토네이도와 폭발효과 만들기



토네이도와 폭발효과 만들기

금별 0 4,397 2019.08.18 17:38

원문 : https://halisavakis.com/write-up-tornado-explosion/

 

Tornado & Explosion

 

 

 

 

Recently I started experimenting with VFX and my 2 first entries on the field were 2 pretty standard concepts: a tornado and an explosion. Actually the whole idea of getting into VFX dawned on me after watching an awesome VFX tornado by Spyro. So I tried approaching VFX my own way, with my existing assets/shaders and knowledge, and started with these 2 simple concepts, with a style I had in mind which was similar to the waterfall shader I covered before.

 

Tornado

 


In case you missed it, the tornado turned out something like this:

 

 

 

 

By now, you’ve probably figured out that it’s all about layering stuff, and this effect was no exception. It’s a combination of 3 distinct effects (4 if you include the clouds, which I won’t cover here): the tornado core (which consists of 4 meshes using the same shader), the top and bottom spiraling planes (can’t think of a better description) and the particle system on the bottom.

 

Tornado core


The only custom mesh I used, looks something like this:

 

 

 

 

It’s nothing special, I did however make sure the UVs cover the whole square, so that the noise texture tiles as it pans on it.

I made a custom shader for the tornado which does the following effects:

Takes a noise texture and pans it in both axes according to a given speed.
Takes 2 HDR colors and, after rounding the texture’s values (like in the waterfall), lerps between them based on the banded value.
Displaces the vertices of the model based on the noise texture (white = outwards, black = inwards).
Uses a cutoff value to clip the pixels according to the texture’s grayscale value (without the rounding, for more values).
To get a better idea, each of the 4 layers of the core look like this:

 

 

 

 

Each layer has a different material with different colors, amount of clipping, scaling and vertex displacement power.

An important factor to get this look was the noise texture, created in substance designer:

 

 

 

 

 

Since I pan the texture in both axes, having a noise texture that was tilted 45 degrees like that was imperative to having the tornado swirling look.

 

Spiraling planes

 


The planes on the top and bottom of the tornado, while not fitting without a context (and the sky is not really fitting to the scene), contribute significantly to the impression of the sucking power of the tornado. They use a shader which is more or less the exact same as the tornado core, but with one big difference: they sample the noise texture in polar coordinates. That way, they give the impression of the texture being sucked towards the center, like a portal. That’s obviously why using polar coordinates is common to portal effects.

 

 

 

 

 

The particles
 

The more keen-eyed of you might have seen the shader before; it’s the one from that waterfall shader I mentioned above. The shader for them is explained and written in the second part of the tutorial so you can check it there!

 

 

 

 

Explosion


Following the same style as the tornado, I wanted to make an explosion effect, as it’d probably be way more commonly used than the tornado. Because I was following the same style and the principles were more or less the same, I ended up using pretty much the same exact shaders with different parameters. The end result was something like this:

 

 

 

 

Just to see it a bit better, here’s the effect without the animations:

 

 

 

 

You probably guessed it already: it’s a bunch of layers. No more than the tornado too. Here there are 3.5 distinct effects (3.5 because there are just 3 different shaders but one is used differently and on a separate mesh): The inner core of the explosion, the outer layers, the bottom spiraling plane and the outer air layers.

 

Inner core

 


While this was a separate shader, the principle was the same: Noise texture that pans with some speed, used for both coloring by lerping between 2 HDR colors (no banding here though) and for displacing the vertices.

Without the extra layers, it looks like this:

 

 

 

 

With a noise texture that looked like this:

 

 

 

 

 

Outer layers


There are 2 outer layers, using the exact same shader and setup as the tornado layers. Easy to figure out when you see them away from each other:

 

 

via GIPHY

 

 

Having them pan the opposite way really contributes to the chaos of the explosion, at least for me.

FYI, all these meshes are spheres, they just have a plane hiding the rest of the mesh.

 

Bottom spiraling plane


No surprises here, it’s the exact same thing as before.

 

 

via GIPHY

 

 

Air layers


Just for this one, I’ll remove the ground plane to see what’s going on:

 

 

via GIPHY

 

 

Yes, it’s the tornado mesh with the same shader. I’m that lazy.

 

The animation


Clearly most of the work went into animating the thing, to have a somewhat nice feeling on the impact and the timing. Lucky for me, I have a custom tool I made that takes care of simple “programmer” animations, using coroutines and such.

With that tool I can move, scale, rotate transforms, but I can also change the color of sprites/UI elements and (the more underutilized feature which I loved for this effect) change the property of a material. I can also sequence the aforementioned animations, delay them and make them use specific easing curves (or custom ones). It’s a handy tool, but right now it needs a massive refactoring and major UI/UX improvement cause this is an editor that only I can love:

 

 

 

 

The good thing is that all the aforementioned shaders have a “_Cutoff” property, so it was easy to dissolve the effect over time, while also scaling it.

 

Radial blur


To give more of an impact during the explosion, I used a custom shader for radial blur, for which I also happen to have a tutorial with the code right here. Lucky you! I do have to note that I’ve added a slight chromatic aberration effect on the existing shader though.

Here’s a comparison of a screenshot with and without the radial blur:

 

 

 

 

Without radial blur

 

 

 

 

Conclusion


And that’s it! Hopefully this breakdown gives you a good idea about how to achieve similar effects! For me these little experiments are super fun and I want to explore what else I can do with these simple techniques and shaders. Until then, see you in the next one!


These posts will never go behind a paywall. But if you really really super enjoyed this post, consider buying me a coffee, or becoming my patron to get exciting benefits!

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
1071 언리얼4 Enchanting Floating Ice Book Effect in Unreal Engine 5.5 Niagara ???? Trailer ashif 18:33 9
1070 언리얼4 Fire Vortex Shield Effect in Unreal Engine 5.5 Niagara ???? Trailer ashif 15:39 18
1069 언리얼4 언리얼5 - 나이아가라 모프 캐릭터 제작과정(한글자막) 금별 12.19 53
1068 유니티 유니티 - 스텐실 버퍼 활용 fake hole 제작과정(한글자막) 금별 12.19 52
1067 유니티 유니티 - 상호작용형 파티클 제작과정(한글자막) 금별 12.19 49
1066 유니티 유니티 - 처음 시작하는 Volumetric Fog Shader에 관한 설명(한글자막) 금별 12.17 67
1065 언리얼4 언리얼5 - 스플라인과 스플라인 메쉬 활용방법(한글자막) 금별 12.17 52
1064 유니티 유니티 - 라바 램프 유니티 셰이더 그래프 제작과정(한글자막) 금별 12.17 60
1063 언리얼4 언리얼 - LOL 소드 데몬 W 특수효과 모작 분석(한글자막) 금별 12.17 49
1062 언리얼4 언리얼5 - 나이아가라 네트워크 볼륨 렌더러 번개 효과 제작과정(한글자막) 금별 12.11 122
1061 언리얼4 언리얼5 - 리얼리스틱 물고리 제작과정 part1(한글자막) 금별 12.11 125
1060 유니티 유니티 - 간단한 이펙트 경로 애니메이션 사용예제(한글자막) 금별 12.11 123
1059 언리얼4 언리얼 - 셰이더로 시계 제작하는 과정 금별 12.11 80
1058 언리얼4 Toon Explosion in Unreal Engine 5.5 Niagara: Complete Step-by-Step Tutorial ashif 12.04 105
1057 언리얼4 언리얼5 - 프렉쳐 VAT 적용방법(한글자막) 금별 11.25 178
1056 언리얼4 언리얼/유니티 - 판타지풍 체력계 제작과정(한글자막) 금별 11.25 187
1055 언리얼4 언리얼 5.4 - VDB 클라우드 제작과정(한글자막) 금별 11.25 153
1054 언리얼4 언리얼 UEFN - VAT를 활용한 언리얼 로고 애니메이션 제작과정(한글자막) 금별 11.20 174
1053 언리얼4 언리얼 - Quantize shader를 활용한 툰효과 사용 예제 금별 11.20 165
1052 2D 섭스턴스 디자인 - 쇼크웨이브 텍스처를 만드는 간단한 방법 금별 11.20 239
1051 언리얼4 언리얼 - 중국의 어느 아티스트 VFX 기본 리소스 라이브러리 예제 금별 11.20 240
1050 언리얼4 언리얼 - 모듈 스크립트 - 리더를 따라 움직이기 금별 11.20 157

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand