Oh very cool. Is it ribbon?
Oh very cool. Is it ribbon?
Very interesting. I love how they optimize everything but still keeping the details.
Itβs always good to give it a rest and enjoy games to recover motivation.
Is there a black friday price?
- Dissolve static mesh into dust tutorial -
realtimevfx.com/t/niagara-5-...
hahahaha
I feel like you can set hardness to 50% instead of the multiply and clamp above.
First!
Old disintegrate effect
#rtvfx
exploding today #rtvfx
Hey there fellow devs, #realtimevfx artist here happy to be joining the new community over here. Looking forward to seeing the awesome stuff you all make!
Wee thread of old stuff below to start off
Another one!
#realtimevfx #vfx #gamedev
It's older #realtimevfx stuff, but as everyone is new here, I show it again. If you want more details, breakdowns and even the project files, you'll find everything in the project descriptions: www.artstation.com/simont
#gamedev
Obligatory sparkles
#rtvfx
The bad video compression just breaks my audio...
Glad you like it~ π
Thank you π
Re-up my Zawarudo with Gate of babylon (sci-fi) effects.
It looks really nice, but the res is too low. I really want to watch it at 4k to check the smoke trail you've made π«£
Yea. I think there're other variations based on our needs. I found one on the forum but his is a bit too long.
Setup example, it works with spawn rate also.
This is the Decay attribute, you use it to control post-lifetime behavior of infinite particles.
I got some references from @Guraoz
I make a simple script where you can control infinite particle post-behavior. Say, you want to spawn one particle and control its behavior after it reaches a certain lifetime or its lifecycle slider elapses. It helps me smoothening out the effect (like using dissolve) instead of it flashing-out.