The LUT (Look Up Table) is 2D so that can color-map the gray scale explosion texture (left to right) and also change the color over time. This stuff is detailed described here: Fallout 4 – The Mushroom Case | Simon schreibt.
Motivated by this tweet I thought about a simple solution to have some raindrops appear and then slowly fade-out. Here is what I came up with.
R contains a drop-pattern from substance and to this I add values from 0-1 over time. The frac-node makes, that a color gets 0.0 again, after it surpass 1.0. A mask is necessary to avoid artifacts at the edges of the drops (created by anti-aliasing) and also I don’t want that the black background changes color. Here is the texture:
Thanks! You’re right - this gives it an awesome force. I wonder, imagine you work with an engine which is not capable of distortion like this, how would you work around that?
If course, we could use a circular shape and use this as a subtle shockwave, but this gives it pretty quick a kind of stylized look … do you know what I mean?
Do you have access to some sort of radial blur?
I guess not…
Can you read the pixels colour in a material? If yes maybe you can output that and tweak it? (I’m thinking destColour in UE3, which I guess is SceneColor in UE4)
And then if you can only use diffuse / additive, rather than a than circular shape I’d go for streaks as you would get from a radial blur effect in photoshop, so the elements look projected outwards from the centre. And if you do that with something that looks sandy or dusty than you’re not looking too stylized.
I’m preparing a little class and I’m outlining some effects for it. My goal is to have them interactive (effects start based on distance to player) to teach, that implementation is a big part (at least i always had/wanted to implement the effects myself to test under real circumstances.
It’s super rough and not much can be seen but I’m very open for your ideas what elements should/could be added
Candles
I would like to show off:
Show UV-Distortion (flame)
Ribbons (Smoke)
Importance of anticipation (blink before flame goes on) respectively making clear that there was a state-change
I love the approach for this effect :D, the flash creates a good feeling of the fire starting.
By creating some contrast in the first few frames of the fire you can give it an extra feeling that the fire is “popping out” (if that is the right word for it haha). Down below is a little sketch, maybe it’s useful
I tested the blender 2.8 grease pencil. really nice. i animated some 3d spheres to be sure it looks and then you can paint on the surface of them as a base - with that you get a nice volume.