miércoles, 7 de junio de 2023

Sprint #2 Delivery

First pass of the tornado VFX. I started with using particles in Houdini as my base but after finding it so tedious, Niagara gave me better and faster results.

Tornado using Niagara

Using the mesh position to control the twirl of the tornado with curves

Sword VFX implementation inside the engine had some issues since exporting the VAT texture in Houdini needed the parameters of w, orient and pivot, which my animation did not had because it works with using the voronoi fracture point positions and normal and so in no moment did I converted it into a rigid body. My solution was to first to convert it into a rigid body dynamic and simulated the pieces falling. This generated the attributes that I needed and then I just imported the output of this as my geometry input that assembles the pieces together.

Sword in Engine with textures

Also translated the points to be to the back of the camera before they materialize together so they are hidden to what is seen in the camera.


Convert voronoi sword into RBD packed object

RBD output as geometry input for the transform pieces

Merged object of the sword mesh with the pivot, orient and w attributes needed for exporting RBD VAT

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Final Delivery

 For final delivery I was mainly polishing up the VFX and adjusting the times to fit the final animation. One of the first fix was changing ...