언리얼4 이펙트 팁 - Rift to R’lyeh FX



언리얼4 이펙트 팁 - Rift to R’lyeh FX

금별 0 3,423 2019.10.15 21:00

 

 

So I thought I would do a little bit of a breakdown on what I did for this one. Currently I just have one sprite and one mesh for the particle system. The mesh is just an elongated sphere to match the approximate area of the effect, and it just does the distortion of the background. The main effect is the sprite.

 

So here’s an overview of the material (and forgive my strange organization :sweat_smile:). I tend to use parameters for all of my values so that I can adjust things easily in a material instance to get the right values without having to recompile the material after every change. This saves me a lot of time since my computer isn’t a beast, but it does mean the values and textures in all my screenshots don’t reflect the actual values used in the material instance.



So, starting off with the main shape, I painted a little rift texture and popped it in here. I set a parameter so I could mess with how transparent I wanted it to be.


Then we’ve got the frame of the effect. In the top left, I’ve got the UV distortion stuff coming in (which is separated by X and Y amounts; I’ll get to that later), and then a scaling parameter so I can adjust how far out the frame goes either horizontally or vertically. This is why I also have the center shifted on the radial gradient, which just helps fade out the edges of the frame texture.


Next, I’ve got some UV distortion going on. Incoming from the left is the second level of UV distortion to help give it even more of an organic movement. Then I have it shifted to radial UVs so it can radiate outward from the center of the rift. Then I just shift the values from 0-1 to -1-1. I have this masking radial gradient so that I don’t get a puckering effect in the very center of the rift. Then, I split the distortion between X and Y amounts so that I can have plenty of horizontal distortion without having the vertical distortion cut off on the edge of the sprite. The UV distortion affects basically every texture I’m using in this effect.


Then, as I mentioned, I have a second layer of UV distortion for less of a straight panning feel.


Next, I have the world aligned texture that makes the “interior” of the portal. This makes use of a adjusted world aligned texture function that I’ve made which really just adds a texture sampler that distorts the world aligned texture. If anyone is interested, I can go more in depth into this in another post.


Next up is the section I titled “zoom”. It’s a little bit of a mess (sorry), but basically what this does is create that rippling effect in the world texture and the center texture to give it a bit more of a depth feel. So, the central radial gradient is used as UV distortion to achieve that. To the center left of it, I have it set to adjust its center location based on where it is on the screen, and then the further it is from the center, the more it multiplies the distortion. In the bottom left, it adjusts the distortion amount based on distance from the camera, so it doesn’t stay super distorted from far away, and as you get closer in opens up a little for a fun effect.


Next is the “CenterTex”, which is the lightning-like effect. This also makes use of an adjusted world aligned function. In this one, both the UV distortion texture inside and the main texture are world aligned. I also set a parameter that lerps between using world position and camera position, so moving the camera gives it movement as well. In the top left, I’m pulling the zoom distortion to affect the scaling of the UV distortion texture, which makes it kind of spiral into those ripples. Past that, I’m just sending the main UV distortion from other sections into this as well, so it all is a bit unified.


Lastly, I’ve got my color and opacity sections which are honestly nothing special, but here they are.


 

So that’s basically the whole effect. If you liked my breakdown, let me know and I can do more of this. If you have any questions, feel free to ask and I can go more in depth. Or, if there are things I could improve, let me know that as well. Thanks for reading!

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
244 언리얼4 언리얼 - 하트 모양의 파티클 이동 간단 제작과정 금별 2023.07.06 949
243 언리얼4 언리얼 - 커스텀 데칼 UVs 사용예제(WorldPositionBehindTranslucency활용) 금별 2023.07.04 816
242 언리얼4 언리얼 - (간단팁)채널 선택 및 믹싱에 내적 사용방법 금별 2023.07.04 548
241 언리얼4 UE5 | AOE in Unreal Engine 5.2 Niagara Tutorial | Download Files ashif 2023.06.29 355
240 언리얼4 언리얼5 - 반투명 갤럭시 느낌의 머트리얼 노드 제작과정 금별 2023.06.25 488
239 언리얼4 언리얼5 - 얼음 재질 노드 제작과정 금별 2023.06.25 877
238 언리얼4 언리얼5 - 디지털 트랜지션 생성 및 파티클 픽셀화 제작과정 금별 2023.06.25 540
237 언리얼4 언리얼/후디니 - 디아블로 스타일 플루이드 오브 UI 이펙트 제작과정 금별 2023.06.17 473
236 언리얼4 언리얼 - 구형 UV 활용 방법 금별 2023.06.17 936
235 언리얼4 언리얼5.2 - 체크무늬 바닥재질 만들기 금별 2023.06.09 731
234 언리얼4 후디니/언리얼 - UI 플루이드 원형체력게이지 제작과정 금별 2023.06.08 623
233 언리얼4 언리얼5 - 간단 메쉬표면 전기발생효과 제작방법 금별 2023.06.01 610
232 언리얼4 언리얼5 - 간단 유도발사체 설정방법 금별 2023.06.01 547
231 언리얼4 언리얼5 - High Quality Directionally animated FOG 금별 2023.05.31 442
230 언리얼4 언리얼 - 물방울 형태 버프 이펙트 제작방법(물방울/십자 형태 텍스쳐제작) 금별 2023.05.25 609
229 언리얼4 언리얼 - Smoothstep활용 프로시졀쉐이더 제작(2D 반지형 링) 금별 2023.05.18 892
228 언리얼4 언리얼5 - 레벨에서 나이아가라 이펙트가 보이지 않을때 해결방법 금별 2023.05.15 446
227 언리얼4 이펙터의 모든것! 게임이펙터 O/X 인터뷰 [신입~3년차] new 금별 2023.05.15 868
226 언리얼4 Parallax Frost Material in UE5.2 Tutorial | Download Files ashif 2023.05.10 574
225 언리얼4 언리얼 - 노출 변화화에 상관업이 이미시브 색상을 유지하는 방법 금별 2023.05.10 667
224 언리얼4 언리얼5 퀵팁 - VFX 아티스트들이 가장 많이 사용하는 5가지 UV 트릭 금별 2023.05.04 782
223 언리얼4 언리얼5 퀵팁 - 텍스쳐를 나선형으로 만들기(polar coordinates) 금별 2023.05.04 627

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand