VFX For Games Tutorial 02: How to create brute force volumetrics within UE4

vfx
tutorials
shaders
ue4

#1

Our second tutorial for VFX is out and this time I detail creating some brute force volumetrics within UE4 from start to finish. This is useful for vapor/gases close to the ground. There’s a lot of room for improvement and expansion of this technique ranging from clouds in the sky to displaying a terrains height map for a holographic effect.

This method would likely hold up in a production environment, though there is a ton of overdraw. From our initial tests, there seems to be little to no impact on framerate by using this method, though we’d recommend you using this sparingly in larger areas when implementing this.

I recently bought a brand new microphone to help with the sound quality and volume for this specific purpose.

Ground Fog/Vapor:

Clouds using the same method:


I plan on continuing to provide tutorials to the VFX community, so please let me know if you have any further requests. I’d love to see what you guys come up with by using this technique. Admins let me know if I should start combining tutorials into a single thread as I post more over time.


#2

This is really cool! Really easy to digest; great job with the video! I’m also happy you did the bonus with the sequencer, had no idea that was a thing :laughing:


#3

Awesome! Thanks for the Tutorial, im learning a lot of interesting thing with your videos


#4

Thanks guys!

Here’s another gif of what could be done with this:


#5

Nicely done! It reminds me of a scene I made in AC: Rev years ago. Tbh, I think your method here is likely cheaper than what I ended up using back then. I had the floor littered with quarter pipe shaped particles. So the overdraw was better if you look down directly, but it was super super bad when you’d look horizontally from close-ish to the ground. Fortunately the camera control didn’t let it go to places where it’d get real bad :sweat_smile:

Have you tried to do ground fires that way? This is something i usually do for funsies whenever I find a cool technique to do anything I try to do fire with it… Just cause… I like to burn things… a little. maybe…

For reference, that shipped on ps3:


#6

Outstanding stuff, thanks a bunch for sharing!


#7

Thanks for sharing :facepunch:


#8

I registered just to say thank you for this. The effect is not just amazing but super useful and your tutorial is really smooth and understandable. It would be amazing if you could share more magic stuff like this. :slight_smile:


#9

Thanks!

I will probably be doing a part two to this tutorial to show how to implement flowmaps and how to create smoke that can be seen from the X/Y axis as well, like the stream of volumetric smoke below.


#10

Looks great! Does it use a raymarching technique, similar to what Ryan Brucks uses in his volumetric smokes? Looking forward for the tutorial. :slight_smile:


#11

Nope its all just layered meshes with a remapping funciton and some minor math.

No raymarching, though that might be the better way to go about it in some cases :smiley:


#12

Need to try this out… right now :star_struck: *heavy breathing *