FX

FX

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Rei auf X: „This week is Winter Sale (-25%) on Blender Market and I just updated my Stylized Tree Generator with some fix, an updated leaves block geonodes tool and a full library of assets. Time to create those forests! 🥦 https://t.co/wh2zyZsB0B https://t.co/WxyDkwt704“ / X
Rei auf X: „This week is Winter Sale (-25%) on Blender Market and I just updated my Stylized Tree Generator with some fix, an updated leaves block geonodes tool and a full library of assets. Time to create those forests! 🥦 https://t.co/wh2zyZsB0B https://t.co/WxyDkwt704“ / X
Time to create those forests! 🥦 — Rei (@Reipart_)
·x.com·
Rei auf X: „This week is Winter Sale (-25%) on Blender Market and I just updated my Stylized Tree Generator with some fix, an updated leaves block geonodes tool and a full library of assets. Time to create those forests! 🥦 https://t.co/wh2zyZsB0B https://t.co/WxyDkwt704“ / X
Warhammer 40.000: Speed Freeks - Tech Art Feature Highlight: Rain Post-Process
Warhammer 40.000: Speed Freeks - Tech Art Feature Highlight: Rain Post-Process
In this Feature Highlight, I'm presenting my solution to produce a heavy rain setting with minimal use of (expensive) particles by using post-process materials instead. Warhammer 40.000: Speed Freeks is made by Caged Element. Environment/vehicle art shown contains art and set dressing by: https://alltradesjack.artstation.com/ https://davidebeercock.artstation.com/ https://naroy.artstation.com/ https://downplusb.artstation.com/
·artstation.com·
Warhammer 40.000: Speed Freeks - Tech Art Feature Highlight: Rain Post-Process
Bottle Liquid VFX, Maxime Grange
Bottle Liquid VFX, Maxime Grange
This is a shading experimentation on liquids. I was amazed by bottles VFX in HalfLife Alyx, and I thought it was a good exercise to try to reproduce a similar effect. No real simulation or anything baked here. The bottle's movement data (velocity, attenuation...) is computed and smoothed on CPU then send to GPU, where it drives three directionnal Gerstner waves and two normal maps. Rendering the liquid is done with raymarching in fragment shader (no other mesh is used, only the bottle). For the lighting I sample an hdri with the computed reflection and refraction vectors (no UE4 shader is used, everything is customly made in HLSL).
·artstation.com·
Bottle Liquid VFX, Maxime Grange