First off, thanks for supplying these fun contests to give us goals to work towards.
In this project I wanted to practice chaining multiple particle effects together.
I’ve decided to create a Rainbow Bubble Gun after being inspired by The Avengers: Infinity War.
I began concepting the idea with a sketch.
Creating the materials has always been the hardest part for me in VFX so far. I tried creating a translucent material akin to glass with surface lighting mode in the translucency tab and it slowed my PC down like crazy. After experimenting with a mesh emitter with the glass material attached to a sphere I was getting crappy framerates.
Eventually I found a solution with the fresnel function.
I created a material instance and the result came out nicely.
A couple tweaks I need to make.
- I need to add a randomized color modifier for each particle to give it the rainbow feeling.
- I need to look into attaching a particle system that has a mesh emitter to another mesh i.e. the gun model (mesh on mesh.)
- I need to see if there is a way to change the sphere shape to be more amoeba-like (organic)
I just learned how to create event generators in cascade so that when each bubble dies, rain will spawn in its place. I’m thinking I will have to create a UV sprite sheet in Photoshop for the popping effect. And finally I think I will need to look into event blueprints for building the actual puddles on the ground.
Again, I think my biggest weakness right now is understanding how shaders and material creation works. I have so much fun creating the particle effect, but always get bogged down getting the right material plugged in.
If you think there is a better way to generate bubbles that don’t involve using a mesh appdata, let me know!