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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
Elemental Cubes - Study Breakdown
Elemental Cubes - Study Breakdown
This study came out of a VFX Friday challenge. The idea was to replicate the behavior of natural elements using simple square/cube shapes. The original challenge had a time limit of 1h and on that time I only managed to create the water cube without any of the materials, but that process got me so excited that I ended up spending all my free time on the past week creating the additional four elements. These constraints forced me to focus more on the animation principles behind each element, revisit some old problems, and figure out new solutions for them. Everything on the project was made in Unreal Engine 5.4 This study was a lot of fun, and I hope that with this breakdown I can give some knowledge back to the VFX community and inspire some of you guys to take on a similar challenge!
·artstation.com·
Elemental Cubes - Study Breakdown
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures — Sven Majerus (@_VoltFX)
·x.com·
Sven Majerus auf X: „#UnrealEngine5 #VFX Simple MatCap Material MatCaps are material captures that already have static lighting and reflection information applied to them. This makes it possible to apply shading to an unlit object using MatCap Textures https://t.co/NAd5cHGBit“ / X
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Creating the satisfying 'swoosh' effect in Super Lucky's Tale
Hot on the...tail...of the recent Steam launch of Super Lucky's Tale, game dev Michael Voeller shares exactly how he created the game's satisfying "swoosh" effect.
·gamedeveloper.com·
Creating the satisfying 'swoosh' effect in Super Lucky's Tale