I wanted when explosions happened close to the other explosions. I wanted the smoke to light up, which it does now.

Explosion consists of 2 different spark emitters, 1 bright flash quad, 1 main explosion quad, 1 distortion ring quad, 1-5 directional explosion arm quads that are velocity stretched and 1 light.

The default 6-way lit VFX graph shader doesn’t support depth modulation of the Depth Fade / Soft Particle which makes the explosion appear very flat if you look at it up close which annoys me.

I am thinking of using the 6-way lit shader template in shader graph and fake back light and bake out a depth pass from Embergen to get a better looking depthfade / soft particle…

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A little update on the Mech project!

Here’s a video of it firing its large 150 mm cannons at the bottom of its arms.

If these were to be within the fictional universe of Battletech I would assume they would fit within the AC10 category.

Next up will be adding impacts to these large shell impacts. They will be similar to the rockets impacts but will have a bit more kick of dust and sparks to them. See if I can get them to feel punchy!

You can always reach out if you have questions or want me to break something down a bit further.

I’m available on the Real-Time VFX Discord aswell.

I wouldn’t click that link. :upside_down_face:

@moderators could you look into that?

Thanks for the heads up Johan! The link appeared to be an advertising redirect, the user had 2 other accounts for spamming purposes. They’re all deleted and IP banned now :slight_smile:

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Thank you for clearing it out!