토네이도와 폭발효과 만들기



토네이도와 폭발효과 만들기

금별 0 5,656 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
162 언리얼4 언리얼4 - 굴절 픽셀을 활용한 서리효과 만들기 금별 2020.12.17 4223
161 언리얼4 언리얼4 머터리얼 에디터 아주 짧은팁(열려있는 탭사이 이동) 금별 2020.12.12 2556
160 3D 3DS 맥스 팁 - UV로 부터 버택스 컬러 그라디언트 활용법 금별 2020.11.17 3023
159 언리얼4 파이어볼 UV 흐름 예제 금별 2020.11.07 3117
158 2D 포토샵/섭스턴스 - 트레일 텍스쳐 제작 PART1 금별 2020.11.07 3542
157 언리얼4 언리얼4 이펙트 팁 - 액체형 트레일 제작 노드영상 금별 2020.11.03 4462
156 3D UV관련 몇가지 팁 금별 2020.03.31 4345
155 언리얼4 언리얼4 이펙트 팁 - 트레일 제작 노드영상 댓글+1 금별 2020.10.31 4061
154 언리얼4 언리얼4 컴파일링 벤치마크 8코어 vs 16코어 CPU[Unreal Engine 4.25.4] 금별 2020.10.27 2619
153 유니티 유니티 쉐이더 그래프 - Cuphead Fire 금별 2020.10.20 2701
152 유니티 유니티 - Sea Storm Study 금별 2020.10.14 2213
151 유니티 유니티 - 발로란트형 쉴드 제작 VFX 브레이크다운 금별 2020.08.26 4068
150 유니티 유니티 VFX그래프 - 불타는 종이 이펙트 만들기 금별 2020.08.26 3835
149 언리얼4 언리얼4 - 쉐이더에서 노멀 계산 튜토리얼 댓글+1 금별 2020.08.26 2886
148 유니티 유니티 쉐이더그래프 - 노이즈 관련 이미지 팁 금별 2020.08.06 4345
147 유니티 유니티 - 매직 카드제작 트릭팁 금별 2020.08.02 3244
146 언리얼4 언리얼4 - 머터리얼에서 양면 렌더링 방법 금별 2020.07.30 4796
145 언리얼4 언리얼4 - Vertex(정점) Offset 흡수 효과 금별 2020.07.30 5159
144 유니티 유니티 앰플리파이 쉐이더 이펙트 - 물속성+불속성 토네이토 금별 2020.07.30 2912
143 언리얼4 언리얼4 나이아가라 - 트레일관련 미니팁 금별 2020.05.30 2882
142 유니티 유니티 - 기어즈5 Hammer of Dawn 이펙트 만들기 댓글+1 금별 2020.05.16 2801
141 유니티 포토샵으로 디졸브 쉐이더를 사용해 2D 툰이펙트 제작팁 댓글+2 금별 2020.05.16 5359

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand