유니티 - 스타게이트 효과 참고영상



유니티 - 스타게이트 효과 참고영상

금별 0 3,598 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
56 유니티 유니티 쉐이더 그래프 - 꼬여지는듯한 착각의 쉐이더 금별 2020.03.19 1845
55 유니티 유니티 - 마스크 디스토션 림 쉐이더그래프 금별 2020.03.05 3204
54 유니티 유니티 이펙트 팁 - RzFX Flow Trail in Unity 금별 2020.02.27 3882
53 유니티 Converting some code shaders to ShaderGraph 댓글+3 금별 2020.02.27 1297
52 유니티 기적의 셰이더 그래프 '어떤 노드든 이해시켜 드립니다 금별 2020.02.18 2918
51 유니티 유니티 셰이더&렌더링 에센스(retr0) 금별 2020.02.16 1438
50 유니티 유니티 이펙트 팁 - 아주 간단히 보는 포털제작팁 댓글+1 금별 2020.02.10 1785
49 유니티 유니티 - Custom Vertex Stream and Shadergraph/Amplify Shader 금별 2019.12.29 5610
48 유니티 유니티 쉐이더 팁 - Rime 스타일의 폭포 제작 댓글+2 금별 2019.11.26 3720
47 유니티 유니티 이펙트 팁 - 데스스트랜딩 홀로그램 효과 참고해 만들기 금별 2019.11.19 3036
열람중 유니티 유니티 - 스타게이트 효과 참고영상 금별 2019.10.29 3599
45 유니티 유니티 - 2d Raymarched Smoke 댓글+5 금별 2019.10.26 1555
44 유니티 유니티 이펙트 팁 - 포털제작 금별 2019.10.19 4886
43 유니티 유니티 - 포탈이펙트 예제와 제작과정 금별 2019.09.09 5847
42 유니티 유니티 - Stylized 폭포 제작하기 금별 2019.09.07 8531
41 유니티 유니티 - 원통형 메쉬에 토네이도형 uv 흐름제어 금별 2019.08.30 1804
40 유니티 유니티 이펙트 제작과정 - 사슬로 감싼 폭발형태 제작 금별 2019.08.30 4773
39 유니티 마법적 구슬형태 제작 금별 2019.08.30 1938
38 유니티 유니티 버텍스 옵셋 효과 예제 Juane Gray 금별 2019.08.20 1660
37 유니티 Skeleton Mage Summon With Shaders and Textures 금별 2019.08.20 1357
36 유니티 유니티 쉐이더 - 쉐이더그래프/앰플리파이 쉐이더에서의 커스터 버택스 스트림 사용 금별 2019.08.20 5176
35 유니티 유니티 쉐이더 그래프 - Weaving Ring Tutorial 2 댓글+1 금별 2019.08.12 1629

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand