Simon Trümpler - VFX Sketchbook

Thanks for sharing, Simon. This is awesome :smiley:

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just realized, giving it this twisting motion makes it feel energetic and credible - do you do this on the spline or is the simulation incorporating that 360° twist already? Didn’t notice it on the earlier posts… good stuff. Thanks for sharing!

Unreal supports a “roll”-attribute per spline-spoint which I change over time to add more variation to the whole thing. :slight_smile: Well seen!

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ah wow okay, yeah cool feature

this is a really neat idea - it would be pretty trivial to loop 2-3 meshes on the same spline using different scale and speeds to reduce some of the repetition. ideally different meshes but even just using the same with different settings would probably help.

Nice!

@tharlevfx thank you!

i’m using 2 meshes for this next test and also worked on a slimy material:
https://imgur.com/muQlENa.gif

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Oh… my… Looks really stunning as technique for bg (envire) FX. Cool Stuff

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Both the “fluid” behaviour and those colors are noice and toit! Awesome job as always :sparkles:

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Ooh, I love this even more!

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looking awesome! great work on this technique, i’m going to be working on some waterfalls soon i think so i may totally have to try this out :smiley:

I think it’s very usecase-dependant. If you want that objects can intersect with the waterfall and “block” the water, my approach might not be the right one. Also I think it’s more useful for small-scale fluids where huge waterfalls usually dissolve into spray.

Added pool+waves and geometry-splashes á la @Partikel
https://imgur.com/64ZaJaH.gif

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Worked a bit more on the slimy surface. Because of the circular shape I was able to easily rebuild the normals without using ddx/ddy after adding vertex offsets :slight_smile:

https://imgur.com/XXXMrJk.gif

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Looks perfect dude! Awesome colors and technique

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How hard would it be to displace the main puddle with the extra splashes that you emit? :smiley:

too hard for this effect. but it’s an interesing idea. maybe a render-target coud be used to capture the shape of the splashes and then inject this into the displacement texture. could be a nice test for another day :slight_smile:

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Hey, Simon, this is so awesome. Would you mind pointing me to resources on rebuilding normals the way you described? I want to learn the math for that.

Thanks again for sharing!

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This is a really incredible effect! Such a good idea.

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It’s not what I did but this should be the correct solution for any mesh. I didn’t try it myself though: https://twitter.com/rustinlee/status/1227385304761409536

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I think I will call this one DONE! :slight_smile: Added a new pipe, smoke and turned the slime-surface into a slime-pool.

https://imgur.com/PXJYdkv.gif

https://imgur.com/TDeewDZ

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