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After effects create cigarette smoke particle playground
After effects create cigarette smoke particle playground






after effects create cigarette smoke particle playground

I'll add more here when I've had time to think about it.Ĭlick to expand.I'd like to see the addition of a new module to Shuriken that enables the sending of dynamic parameters per particle to the shader. example: if a value crosses a certain threshold, I increase the intesity of the lighting in the shader I'd like to have the ability to easily pass variables/values between shaders and Shuriken a la Cascade

after effects create cigarette smoke particle playground

Althought I haven't done much scripting with Shuriken, I have done some with UDK/Unreal 3. I think Unity has only crashed once for me in two years. For most of the games I've worked on, Shuriken would have been a huge improvement. Shuriken has just the right amount of complexity for 99% of the particles I currently make. I'll fill in the good/bad later, gotta go to work! I want the noobiest noob to be able to use my stuff without asking for help.įor my prototypes so far, I get more technical because I am comfortable with scripting and shaders. I try to keep the effects as simple as possible. Other packages might contain smoke, fire or other things that enhance environments. For example, I know that a lot of people make games with a pseudo-retro vector graphics look, so I will create a group of effects that I think they would enjoy. I create asset packages with effects that have a theme. I have created particle effects for most of the games I've worked on: 2D, 3D, and cutscenes. I have worked with a half dozen engines, Max, Maya, Softimage, After Effects, etc. My job titles have been technical artist, effects artist, lead lighter, and environment artist. I worked in the games industry for ten years full-time on games such as Baldur's Gate II, Neverwinter Nights, Need for Speed Underground/Underground 2/Most Wanted/Carbon and a bunch of other stuff. In my spare time, I sell asset packages, mostly particles, and I'm prototyping 2d games. define event which throw after some sec or after reaching above/under defined value in selected property?) More API, more visual features like path/force based on curve/vector (defined visual rather than hard typing), improve performance, more complex event system ? (e.g. cannot set runtime 2x curves if i use random value between curves) and some visual feature (path particle based on curve/spline in 2d/3d space rather than hard type vector which is counter-intuitive and require more reiteration - vector for force (over lifetime) is good when we require very precision, calculated by math path but not for "organic" effect) Use cases - enviroment effect - dust, falling leafs, snow, rain etc., effects for spell/power/level upĪdv of shuriken - visual editor with some randomization based on curve, contain some event system which is useful for collision and so on situationĭisadv - slow, no gpu-accelerated, lack of API (e.g. Who i am ? hobbist, in future asset publisher, 3d game It is possible now to make really diverse and unique magic effects for a RPG for example, or those sparkles with physics interaction, but smoke or water is missing a bit. Guns smoke, bullets do, cigarettes, manhole cover, cars, tires, waterfall haze.

after effects create cigarette smoke particle playground

Your transporter demo shows that you really really improved shaders, lighting and antialiasing, but the smoke still looks like a quad texture with perlin noise moving through the room, and smoke would probably be the single most used effect in my game. I'd really love to have the smoke of the new "the division" gameplay videos. The system looks good if you know what you do, but the examples look like coming from 3d game studio 2002. wrong culling, the whole system disappears if the particle start is behind the camera its too slow (a circle with a "few" particles (maybe 1000?) drags my game from around 110fps to 60fps if in view), should maybe be gpu-accelerated I like the flexibility of the system, but: Water, smoke, rain, indicators (directions, mission starts)Įxplosions are looking good enough for me (with detonator prefabs )








After effects create cigarette smoke particle playground