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Real Time VFX by @stabbedbyapanda Michael Moore - 9h ago

The hand particle is very noice, love it.

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Real Time VFX by @pareylook Evgeny - 9h ago

Hi veer! Thank you very much for your opinion! It is very helpful for me where someone give very detailed feedback about my work. Yes last fx happened very desaturated) it my fault but i tried take “divine glow” color and failed)))

About flying papers… i used mesh really) I dont now what i did wrong but it’s realy meshes.

But i understand what it doesn’t look like that.
About runes in the book - i undestand what you do meant and next time i will try be better)
Again thank you very much for your feedback

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Real Time VFX by @randomstroke - 14h ago

awesome explosions man!)

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Real Time VFX by @cundall77 Zachray Cundall - 23h ago

thats great, honestly thank you so much, really appreciate all of this!

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Posted this earlier to help a fellow RTVFX-er when I realized there wasn’t a topic for this and figured it could help a lot of us out!

Does what the title says, helps with quick prototyping. You download an action, apply it to the UV texture, liquify it around and bake it into a flowmap.

Unreal Engine
Photoshop Generated Flow Maps

Photoshop provides a great number of tools for texture editing and photo manipulation. Conveniently, those same tools can be used to generate flow maps. This blog post will show you how flow maps can be authored within Photoshop using a UV texture...

Hope this helps !!

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Real Time VFX by @veer Veer Sharma - 23h ago

What spence said! He’s right about using quads with alpha erosion. I used it as mist on a sword piece (what seems to be) year(s) ago. Pretty cringy to look at now because I’ve learned so much since I had just begun learning VFX lmao:

Compression kills the quality but I followed this tutorial by Bill Kladis:

You can paint the required flowmap in photoshop using tools found here:

Unreal Engine
Photoshop Generated Flow Maps

Photoshop provides a great number of tools for texture editing and photo manipulation. Conveniently, those same tools can be used to generate flow maps. This blog post will show you how flow maps can be authored within Photoshop using a UV texture...

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Real Time VFX by @cundall77 Zachray Cundall - 1d ago

okay i’ll give that a go and see how it looks, right now i put the two sockets at the start and end of the sword, i’ll try pulling the end socket out further to see how it looks!

and i’ll give ribbons a go more, think i just need to figure out a good way to make a nice material for it too, if you have any pointers that would be awesome! thanks for the help

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Real Time VFX by @lilspence Devin Spencer - 1d ago

Looking good so far! You should probably make the trails a tad larger for a little more impact though, they arent too noticeable even from that distance.

As for the misty effect, ribbons would probably be a good route to go with but you could also do some alpha erosion to get a similar effect. The best looking approach, although not particularly optimized approach, would probably be to use flip books. But those arent exactly all that great considering how hefty they can be. Give ribbons and alpha erosion a go and see what you can get.

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Real Time VFX by @cundall77 Zachray Cundall - 1d ago

Hey Spence, and evryone else! thought i’d show you my progress with this, thanks for your help!

I do have another question though if you could help i’d be so grateful! i’m trying to create something which mists off the weapon, something similar to this image.

Pinterest
Ragnarok, The Blade of The Void | Weapons in 2019 | Fantasy weapons, Ninja...

Ragnarok, The Blade of The Void

My first idea were to try ribbons and it kind of give me a nice effect but i had to have a few different emitters attached to the sword, i’m sure there must be a better way to achieve this kind of thing, any ideas? thank you!!

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I had a bit of free time today and i had this idea for an “Arrow shot” effect.

I’m at work so i’ll post screenshots of the material and the mesh later. But basically i’m using a curved mesh and panning a clamped texture over it (thanks to this tutorial: VFX Basics - Mesh Soulercoasters, also thanks sifa). I spawn a bunch of those, with a random initial rotation on the Y axis. And this is what i got so far after 1 or 2 hours of tweaking around:
(This would be the buildup)
Also, i don’t know if it’s the gif or the website, but here the curves look kinda static

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