토네이도와 폭발효과 만들기



토네이도와 폭발효과 만들기

금별 0 5,087 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
658 유니티 유니티 앰플리파이 셰이더 - 패럴렉스 활용 페이크 뎁스 제작과정 금별 2023.11.30 1586
657 언리얼4 언리얼 - 단계가 뚜렷한 카툰 불 머트리얼 노드(uasset파일포함) 금별 2023.11.30 1152
656 언리얼4 언리얼 - 매트릭스 느낌의 스크롤링 머트리얼 제작노드(uasset파일포함) 금별 2023.11.30 1152
655 유니티 유니티 - 스크립트를 활용한 레이저 빔 효과 제작과정 금별 2023.11.29 2147
654 3D GODOT VFX - Easy Explosions Effect Tutorial 금별 2023.11.29 1595
653 언리얼4 언리얼5 - 카메라 오클루전 마스킹 제작팁 금별 2023.11.29 1037
652 유니티 유니티 앰플리파이 셰이더 - 크리스탈 소재 제작과정 금별 2023.11.25 1216
651 언리얼4 후디니와 섭페활용 언리얼로의 아이스스파이크 버텍스 애니메이션 프로세스 설명(얼음 hip파일포함) 금별 2023.11.25 1240
650 언리얼4 언리얼 - 머터리얼 움직임에따른 잔상번짐 해결방법 금별 2023.11.25 3189
649 언리얼4 언리얼 - Tentacle Monster Effect 금별 2023.11.23 1376
648 유니티 유니티 VFX 그래프 - 연기 포탈 샘플 제작과정 금별 2023.11.23 1369
647 언리얼4 언리얼 - 오브젝트 글리치(Technology Failure Diagram) 효과 제작과정 금별 2023.11.22 1532
646 언리얼4 언리얼5 - 월드 에서 로컬 재질 UV [한국어 팁] 금별 2023.11.19 1297
645 언리얼4 언리얼 - 에너지 아우라 이펙트 제작과정 금별 2023.11.19 1429
644 언리얼4 언리얼 - 자연스런 그을린 그라운드 데칼 제작과정 댓글+1 금별 2023.11.16 1834
643 유니티 유니티 VFX 그래프 - 모델 엣지에서 생성되는 파티클 제작과정 금별 2023.11.15 1262
642 언리얼4 언리얼 - 흐물거리는 황금 양타자형 발사체 제작과정 금별 2023.11.14 1182
641 언리얼4 언리얼 나이아가라 - 유도 미사일 효과 제작과정 금별 2023.11.12 1319
640 언리얼4 11. 11일 카페 공인스터디 이펙트102 발표내용 일부 영상(네오도쿄챌린지/무기디졸브) 금별 2023.11.12 1188
639 언리얼4 언리얼5 - 머트리얼로 제어하는 책넘김 효과 예제 및 튜토리얼 링크 금별 2023.11.09 1885
638 언리얼4 언리얼5/후디니/섭디 - 불 발사체 제작과정 part2[후디니로 메쉬제작/섭디로 WPO텍스쳐] 금별 2023.11.08 1236
637 언리얼4 [게임 이펙트 소개 02] 쌤~ 게임이펙트 쉽나요? 취업 되나요? 금별 2023.11.08 1208

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand