I have updated my laser effect to have more parameters from
my design team on Liminal, with this
I can change the color based on a trigger so that the player knows it has been
activated.
Here is the disintegrate effect hooked up in Liminal. This is hooked up to 10 different crab knobs (krobs), each with separate pieces having the dissolve effect applied. The legs are getting their effect from a master blueprint and each of the 10 heads are hooked up individually in another blueprint. The color of the dissolve will change dynamically based on the color of the door that the (krob) belongs to. The player sees this effect when they pick up a krob and it goes into their inventory.
This week we started on our second Tech art project, which is to create a visual effect and teach it to the class. We need to take it a step further than just a tutorial by being able to effectively explain how and why everything works and what we are doing. Since, I want to eventually create VFX for cinematic scenes I decided to demonstrate the pipeline for creating highly detailed cinematic fluids. Many programs, such as Houdini, have shelves for different types of fluids so I have decided to start with learning the background of Fluid simulation before moving onto creating my VFX. I've learned that Fluid Sims have been around since the 50s and 60 and were mathematically based and I have been trying to wrap my head around terms such as Level sets, Particle level sets, staggered marker-and-cell (MAC) grid structures, Particle In Cell (PIC) method, which was the precursor to modern day FLIP, MPM and other hybrid methods. I am going to continue to read up on this until I fe...
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