How to Create Zelda-Inspired Explosion VFX in Unreal Engine | Level Up - VFX Breakdown | Beyond-FX

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  • Опубликовано: 9 ноя 2024

Комментарии • 30

  • @LionUnchained
    @LionUnchained 3 месяца назад +4

    This is exactly the type of tutorial i've been looking for.
    I've been working towards this style by deconstructing my favorite vfx packs and learning different aspects that way but having a full process helps a lot so ty. I had identified that the optimal stylized vfx were using opaque or masked with only 1 translucent layer which you can see in everything from Fortnite to Valorant, and makes sense from teh perspective of preventing translucency stacking. I think it genuinely looks better than realism too.

    • @Beyond-FX
      @Beyond-FX  Месяц назад

      Glad this was hepful!

  • @prestonschulz9359
    @prestonschulz9359 11 месяцев назад +4

    Nathan, killing it as usual!

  • @ZombieGuyDevelopment
    @ZombieGuyDevelopment 7 месяцев назад +6

    Any chance you could release the project files?

    • @Beyond-FX
      @Beyond-FX  5 месяцев назад

      Thanks for the feedback, we'll look into that for future videos!

  • @alexandreblaise123
    @alexandreblaise123 8 месяцев назад +1

    You've just save me of being stuck with trails parameters
    Thanks and great tutorial !!

    • @Beyond-FX
      @Beyond-FX  5 месяцев назад

      Great to hear!

  • @handsomejack3057
    @handsomejack3057 10 месяцев назад +3

    Man i have watch so many tutorials and breakdowns and never see one that look that complex, im learning so this just makes me feel that theres a ton to me to still learn, where can i learn complex materials like those? btw, the vfx looks amazingly good

    • @Beyond-FX
      @Beyond-FX  5 месяцев назад

      Thanks! There's lots of resources here on RUclips and also Realtimevfx.com is a great community to learn from

  • @TheMysticHead
    @TheMysticHead 11 месяцев назад +1

    this is great - thanks so much for posting this and walking through it!

    • @Beyond-FX
      @Beyond-FX  10 месяцев назад

      Glad you enjoyed it, more coming soon!

  • @ГраффитинаГаити
    @ГраффитинаГаити 27 дней назад +1

    Guys please share the projects! It's a nice breakdown but still pretty hard for me as a new guy

    • @Beyond-FX
      @Beyond-FX  23 дня назад

      thanks for the feedback we'll see what we can do!

  • @davidwilson932
    @davidwilson932 7 месяцев назад +1

    Looks amazing. Do you recommend any Niagara courses? There doesn't seem to be many premium courses out right now

    • @Beyond-FX
      @Beyond-FX  5 месяцев назад

      Stay tuned, we have a series of videos coming soon that dig into the basics of Niagara!

  • @VinoVenitas
    @VinoVenitas 8 месяцев назад +4

    I seriously tried my best to recreate this, but that streak particle effect ... I need a WAY better look or an explanation on what happens in that Streak particle material. Its too bad though, I loved this effect

  • @nemuruvfx
    @nemuruvfx 11 месяцев назад +2

    Is Spawn particle from other emitter a UE 5.3 Feature? Looks like a very useful module! I really liked the debugging nodes for the erosion method I would tend to use a debug time sine but this method seems to go from 0-1.

    • @Nah4Realz
      @Nah4Realz 11 месяцев назад +1

      Yeah, I originally did use location events for the child emitters. But found Spawn particle from other emitters more flexible. I made it in UE 5.0.3 btw. If you look into the debug time sine material function its actually exactly the same thing that's built here!

    • @nemuruvfx
      @nemuruvfx 10 месяцев назад +1

      @@Nah4Realz Whoa! that's awesome it really is the same. I also used location events and this pretty much simplifies the process.

  • @BucketKingu
    @BucketKingu 10 месяцев назад +3

    Quick question: You have that material function "MF_TilingScrolling" used a lot. How's that material function set up?

    • @Nah4Realz
      @Nah4Realz 10 месяцев назад +2

      It has tiling and panner controls on it. I'm also adding an option to add Particle Random to the UVs, so if its a tileable texture it'll be randomly offset per particle

    • @ManojKumar-cy8jo
      @ManojKumar-cy8jo 7 месяцев назад

      Can u explain it even more please. Because I'm new to materials and i just copied everything from the video but only this "MF_TilingScrolling" Function is missing in my Material.@@Nah4Realz​

  • @antoniohdg
    @antoniohdg 2 месяца назад

    Hey! I am a hard surface artist looking to get into vfx. this is precisely the style that I am particularly into and would love to learn how to create this type of stuff. I have very very basic node understanding in unreal engine and I don't know where I can get started to improve my understanding of all these functions so I can hopefully create these style of effects on my own. Does anyone have any recommendations for tutorials I could follow? I don't know where to start.

  • @龙神Epic-Cool
    @龙神Epic-Cool 5 месяцев назад

    Can you share the engineering files? I really hope to learn from it! After watching the videos, I felt like I was standing on the shoulders of giants, but I couldn't fully grasp the methods in these videos.

  • @hotsauce7124
    @hotsauce7124 7 месяцев назад

    May I ask, how do you use Function library for VFX?

  • @davy4842
    @davy4842 10 месяцев назад

    Can we have an ice nova effect

  • @Ipelachoi
    @Ipelachoi 10 месяцев назад +2

    more tuto please!!!

  • @pamparam3495
    @pamparam3495 6 месяцев назад +4

    The effect is great but the guide is a pretty bad, you jumping from one thing to another too fast without showing all things

    • @Beyond-FX
      @Beyond-FX  5 месяцев назад +1

      Thanks for the feedback, we'll work on that!