GoldenNebula : Embergen Challenge - Real Time VFX
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Good morning everyone!

Here are the final updates for the challenge:

I changed the animation a little so that it explodes a little more but with fewer parts. I plan to add mesh particles for more parts. This is how it looks in unreal:
FINAL_EXPLOSION_UNREAL "data-base62-sha1 =" 8360ZU73gDPjWjjvXiaafribYCz "width =" 300 "height =" 208

I then worked on the textures. I used the following base materials that I found for the substance portion:

And here is the result:
TEXTURED "data-base62-sha1 =" xg4upnOjhZfGDdeEnvkqA0srmaI "width =" 300 "height =" 206

I exported the static and animated parts separately. They both use the same texture maps and I've put them together in a blueprint:
EXPLOSIONWTEXTURE "-Database62-sha1 =" 5IRI1PLzq9TPfIQF3gHMM4WiUf4 "width =" 300 "height =" 208

Here is the master material that I recreated from what I saw on a Nick Seavert live stream 10 months ago and that I have adapted to my needs:

  • I've added the ability to use a second normal card (Derivative Normal available as an export in EmberGen).
  • Create and activate a flip speed slowdown
  • Use different flip book dimensions (e.g. 4×4 instead of 8×8).
  • Use time instead of relative particle time.
  • I've added the ability to change and control the color in the particle systems
  • and a parameter for controlling the fade distance

I hope Andreas Glad won't be mad at normal people :I see no evil: : don't hear anything bad: : Don't say anything bad:

And here's a bashing of the PS with the static part to give an idea of ​​what it's going to look like. I still have a lot to do with the timing, consistency, shock wave, embers, smoke, and fire. But hey, I really wanted to share it! : mild_smile: "database-62-sha1 =" a3eXZO07C1GqscxvEpItmVQpcqg "width =" 450 "height =" 253

I will send an update next week!

Bottom up!


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