Discover and read the best of Twitter Threads about #vfx

Most recents (24)

🧠 Hey #VFX artists! Here are the best @UnrealEngine hacks you're not taking advantage of (but definitely should be!). 🧵

Up first: birds! 🐦🐦🐦
⏺️ How to fix UV Seams caused by math. [🧵2/17]
⏺️ How to use @UnrealEngine's Dot Product function to create desaturation controls. [🧵3/17]
Read 17 tweets
went on my daily lunchtime walk and the rain was smashing down on these steps, super cool water #vfx reference in slo mo twitter.com/i/web/status/1…
just the slow part
this is the vfx artist's equivalent of when graphic designers critique the typeface on a restaurant menu
Read 3 tweets
Getting the most out of your grayscale noise textures.

Thread 2 - Balance

[1/19]

#vfx #techart #gamedev #indiedev #realtimevfx
@polycount
In my previous thread I shared information about texture consistency and the importance of utilizing the full range of 8-bit values.



[2/19]
This thread focuses on the balance and evaluation of values distributed in a texture, which can be equally important when building versatile noise libraries.

[3/19]
Read 20 tweets
✨Hello! ✨

I've been given the all clear to post the art test that I did whilst applying for Blizzard, so thought I could use it as an opportunity to show how these things can go, what to expect, and how I approached it.

Here goes! 🧵

#gamedev #art #vfx #gameart #vfxartist
the brief was very simple and just asked me to make 'an explosion' that could fit in a Blizzard game world.

could have been anything really, so i started with researching WoW schools of magic for inspiration and settled on using "Arcane" and "Nature" as my guiding words. 🔮🌿
then i looked just lists of existing abilities in WoW to get an idea for their effects, and just randomly saw one called "Alter Time".

Without looking at what the effect actually did, I just used those words as a springboard to start concepting! 🎨
Read 17 tweets
In this thread we are going, finally, to implement Navier-Stokes simulation in Niagara. We should obtain something like in the gif below. #ue5 #niagara #vfx #gamedev #math
Following the steps in Stam's Stable Fluids paper, let's split our original problem into smaller ones. Basically, we solve the momentum equation (apply forces, advect velocity and diffuse it) and after that we force that computed velocity to be divergence-free using the pressure. Image
We know how to solve (from the previous thread...more or less) all the elements of last picture, except maybe the "advection" step. Luckily, it can easily solve using a method called "Semi-Lagrangian scheme". Again, I recommend you take a look to @nvidia GPU Gems blog. Image
Read 17 tweets
Simple barriers, inspired by the concept art by Pavel Savchuk artstation.com/artwork/w8gAEw

#shader #realtimevfx #gamedev #unity3d #VFX #amplifyshader
Well, I guess mixed media uploads are available only on mobile apps so I'll post them in separate tweets
Read 6 tweets
💧 Stylized Water in UE5 Breakdown 💦

After I posted my latest scene, there were a few people who reached out to me about the water! While I'm working to finalize the complete project breakdown, here's a 🧵on the material:

#UnrealEngine #gameart #VFX
Firstly, the water is based on the SingleLayerWater material type in Unreal. This colors the scene below the water mesh and allows for transparency without having to code that logic in the graph. I introduce slight color variation by using a curve to define the AbsorptionColor. ImageImageImage
The sparkly effect on top is what completes the water's signature look. It is made with fairly uncomplicated logic based on techniques used by Nintendo on Mario Galaxy. @JasperRLZ provides a thorough breakdown here that helped me a ton:
Read 12 tweets
✨🌊WATER BREAKDOWN💦✨

A lot of people have been asking about how I've set up the water I showed in my last tweet, so here comes a breakdown of the materials in Unreal Engine 4, a 🧵

#indiegame #indiedev #gamedev #UnrealEngine #VFX
~WATER BASE~
First off the base water, for lakes and oceans etc, that the river and waterfall are based on.
Here’s an overview of the material. It’s an opaque material and I’ve turned on tessellation for displacement of the waves. Image
Here’s a closeup of the first foam part of the graph. This is for the animated small lines moving away from the shore, and uses techniques shown by Johannes Bjurström in this video: Image
Read 25 tweets
Using @OpenAI dall-e 2 AI to dream up what a Chinese restaurant skyscraper might look like. The fluid frame interpolation was made with @runwayapp new super slow motion setting that also uses the power of AI to morph between frames.
#aiart #ai #architecture #vfx #dalle
To create this a still from the original video was uploading to dall-e’s outpainting canvas. I then erased a little bit off the top of the building, generated an extension and repeated this step over 40 times
Next step is to sequence all the frames together and erase the sky behind it
Read 5 tweets
Getting the most out of your grayscale noise textures.

A series of threads that will include technical information, workflow best practices, evaluation techniques, and free files.

Thread 1 - Consistency

[1/10]

#vfx #techart #gamedev #indiedev #realtimevfx @polycount
I hope this thread helps shed some light on the subject of building grayscale texture libraries that aid in game development workflows. It's important to note that I make a lot of generalizations about how these types of textures are utilized, and your needs may differ.

[2/10]
For games, we commonly rely on 8-bit texture formats. 16-bit formats are recommended when building source files, but require additional consideration when being utilized at runtime. For now we'll be focusing on 8-bit.

[3/10]
Read 12 tweets
Hoy os traigo un juego de los míos. El #CGI está muy cerca de imitar a la realidad sin que los podamos distinguir. Un reto cada pocas horas, ¿va?

Empezamos con manzanas. Sólo una de estas manzanas es #3D. ¿Sabríais decirme cuál?
Encuesta a continuación. ¡Votad! Image
¿Qué manzana de las anteriores es 3D digital?
Y la manzana digital era... 🥁 ¡La 1!
La inmensa mayoría habéis tenido claro que la manzana 3 era real. Pero no todos habéis podido distinguir cuál de las dos restantes era la digital. Estaba complicado, lo reconozco... 🍎
#3D #VFX #CGI #DigitalVSReal
Read 14 tweets
Making textures and sprites from scratch for #vfx can be a tedious and time-consuming process.
So here's my collection of 1000+ free noise, particle & sprite textures for #realtimevfx artists from various sources.
1/
1. VFExtra Texture pack by @Niels_Dewitte (50+ textures)
nielsdewitte.be/index.php?page… Image
2. Free noise pack by @Luos_83
luos.gumroad.com/l/FreeNoise Image
Read 10 tweets
No me gusta posicionarme en temas polémicos, ni entrar a valorar asuntos no artísticos de mi profesión, pero lleváis unos días insistiendo mucho, así que diré un par de cosillas brevemente al respecto del tema de Marvel y el duro trabajo de los equipos de #VFX.
Vaya por delante que esta es mi opinión personal basada en mi experiencia, propia y ajena a mi alrededor. Se ajusta a la realidad objetiva como cualquier otra opinión personal: lo justo. Y la experiencia de otros artistas puede ser muy diferente y es igual de válida. Respeto.
La inmensa mayoría de artistas de VFX que trabajamos para proyectos de Marvel (o de cualquiera de las grandes) no trabajamos para Marvel directamente, sino para un estudio de VFX en el que estamos contratados. Es el estudio el que tiene a Marvel como cliente, no los artistas.
Read 15 tweets
I get this question a lot. I’m not sure what’s the best way or most accurate way of doing this but I can tell you how I do it. This is a mini #tutorial - #houdini #fluid #simulation #vfx @sidefx 🧵
I make 90% of these in a SOP solver and don’t use the bigger solvers like flip or pyro. Basically I started this one by making a simple motion. Don’t remember what exactly but say making particles move towards the center.
Then I convert that v to vdb field, I usually use the attrib rasterize for that. then I use the vdb non-divergent to make that field non divergent.And then transfer than v field to points. I use wrangle I think you can use the vdb node,I think vdb advect points if you want.
Read 5 tweets
🧵
Here is a small breakdown of the impact frame effect I used in my previous tweet (The effect is inspired by @__grit 's hand drawn impact effect). It's post process based.

#VFX #RealtimeVFX #shader #madewithunity #gamedev
The first step of the effect is to get the scene outlines. I used some color/normal/depth edge detection algorithm from @alexanderameye alexanderameye.github.io/notes/edge-det… and made some BIG outlines.
The second step is to blur the outlines to get rid of the hard edges. So radial blur + simple blur. (Radial blur example from @HarryAlisavakis : halisavakis.com/my-take-on-sha… )
Read 7 tweets
some people asked have me for a breakdown of this effect, so here goes! (1/6)

#VFX #UE4 #realtimeVFX #gamedev #Arcane
the lightning is a very simple hand drawn spritesheet (8 frames) that is then playing over a sphere for the volume and twisted UVs for extra movement. the same sheet and material is used for all the spark elements with all variation done within the Niagara systems.

(2/6)
the floor effect is very straightforward. sine wave with animated distortion texture. using a smoothstep on the values and lerping between two colours (which ended up being this blue/purple and black). then the same again for the bright edge. all on a flattened disk mesh.

(3/6)
Read 7 tweets
Mi parte favorita de #ElPadrino es cuando el bigote de Don Corleone se convierte en un árbol.
#cine
¿Aprovechamos para abrir hilo sobre el "match cut"? Va. El #MatchCut en una transición entre dos planos que une dos elementos visuales de ambos con una intención narrativa. Se puede hacer mediante fundido, como en el caso anterior, o como en este caso en #Aliens (1986).
#cine
O el comienzo de #CiudadanoKane (1941) que es sencillamente una magistral sucesión de varios match cuts. Fijaos en la ventana iluminada de la mansión, como no pierde su lugar en la composición plano tras plano.
#cine #montaje #MatchCut #CitizenKane #HiloDeCine #DeshilachandoCine
Read 27 tweets
Abrimos hilo sobre efectos de cine/TV que parecen digitales, pero no, son (casi) todo efectos especiales prácticos y reales. ¿Os parece?
Empezamos con la intro de #TheRingsOfPower que hasta fue inicialmente criticada por el uso del CGI.
#VFX #HiloDeCine #TLOTR #EfectosEspeciales
Así fue cómo lo hicieron, todo práctico: madera, metal fundido, llamas, humo, vapor de agua... cuidando muchísimo la luz y el detalle. Por supuesto lleva postproducción digital, como todo, para la integración y el montaje. Pero lo que veis es real.
#VFX #EfectosEspeciales
Seguimos con #Interstellar (2014) y los robots gemelos TARS y CASE, de peculiar diseño anguloso y cuadrangular que caminan de esta forma tan peculiar. Tienen importante presencia en la película y se mueven entre los actores en diversos sets y entornos.
#EfectosEspeciales #cine
Read 22 tweets
Been a while, Omen Smoke Material;
#VFX #RTVFX #VFXFriday #Art #Valorant #Ue4
Not as good as it could be, spent maybe 40 mins on it
For anyone wondering what the material looks like
Read 3 tweets
🔽How I made this cool "LED panel" effect in Unity
⚠️Disclaimer: I have no idea what I'm actually doing

#madewithunity #unitytips #shader #vfx #unity
Now, the easiest way of doing this would be with a simple scrolling texture. However, if you need many different messages, you need many different textures, and file size can be a problem if you are targeting mobile platforms (which I'm doing)
So instead, I'm only going to use one "high res" mask texture, and keep all the other ones with a really small resolution, which scales better the more textures you need (I think that makes sense?)
Read 9 tweets
Rain Ripples with normals yayyy☔️

No flipbooks or particles used:D Also already have ideas on how to remove the tiling for example. (Full explanation in the comments~)

#madewithunity #unity3d #gamedev #shader #screenshotsaturday #vfx #Realtime
I didn't really liked the approach of using a large flipbook or a realtime rendered texture for rain. Kinda seems overkill for such a small effect. Also the flipbook approach has a limited framerate on top.
But then it hit me, that a single ripple could easily be recreated with good old polar coordinates! But that's just for one ripple only, right? Well then take a look at this little texture here to the left:'D Image
Read 8 tweets
It is done, I can now happily sail the blue oceans on my new water shader 🌊

It has a bunch of features, which are shown off one by one in the breakdown video🎞️

Long thread ahead of (better quality) videos and tutorials

🧵1/9
#madewithunity #shaders #VFX #gamedev #indiedev
Close-up of the caustics and flow particles, as they might be hard to see (even if the compression gods are favourable, which I doubt) 🔍

🧵2/9
Links to better quality videos:
My website: kelvinvanhoorn.wordpress.com/2021/08/26/a-w…
Youtube:
Reddit: reddit.com/r/Unity3D/comm…

Also enjoy this still image🖼️
🧵3/9 Image
Read 10 tweets
3 steps
How to start your idea (#startup) from scratch
No needs:
- #hiring #engineers (product developers)
- #UI/#UX #designer
- #PM
- #Marketing #teams
- #angel or #vc #investors

Needs:
- increasing curiosity
- #skills growth
- intentions for great

Check the thread 🧵 👇
Step #1
Use #nocode or #lowcode solutions to build your #product from scratch (needs $15-30 for domains and nocode platform)

You don't need funds or hire engineers/designers to build your product just grow your skillset.
Build on @bubble by single person 👇
Read 14 tweets

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