small update:
- scene is not lit by the effect
- tweaked novas
- tweak final explosion
- final splashes/debris now have some rotational velocity
- core is now stretched/squished the faster it rotates
- BUG: orange slice on stones is missing!
small update:
I totally love the art direction and progress for this!!!
Great work, Simon!
thank you @Shr1mpsy!
Delicious work ! The timing, the build up, the colors, everything is perfect!
OMG! it keeps just getting better and better
Awesome work Simon!
Thank you @Arklan & @Laura_041!
I finally finished the effect!
Here is the Artstation Page, Breakdown & Project Files:
https://www.artstation.com/artwork/B3v258
This is beyond gorgeous
I wonder how much performance this VFX eats up. While the smoke builds up around the core it consists of 5+ meshes which all use transparency, right? Would you say this could be put into a PC game as is, or would it need like a “reduced” version for lower graphic settings?
(I read that you recorded it with 60 fps, but I imagine your hardware specs to be on the higher end and I’m working with Unity, so can’t take a look at your UE project, unfortunately.)
Once more, amazing work!
Good question I think from an overdraw standpoints it’s ok because the very big novas are just 1 layer of transparency and the core where stuff happens doesn’t fill the whole screen and there is nothing like 100 big soft smoke particles on top of each other. But I must admit that I put a lot of mesh resolution in the geometries i used. I guess I would re-visit this and see if I can optimize more if it would be for a game. It’s also the question if this effect could appear 100x at the same moment on the screen or if it’s a very special spell only fired once.
Regarding the fps: I record in 4K via Sequencer. This means it’s NOT captured in real-time but rendered in a way that 1 frame can take way longer than it would be possible for a game.
Thank you! <3
That makes sense. Yeah, I imagine it to be on screen only one time or maybe a couple of times, since it draws a lot of attention and would probably be to noisy for a smaller scale. Thanks for your answer!
Absolutely stunning!
Could you tell me how you did the distortion around the core that looks like its sucking the atmosphere around it before the explosion?
Thank you! It’s a simple particle with a disortion material and a cone-shapes normal map. You can download the project and check it out of you want.
I will do just that!, thank you
I made a small project for my GDC22 talk which you can see here:
I’m extending the project a bit because I’ll give the talk again at ADDON22. Here is the current state:
ToDo Notes:
Feedback/Todo:
Shockwave in Air & Water 1. https://youtu.be/BUREX8aFbMs?t=13
Improve water splash (2 stages, angled when stone hits at anngle?) https://youtu.be/iQW-BE8abZs?t=36
very satisfying to watch on loop and this iteration you made is even more impressive
these are the additions i could see attempting
@Torbach thank you so much for your feedback! <3
Update
Feedback/Todo:
I like your volcanic lightning. In my opinion: you could make the lightning darker and more saturated for a stronger contrast.
I’ll call this done. Could improve more but I need to finish it, document the texture creation and then give the talk.
New
Closer:
Working on a small effect for a class I’ll give soon. The idea is to have a relatively simple material/shader (mainly uv distortion + alpha erosion) and still get somewhat complex motion:
A new version. All elements (sphere, ring, smoke, fire, drips, puddle) use the same shader. The drips & circle are inspired by Alex Fedorov: Sketch #20 WIP @AlexFedorov
preview: