유니티 - 스타게이트 효과 참고영상



유니티 - 스타게이트 효과 참고영상

금별 0 5,582 2019.10.29 16:11

 

 

 

 

 

 

 

I just started and happy to join the sketch for this month!

 

My approach is to create something like a colapsing space effect when the warptunnel builds up.

This is pretty early and I tried to get some shader tech done first to see if it works out the way I wanted it.

 

 

stargate_01

 

 

So far the collapse is done solely via shader math (took a bit to figure out independant per-triangle rotation hehe) and it’s great to save some iteration time. Gonna add some more elements on top of it to make it more interesting in the process.

 

com-optimize%20(3)

 

image

 

 

 

BREAKDOWN STARTING HERE

 

I actually have some spare time right away so let’s go with a basic introduction :grin:

 

Polycount and basic mesh anatomy

 

Let’s start simple:

I used a couple of really low-poly meshes for this one. Nothing really complex here, I just used a couple of basic shapes, lots of vfx textures + custom shaders and a bit of vertex painting and UV stretching to control how stuff works.

 

The whole scene has ~14k tris, composed of:

 

1.6k for the environment,

 

6.7k for the physical portal elements (the floating ring),

 

and 5.5k for all the effects elements.

 

The scene in Blender

 

image

 

 

Here are some of the meshes with materials in Unity. You can see how simple that stuff is. As mentioned most of the look comes from textures and shader work. I just vertex-painted the mesh edges to get some fading in and out different parts of the overall effect and stretched the UVs a bit to control speed and stretching of the textures moving over the surfaces.

 

The gate element doesn’t have much special stuff going on. It uses the Unity standard shader and a very simple custom fresnel glow shader that I fade in via animation.

 

Meshes with materials

 

PNG


 

 

Meshes and Textures under the Shell

 

And here’s the continuation of the breakdown!

I also hope you post a couple of questions for stuff you’d like to know more in detail since I can’t really cover everything that happened over this month :slight_smile:

 

After looking at the meshes and some ideas about their constitution let’s get more into detail!

And I’d like to start with the original idea of the effect, the spacial collapse in the center of the gate.

 

The whole idea was heavily inspired by the recent and pretty amazing Fortnite finale. Though I don’t play the game you could hardly miss the amazing vfx if you stumbled across Twitter this month.

 

My take on this is probably a lot simpler and I’m just using a couple of pretty common concepts that should probably be possible to replicate in any common engine out there.

 

First, lets look at the interior mesh of the gate. In my case it’s a fractured triangulated circle that matches the bounds of the gate. I originally wanted to create this in Houdini but I felt that I didn’t get the amount of iteration time back compared to the amount time I had to spend to create a truely satisfying generator. So I went back to Blender, created a bit more manually but was satisfied in the end.

The triangle pattern was just a style decision and didn’t serve any other purpose. As mentioned earlier I was also inspired by Spiderverse and I just wanted to go with something that felt “out of this world” compared to the starting point :smiley:

 

Then with the mesh being setup I created a shader that basically grabs the content of the screen and packs it into a runtime texture, Unity’s “grabpass” feature. I had the mesh unwrapped with a flat projection so it basically filled the UV 0-1 space and created a texture in Substance Designer for it:

A crack pattern with derivate Normals that serve as a xy distortion, a gradient to fade it in (blue channel), and with visual cracks in the Alpha channel.

 

I later distorted the grabpass content based on the normals as directions and the blue channel as intensity over time and added the alpha channel on top of the grabpass to create visual cracking.

image

 

 

That’s basically the idea of the starting part. But we also have the shattering parts being sucked into the gate. And for that part I needed an additional set of geometry. I basically extruded the front part into the Z axis, and created a second texture for the look which just contained a couple of noises and a masked wireframe of the original UVs.

 

At first I thought about splitting this new part since the behaviour would be quite a bit different from the front part. But I came to the conclusion that it would be a pain later on to make the two parts feel connected and syncing their behaviour properly so I just went with masking one of them via vertex colors and this way branching a couple of features in the shader while having one common “timestep” in the material.

I fiddled a bit with additional uv sets to get some more data encoded into the meshes like the position and a gradient into the Z axis. This way I could animate the individual parts like simplified particles and make them get sucked in from the border.

 

At this point I could also iterate on the mesh quite a bit since the process of texture creation and behaviour was basically pipelined as long as I baked the position and Z gradient into the two additional UV sets each time (this would have been nicer in Houdini but it’s just a couple of clicks in Blender :grin: ).

 

As you can see in the progress images it worked quite nice and I thought to go with the approach until the end. Finally you can see the shader as well, which is rather simple. It’s just there to blend a couple of things together and control the motion animated by a single parameter.

 

Hope all this rather techy stuff was interesting to read and next time I’ll show a bit more of the textures I used for this project. Until then, I’m happy to answer any questions if there are any

 

 

 

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
1129 언리얼4 언리얼 - 포스트 프로세싱 머티리얼(방사형 블러) 제작과정(한글자막) 금별 03.03 875
1128 유니티 유니티 셰이더 그래프 - 간단한 Stylized 화염 트레일 제작과정(한글자막) 금별 03.03 1069
1127 언리얼4 언리얼5 - 문자열(string) VFX를 활용한 커스텀 이벤트 제작과정(한글자막) 금별 03.03 842
1126 유니티 유니티 UI 앰플리파이 셰이더 - 패턴에 빛 스와핑 효과 제작예제 금별 02.21 1124
1125 언리얼4 언리얼 UMG - 비디오 올리고 비디오 스타일 처리수행과정 금별 02.21 974
1124 언리얼4 언리얼5 - 허공에 찢어지며 생기는 포털 제작과정(한글자막) 금별 02.21 1075
1123 언리얼4 언리얼 - 그래디언트를 매끄럽게 혼합해 텍스쳐 변형하는 간단팁 금별 02.21 976
1122 3D 3D - 방사형 충격파 간단제작과정 금별 02.21 1045
1121 언리얼4 언리얼 - 흡수성 머트리얼 간단제작과정 금별 02.21 871
1120 유니티 유니티 - 볼류메트릭 메쉬 VFX 모델링 머드번 활용예제 금별 02.21 1083
1119 언리얼4 언리얼 - 카메라 연출관련 플러그인 Black Eye Cameras Overview 튜토리얼(한글자막) 금별 02.21 881
1118 언리얼4 언리얼5 - 스켈레탈 메시에 대한 Interactive Wetness Mask & Dripping Effects 제작과정(한글자막) 금별 02.21 889
1117 3D 후디니 - 피어나는 꽃봉오리 제작과정(한글자막) 금별 02.21 1019
1116 언리얼4 언리얼 - 나이아가라 간단한 촉수효과 제작과정(한글자막) 금별 02.21 965
1115 언리얼4 게임이펙트의 모든것! 졸업생 "김연아" 인터뷰_01 금별 02.19 886
1114 언리얼4 언리얼5 - 푸른 아우라 폭발 레이어별 제작간단예제 금별 02.15 936
1113 언리얼4 언리얼5 - 카오스 시스템 시작 가이드(한글자막) 금별 02.15 939
1112 언리얼4 린반Live - 언리얼 이펙트 클래식 리뷰하기1 금별 02.15 884
1111 언리얼4 언리얼5 - 시네마틱을 위한 총 머즐플래시 이펙트 제작과정(한글자막) 금별 02.15 1019
1110 언리얼4 언리얼 - UV활용 가짜 구형(스피어) 벌지 셰이더 노드예제 금별 02.15 917
1109 언리얼4 언리얼5 나이아가라 - 커스텀 네온 텍스트 스크롤링 효과 제작과정(한글자막) 금별 02.15 905
1108 언리얼4 언리얼 - 표면에 스프라이트를 뎁스 마스크 활용 예제 금별 02.15 871

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand