Perfect explosions aren't flat images, they have depth and create parallax. It becomes visible when you fly past them (or almost through them). The explosions look nice, but if you get this close to them you gotta have a proper vdb sequence there or otherwise fake a parallax effect via layering.
This was excellent thank you. I've just finished my first Unreal Short I've been working on and struggled to get the realism spot on. I'm a little limited by my GPU but even so I need a to focus more on my realism and this went a long way in showing me the way. Thank you.
his compositing template is for Nuke, so thats another problem. The free version has a lot of limitations. I recommend people look at FAQ regarding the use on Nuke Non-Commercial. Its pretty brutal. It not even clear to me that pitching its use for this course is ok.
imo the only significant limitation is you can only render in 1080p, but I find if you want to work fast it's the better to work in 1080p anyway (most VFX in movies still isn't rendered in 4K believe it or not!)
would be amazing to have your advice/thoughts on our Indie Fantasy Movie we are in post production... The VFX is a head scratcher... I am currently doing it all myself
Hey Josh! Love your stuff. One thing I'm curious about that I feel is missing from UE5 YT creators is a little more clarity around legal with UE5 and assets. UE5 is free to use, great! But what happens when your story or picture gets sold? What happens when your picture contains megascans assets, or assets with vague licenses on epic marketplace? Would love a video breakdown on this that's more ELI5, I think the community would eat it up! Thanks!
so the base color isn't plugged into some sort of emissive to cast light on its own? Regardless of whether it's a VDB or not I thought there would be some sort of emissive/RT to affect the environment accurately. @@canoroncreative
@@edgevfx Hes using the emissive channel for the material of the image sequence, but I suspect its a matter of intensity of the cast emission being underwhelming. Adding the pointlight takes the load off and allows for more s 'cast light' to be cast on the env geometry without blowing out the emissive texture.
Nope! I don't use pathtracing in my workflow, just adding a Point Light into the exact position of the explosion then animating the intensity in Sequencer!
As much as this is good for beginners, it's far from perfect, the actual explosion should be clipped and should produce a lot more light, the stars shouldn't be visible, what I don't understand is that on you day shots it looks good. Needs more smoke, debris, haze. And the sharpness is too much it should be softer.
All this information is great, but I'm not sure why your (and others') stuff from Unreal Engine still looks like a video game and not photorealisitc like Avatar 2.
Want the secret to perfect EXPLOSIONS in Unreal 5? Stay until the end 😎
How to use your couses for free 😢
Perfect explosions aren't flat images, they have depth and create parallax. It becomes visible when you fly past them (or almost through them).
The explosions look nice, but if you get this close to them you gotta have a proper vdb sequence there or otherwise fake a parallax effect via layering.
This was excellent thank you.
I've just finished my first Unreal Short I've been working on and struggled to get the realism spot on. I'm a little limited by my GPU but even so I need a to focus more on my realism and this went a long way in showing me the way.
Thank you.
This is so insightful, Josh! Really valuable stuff. Amazing tips 🔥
8:00 howwww??? dont just say "use flares and templates" tell us wich and how u use them, also pls for blender compositor translation...
his compositing template is for Nuke, so thats another problem. The free version has a lot of limitations. I recommend people look at FAQ regarding the use on Nuke Non-Commercial. Its pretty brutal. It not even clear to me that pitching its use for this course is ok.
@@JasonAdank pfffffff, who ever teaches me how to make a 3D render look movie realistic gets a cookie
It's just adding Lens Diffusion and pictures of Lens Flares! I cover this in-depth in one of my last videos ruclips.net/video/0Yc6qJSWet4/видео.html
imo the only significant limitation is you can only render in 1080p, but I find if you want to work fast it's the better to work in 1080p anyway (most VFX in movies still isn't rendered in 4K believe it or not!)
Nice work
would be amazing to have your advice/thoughts on our Indie Fantasy Movie we are in post production... The VFX is a head scratcher... I am currently doing it all myself
Your workflow is simple and amazing to create a massive environment, looks damn good, and also has some points to enhance my workflow. Thank you💥
RUclips Recommended your video and I'm so Thankful, Really great stuff man,
BTW,
I was wondering do you need any editor for your videos?
Hey Josh! Love your stuff. One thing I'm curious about that I feel is missing from UE5 YT creators is a little more clarity around legal with UE5 and assets. UE5 is free to use, great! But what happens when your story or picture gets sold? What happens when your picture contains megascans assets, or assets with vague licenses on epic marketplace? Would love a video breakdown on this that's more ELI5, I think the community would eat it up! Thanks!
Hello sir i was trying to join your free Dune Master class. But the when i click on the button it doesn't open 😅.
How do you add perlin noise at minute 4:53 without adding the camera shake actor in sequencer?
Do you have to add point lights to make the explosions cast light, or could you use Ray Tracing to make the explosions themselves emissive?
He added explosions as image sequences so they don’t react with the 3D environment. That’s why he had to create point lights I guess
so the base color isn't plugged into some sort of emissive to cast light on its own? Regardless of whether it's a VDB or not I thought there would be some sort of emissive/RT to affect the environment accurately. @@canoroncreative
@@edgevfx Hes using the emissive channel for the material of the image sequence, but I suspect its a matter of intensity of the cast emission being underwhelming. Adding the pointlight takes the load off and allows for more s 'cast light' to be cast on the env geometry without blowing out the emissive texture.
Nope! I don't use pathtracing in my workflow, just adding a Point Light into the exact position of the explosion then animating the intensity in Sequencer!
Hey could you explain how to do these "invisible lights" at 2:10 ?
01:54 what site is this?
do you use any nuke round trips at all ?
Very informative
As much as this is good for beginners, it's far from perfect, the actual explosion should be clipped and should produce a lot more light, the stars shouldn't be visible, what I don't understand is that on you day shots it looks good. Needs more smoke, debris, haze. And the sharpness is too much it should be softer.
Niagara will do this job and you can cache the simulation in sequencer now
if anyone has a link to full Dune masteclass, pls share!
how to add exr in unreal engine?
How do you add the depth fade ?
step 1 is adding a depth fade node
step 2 you're done
is there any other option for jsplacement?
Fractals
@@scaprendering is it a software ? im not getting it can u pls give me link
All this information is great, but I'm not sure why your (and others') stuff from Unreal Engine still looks like a video game and not photorealisitc like Avatar 2.
what is the platform you use at 1:56 called?
Shotdeck
Did anyone record the masterclass or anything
I would prefer if you camera as a presenter stays still xD
lol
plz korean sub
Stop shouting with your hands!