Hey there, I am just starting out with RTVFX myself. I'm not sure if you have seen this stuff already, but it has been helpful for me: UE4 Intro to Cascade Playlist: https://youtu.be/OXK2Xbd7D9w Real Time VFX Forums: https://realtimevfx.com/ Dean Ashford also has some good tutorials for specific effects:…
What do you want to learn? I'm just finishing up a basic/intermiediate course in VFX creation using Houdini and Unreal. If you throw me a couple of ideas for what sort of advanced effects (other than what you already mentioned) I can start planning something :) Other than that, realtimevfx.com is the place to ask.
One way to do it: http://bk-coffeehouse.cottages.polycount.com//tut/realtimetree1.html There's lots of other methods out there though, just search for it.
This is impressive - http://marza-realtime.com/ More details here - http://www.marketwired.com/press-release/marza-revolutionizes-cg-animation-rendering-with-unity-2106574.htm https://www.youtube.com/watch?list=PLlyT6eQOyOobKCIQAnB9-pQ_NDWGvDBDn&v=tVHH3-bP-fE
One thing that its really lacking is ambient occlusion, that will really help tie everything together. The flat hard "realtimish/d3" type lighting is never very good on its own.
We have some info here that should help too http://wiki.polycount.com/wiki/Polygon_Count#Typical_Triangle_Counts http://wiki.polycount.com/wiki/Topology#Realtime_Topology_Examples
nice! is it possible to animate the "turbulence" and initial velocity of the noise in its current state? or is its current speed like its default? I feel like some anticipation would go a long way. I'm pretty sure I follow your thread on RealtimeVFX too XD