Hello !
This is my thread for my VFX entry. I'm gonna work on some nuclear stuff, with an automated missile as my projectile, and a radiation status effect ! On this project, i'll be more onto semi-realistic VFX than fully stylized.
I'm currently a student, and I'm pretty new to the Polycount community, even if I read a lot of articles and threads
Here are my references :
Good luck and have fun !
Replies
In the past few days, I worked on the motion of my missile, and on the shader that I'll use for the explosion. Here are some gifs :
The particles are not definitive, and are only here to symbolise the motion. I had to tweak a lot the animator curves to have something decent. I think I'm gonna do more tests to find the perfect motion. I want something dynamic and fast, not the so classical and slow "nuclear missile".
I used Shaderforge here. This shader was quite simple to make, but it's not optimized for now. I will mainly use it for the final explosion, with a mesh who will dissolve.
There is a blend of vertex offset for more randomness, and some classical noises textures.
Here's a look at the shader tree.
That's all for now ! I think I'm gonna use a Houdini approach for the smoke trail of the missile, and I will create some more stylized textures and particles for the UI elements, like the horizontal billboards around the launching sphere.
Thanks for reading !
I'ts been a long time since I posted some content. After finishing some school projects and others game jams, I'm back in the game !
Over the past month, I learned some tips about shaders, so I mostly worked on updating mine. I added some maps and noises to upgrade it.
With this shader as a base for my smoke, I tried to simulate a missile trail :
I think I'm gonna find a way to make this big smoke cloud more realistic. It will be better with some particles.
I said that I'll be using Houdini for my smoke, but I really enjoy this method, and doing all my core VFX with only one shader is a funny challenge !
I hope you liked !
Here is a small update. I changed the main texture, and created some morphers to animate the smoke for the missile launch.
The green is fine, though I'll use a red/orange gradient for the reactor smoke.
The base is complete; I need to create some particles and trails to upgrade it.
I cannot wait to combine all of these elements !
Last update before final submission !
All the animations are done, I'm working on some particles and it should be fine
I wanted to have a very dynamic motion, so I created strong/cartoonish timings ^^ But I think I will do more tests with a slower nuke mushroom.
https://www.youtube.com/watch?v=rDaoyoNRAHk
Hey ! That was a really interesting contest, and I learned a lot by practicing and testing with this project.
Here is my final work :
https://youtu.be/WRDS4e9kOUk
GL HF everyone !
Sorry if it's a bit complicated, I mostly did some tests and created a lot of similar features ^^ I wanted to have one big shader that does everything. This can be optimized.
If you have any questions, don't hesitate to ask me
Thanks alot .. that graph is huge .. Lets see if I ll be able to understand it