VFX Experiments/Personal WIP - Sam Perzanowski

Thanks! The slime effect was created through a handful of static meshes with vertex animation in their shaders. The meshes that compose the main effect are these guys:

For the ripple and the waterfall, which are the two top meshes, I ran a few random sine waves through them to create the vertex movement at the same general speed as I was scrolling the textures through them, clamping the movement with masks where I didn’t want it to move as much.

For the bubble and the splash impact I used the same general idea but added in some vertex color to the mesh to control the movement of individual parts a little more precisely. For the bubble I have controls in the shader for width of the red portions separate from the width of the base, which I wanted to stay put, as well as controls for the overall height of the bubble. Then at the peak state right before it pops I run some random noise through the verts to try and get some variance in shape of the pop. All of that stuff is animated in the particle system. The splash was done with random noise running through the verts of the splash mesh to try and get some random blobby impact motion.

Above are some examples of the vertex offset. The top one is from the waterfall and the bottom one is the set up for the bubble pop.

Let me know if that doesn’t answer your question!

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