Transcripts
1. 1.1 Introduction: Welcome, everyone. Are you ready to learn how to create
visual effects for games? Because that's what this
course is all about. On this beginner
friendly approach, you will gain the
ability to create magic effects or even
explosions for your games. You will learn the ins
and outs of creating spells or even cast
curses on your enemies. We are going to use
Goto particle system. And visual shader
node based tool. So you can begin exploring
shaders as well. In a friendly way, we will
specifically begin by making some sparks so you
can easily get familiar with Go Dos
particle system. Then we will quickly progress
to something a bit more advanced like this
awesome blue mage AOE, and even this fiery version. Then we will move on to this pretty cool
spell projectile, where we will see how
to create the muzzle, projectile with the trail
and the impact as well. And after that, we will create a lightning alternate version.
So come on and join me. I'm Gabriel Le gar, your host, founder of the game company
Golden Bug Studios, and of the YouTube channel, Gabriel gar proud, which is close to 13 million views
related to game death, but more specifically
visual effects for games. And if you also want to
learn visual effects for games in Unity or in and Well, we also have courses
on those engines. Check out my profile here,
learn more about that. This GOTO course, you are
also going to experience material maker a substance
design alternative that will help you a lot create procedural node based
texters because texters are one of the most crucial parts when building visual fats for games. Plus, it's a tool
made with good. Will not only create effects, but you will also see the core concepts that make
up a good visual effect. We will see good
and bad practices in the theory section at the beginning and have to develop visually
interesting effects. And it doesn't matter
if you come up from a programmer background,
illustrated, animated, pretty generous because this
course will take you from a beginner standpoint to an intermediate visual
effects artist for games. And we will calmly
walk you through the softwares and the
techniques needed. So I hope you can join me, and I will be super glad to teach you how to create
this kind of magic.
2. 1.2 Types of Effects: On this short theory chapter, we are going to
quickly glance over some aspects related to
visual effects theory. More specifically, what
type of effects there are and what are the
principles of visual effects, good and bad practice, and a bit of
preproduction as well. Let's get started with what
type of effects there are. More specifically
speaking, what are the elements used in
different type of effects? There's particle effects, mesh
effects, flipbook effects, shader effects, and
hybrid effects where all of the above is combined
and are mostly common. Particle effects are based only on particle systems
and textures. Texts play an
important role here, as it's the only visual aspect. To be fair, particle effects
are also treat effects, but they use the
default quad only, which is essentially a plane. Then we have effects
based on treat meshes. We can use anything
from a cube to even any kind of creature
or monster like a dragon. Or a snake, anything we want. Then we see a lot of effects based solely on flip
book animations, which are essentially
frame by frame animations. They have usually a very
smooth and fluid filling. Once again, these are
mostly applied to quad measures as well in
terms of treat space, but can also be applied
to other treaty objects. What's important is that they
are made frame by frame, which in turn makes them harder
to create and to master. Finally, we have
the shader effects, and shaders are a
vast world that enables tech artists and V
effects artists to create very advanced tricks and
a variety of effects from simple texture panning or
scrolling to terrain scanners, or even full screen shaders, water or even for
vegetation growth. And all of these
techniques are put together in the hybrid effects, which are the most common one where we can use the
particle system, textures, meshes, even
flip hooks, and shaders. What's important to
remember is that texters or flip hooks play
an important role in most effects and shaders, too, but those are a
bit more technical. Texts and flip hooks are the
core of many visual effects. So that's it for this quick overview of the type of effects that are most common. In our next lesson, we are going to also have
an overview of the principles of
visual effects. H.
3. 1.3 Principles of VFX for Games: When it comes to principles
of Vfxs for games, it's important to remember that this works as a general guide. It's not meant to be
a strict guideline. It's more of a couple of rules
that can help us when we feel a bit more lost towards the specific effect
we are working on, and sometimes those
rules can be broken. Have five principles gameplay, timing, shape,
contrast, and color. Some of those cannot be
broken like the gameplay, because this one focus on knowing what's the
purpose of the effect. If the game designer or
the programmer or anyone else needs a certain ability
for a specific character, then it's important
to respect that and understand what
is the objective, what it does, and
even its backstory. So yes, the gameplay principle means know what's the
purpose of the effect. The next one is timing. Time plays an
important role so you can communicate imminent danger or that something
is about to happen. There's three key elements in timing drawn from animation, which are the anticipation, the climax, and the dissipation. The anticipation prepares
the player for something. The climax damages or heals or stuns the player or
something totally different. But it's the explosion
of the elements that we have build up and
then it dissipates, it dissolves, it goes away on the aftermath
of the effect. Timing is essentially rhythm, and it works very
much like music. The other one is shape. Shape delineates the
area of the effect. Is it circular or square or
is it the pointy projectile? Maybe a round one. Perhaps they have
different meanings. They probably do have
different meanings. And that's also
how the player can distinguish both
effects by its shape. Another important
principle is contrast. The entire effect
cannot be bright. It should be readable and
easily understandable. As the observer, we need to distinguish what are
the important parts. Even when put on a scenario, it should be distinguishable
like this projectile. The tip is very bright and then the trail fades out.
That's contrast. Contrast helps the player
immediately identify the most dangerous parts
or the most benign parts. As for the colors,
skins or teams, this is where you give it
even more personality. A fire tack will
naturally have red, orange, and some dark tones. An earthly slash maybe a
brown and green tones, and a companion
with some leaves, it even communicates
better its skin, or maybe a galaxy slash, or even a hell AOE. They have their own skins
and colors and themes. Some colors go
better with others, and this is where
color theory comes in, and it's worth investigating
and searching. Another cool tip that I can give you is that sometimes
searching for color palettes can
definitely help you find group of colors that
goes well with each other. But that's in a very brief way the principles of visual
effects for games.
4. 2.1 Project Download: So attached to this lesson, we have this VFX SundscOE
course empty Zip file. You can go ahead and zip it. Now we can open up the Godo
and Jin project manager. We are using version
four dot for, and we can click Import button and impart this entire file, select current
folder, press Import, GoTo will open up,
and that's it. Here we go. This is the project we need to follow
along with this course.
5. 2.2 Sparks Scene and Overview: So let's have a
quick overview of the project and more
specifically of the spark scene. We can go ahead and open it up. Once you have the VFX and
the score Sparks scenario open, this is what we have. If we turn on view Gizmos, you'll notice that we
have a collider on the ground and a
couple more things. For example, very importantly, we have the world environment, which is post processing
effects in Guru, and we have glow enabled
and volumetric fog as well. It's basically to create these ambience that we have here. And then we have a
camera which is not really necessary
for this scenario. We have a directional light
that helps with ambience. We have some mountains
on the back, a ground And then a c, which is more or less
the size of a character. We can use it as a reference, so our particles are
too big or too small. Let me just disable view
Gizmos. Here we go. And on this project,
we have the GPU trail, which is a plug in
that we are going to talk more about it on
the projectile shap. And then we have
the models folder. A three D object we will
create goes in here, and then we have the
prefabs folder for each effect we are going
to create along the way. And then we also have
the scenes folder, three different scenarios for the three different effects
we are going to develop. We will see each one
as we go through, and then we have a
bunch of scripts, so everything works well and all of these demos
play properly. We will see each script
as we go through as well. And then we have a folder for a shader and another
one for texters. Very important, those are core
parts of building effects, and we will use them
as we go through. And that's it, we
are ready to begin.
6. 2.3 Beginning of Sparks: Let's get our hands dirty, and as a good rule of thumb, we can click on this plus sign to begin with
the node three D. It's used as a parent
and we can attach any particle system we need
to create a certain effect. Let's just rename this to
Vx underscore sparks 01, and to add a particle system, we can do it with right click, add the Shild node and then
search for GPU part three. It's exactly the same as
the CPU particle three D, but they run on
your graphic card, which means they have
hardware acceleration are lightweight and it can
do parallel computing, which is a bunch of
calculations at the same time, but they may not
run on the devices. For this course,
it's totally fine to use GPU Pico three D. But if you aim to develop
visual effects for mobiles or low end platforms, then consider switching
to the CPU Pico three D. And now let's
rename these two sparks. And we get this yellow
warning because we don't have a draw pass and the material to process the particles
is not signed. Ingoda particle systems
need three important parts, the process material, the
draw passes, and geometry. Let's begin with
the draw passes, which essentially is
which treaty object are we going to use? Is it a quad, the
most commonly used one or a cube or any
other treaty object? Then we need the
process material. New particle process material. This essentially is 90% of
the particle system in Goto. It immediately starts
emitting particles. They are already falling
because gravity is on. The cool thing is on the drop passes if you switch
these to a cylinder, it's bound cylinders,
for example, these capsules or a
sphere or a Taurus, a doughnut, call it wherever
you want, and so on. Usually, we go with a quad on the particle
process material, like I said, it's already falling because we have gravity. Since it is a
force, it will give the impulse to the particles
based on this vector. Usually, we don't use
it to go sideways, only to control if
it falls down with gravity or if it stays static. We can leave it static for now. And the third and last
component we need is on the geometry section,
a material override. In this case, a new
standard material T D. It's a premade
material that comes with Goto with lots of options. We can control if it's
transparent, two sided, and which texter to use
besides a couple more things. So let's see how to
create your first texter, the simplest one on
the next lesson.
7. 2.4 Your 1st Texture with Material Maker: So creating texts is one of the most important parts when
it comes to visual effects. You can use Photoshop or
Krita, which is free. It's an alternative
to Photoshop to paint those textures manually
with a graphic table, to create flipbooks or use tools inside Photoshop or Krita to assist you creating
those texters. If you search it on the
web material maker, and then navigate to third page. There's a few assets
already done. If you want to learn
more about it, if you want to learn which nodes to use, it's great, actually. If you click on this
Download button, you navigate to the
HIO page of Rod Zilla, where you can decide to make
a small contribution or not. But after you have downloaded, and once you open it up,
this is what you get. And we are going to use this
tool to create texters. It's based of nodes,
and in the end, it outputs a certain
type of texture, depending on the nodes
you use, obviously. So we have this PBI material
which you can use to help put bed or metallic roughness
emission and so on. But in our case, we
actually don't need it. So a little bit to the side
with Spacebar or white click, let's search for a shape. And each node that you select, you can preview it on this
preview to the window, which is extremely useful
because you can see the progress and the changes
that each node does. In this case, we're going to use this circle to create
a beam texture. We have this option
to control the size. Let's zero at 85, and then we have
this fade option or feather option to control
how smooth it is. Something like zero at
65 will do just fine. You can try different values
and see how it looks. From there, we can actually
use a blur to smooth out. This case, a Goshen blur, and you can adjust
the grid size to see how that affects
the original shape. In our case, we can leave
it at 10:24 by 1024. And as you can see on
the Privi to the window, we have this black background, which is not quite useful
when creating visual effects because we don't want
to see this square on the effect itself, right? There's a very simple
way to get rid of this, which is with a colorized note. It's awesome because
this gradient, if you double click
the first key, you can say the Alpha, which represents transparency is zero. And it's basically saying that any black value is going
to be seen as transparent. Awesome, right? And that's it. We have our first text
ora. It's well done. But how do we export this? You might ask. It's very simple. Will right click on the
preview to the window, you can select Export and
then choose the resolution. In this case, 1024 by
1024 is all right. Make sure you save it
as a PNG because it's a file type that
stars Alpha values. In this case,
transparent background, which is useful and
redeem it to Beam 01, and then you can save it to the texts folder
in your project. You can navigate
there and save it.
8. 2.5 Sparks on Loop: Now we have everything in place, everything we need to
create the sparks. Once you have the
texter in your project, and while selecting the sparks, the GPO particles three D on the Geometry section in Albedo, you can drag and drop
it to the texter input. Here we go. As you can see, we have this black background, which we made sure to remove
it in material maker, which can only mean
that this shaded this material as the
transparency disabled. Can go up here. And say
it's Alpha, and here we go. Then you have different
type of blend modes. Most common ones
are mix and add. The other ones are not that
much used, by the way. Let's leave this
one as add which is additive and make sure that
the shading mode is unshaded, which essentially
means it won't be affected by the
lights of the scene. And then on vertex color, we can use as albedo and is RBG. Vertex color essentially
allows us to control the color of this material
via the particle system. Choosing Albedo
means vertex color is used as albedo color. And turning on is S RBG, we'll make sure that
the colors look correct. Now, let's go up there. In spun and make sure that
we add movement to this. So on velocity, we can
say the initial velocity, minimum is going to be
five and maximum ten. But we could make
sure that they go in a straight line if we
said the spread is zero. Spread essentially
works as a cone. 180 will go everywhere. You can also control their
direction in case you need for some reason to go
backwards on the X axis. Are up on the y axis,
as well as the Z. Let's leave it as one in the
X and zero in the Y and Z. Spread could be
something like 15. Let's take care of the aspect. They are huge and they
aren't stretched. So let's take care of
that and we can control that on the display
on the scale section. As you can see,
there's a minimum and a maximum that you can
adjust however you want. In our case, I think
good values for sparks are zero at
05 and zero at 15. But as you can see,
they are round, and we are trying to do sparks. The way we can stretch
this to look a little bit more sparky
is on the scale curve. If we create a curve X Y and Z, we get the X and the Y, and Z x is exposed. And this allows us, for example, to say that on the X, it's going to be thinner,
the curve can start at zero at five and then
go all the way to zero. But on the Y axis, we can actually
increase the max value of this curve to
around three to five, then push the first
key all the way up, and the last key is zero. So they shrink towards the
end of their lifetime. And that's it. They
are stretched, but they are vertical. We will take care of
that in just a moment because since we are
so close to the color, we can already pick one. And the cool thing
is this Ru section where we can multiply
these values. We can go beyond one value
to make them brighter. And for example, four dot
five for R, three for the G, and two for the B
are good values, and they are glowing because
of the glow that I've shown you on the first lesson that we have in
our scene, right? And if you go up here
to particle flags, we can align them
with our Y axis, which essentially
we are aligning them with our velocity
vector, right? That's why they are aligned
with where they are going. Cool. Now that
looks much better. Now, what if we wanted
to increase its rate? We can do exactly that up
here in the amount value, something like 40, for example, and it looks already
more meaningful. Can also control their lifetime, so they don't go that far, as you can see,
like off a second, looks already much
more interesting. Oh, yeah, there's this fixed FBS that you can increase to 60, make them smoother,
as you can see. There's a few more options that we will see in a moment as well. For now, let's turn back
on gravity by pressing this backwards arrow icon and
the Y axis get a minus 984. And the cool thing
is, if you wanted, you could make the
spread bigger. You could increase it and you immediately get
a different feeling. We are still going
to live it at 15, and for this lesson,
that's essentially it. On the next one, we
are going to see create a burst of sparks, which will also allow you to see other parts of the
particle system in GoTo.
9. 2.6 Burst of Sparks: Now let's see how to transform these looping sparks
into a burst. Basically, what if you wanted
this to spa only one time? Let's begin by duplicating
Vets and score spark 01, the control D or
Control C control V. Let's just add
the first sparks. And on the second one, if
we want this to be a burst, we can go to the time section explosiveness, say it's one. It keeps on being a loop because
it is emitting up there, but if you turn on one shot, it will spa only one time. But let's leave it as it is, so it's easier to make
changes at the same time. And since we duplicate
it from the Spark 01, it's very important
in GoTo before we make any change on
the process material, click here and select
Make Unique recursive. Basically, each curve
and each color, everything will be unique
to these Sparks 02. Otherwise, if we make a change, we will influence the spark 01. For example, on these sparks, we can decrease the minimum
initial velocity to three. These sparks maybe
they could be blue, for example, in
this play in color, let's change it to a blue one, where we can say the R is two
and the B is four dot five. And here we go blue sparks. Let's just make sure we
didn't change the spark 01. Let's push this to the side. As you can see, we have
the looping orange sparks, and then we have this
one, which is a burst. If we stop emitting, we can use the one shot to play it one time,
as you can see. Let me just switch back to orange because I think it
looks a little bit better, just because no
special reason at all, but we are not done with our overview of the
particle system in God. In our next lesson, let's have a quick overview of how
collisions work for particles.
10. 2.7 Sparks Collisions: So for these parks to collide, let's say, with the ground, we need to make a few adjustments. For example, you can
select the ground itself, and in here with
Rlq we want to add a child node for GPU
particles collision box three D. Let's make sure we can see
this collision box by going to this icon right here on perspective and turning
on view Gizmus. Now we can adjust
the box directly in this spector or directly with
the Gizmus on the scene, which is 74 X and Z and
zero at one for the Y. What really matters that
it matches the ground. Let me just disable
view Gizmo here we go. All right, for the first sparks, we need to on the
process material, go to the collision section. And instead of being disabled, let's say it's rigid. With a bounce of
Zodote for example, they will bounce a little. Let's turn our new scale so they match the scale
of the particle. Let's say they are barely
touching the ground. We could increase the
lifetime or we can push these on the y axis like
this, and here we go. They are already colliding
with the ground. Fantastic. We can do the
same for this burst. Say the mode is
rigid in collision, a bounce of zero to three, and to our new
scale. Here we go. We have collisions if we
push it a little bit down. Those are the perfect settings, but you can try
different friction and different bounds to
see what it does. But this was just for you
to get an idea on how you can create collisions with particles, and
there you have it. Now, you know, it's very
basic collisions, by the way. And that's it for
this second chapter. On the third chapter,
we are going to dive deeper into creating
visual effects in Goto. We will now make an
area of effectibility.
11. 3.1 AoE Pre-Production: Sketching and Research: So normally, when you are
producing a visual effect, usually want to gather some reference and then
maybe do some sketches. Sometimes there's also
technical research to better understand techniques
with shaders and other tricks and
software and whatnot. Our case, we already know
what we are producing, but it gives you a general
idea of our process. We usually gather reference
and we create a mood board of visual effects that are an approximation of
what we are aiming for. In this case, it's going to be an area of effect,
a vertical one. Once the reference
gathering is done, we might do a few
sketches to see if the idea is doable and
which elements we need. It's very common to divide
sketch in three phases. For example, the first
one is the anticipation, the second one, the climax
where everything explodes. The third one is
dissipation where all the elements fade out and not anticipation.
Sorry about that. I'm going to fix
that in a moment. So for example, if we didn't know what we
were aiming for, probably we want something
vertical, maybe a sander. And then there's energy
gathering at the center. Maybe some particles
are flowing in. It gets brighter at the center. And still in the anticipation, the sander shrinks, it gets even brighter,
even more particles. And then there's the climax, where we see the explosion of the elements that we have
been building up, right? Maybe in this case, we can use an hemisphere with
a cool pattern with a cool texture that will grow
and then it will fade out. Maybe a shock wave around it, something bright at the
center as well, like mark, maybe it would be cool to
have some rings around it, rings of energy busting around, you know, and a few particles
that come out really fast. Yeah, something around this. So yeah. The third
part, the dissipation. We see all of the fading out. The hemisphere is fading out, and we are left with a
burn mark on the ground. Maybe that will be cool
since it's so strong, maybe the ground
is affected by it. And we see some floating
particles, maybe and whatnot. And these type of sketches is useful to better understand
which elements we need. For example, on
the anticipation, asander it's probably
going to be useful. With a shader. So we can scroll a text or maybe
distort the text. We will see. Then there's
a few particles flying in. That's the kind of
motion we want, particles going from the outside to the center of the effect. At the very center, probably, we need a very bright
text or something cool. We will see. On the climax, it's clear we need a treated
object for a sphere. I mean, animi sphere, which is Alpha sphere. And if we want this
burst of energy, these rings, they
are also treaty. Yeah, the hemisphere
probably is going to use the same shader
as the sender. We are re using
those techniques. Why not? What changes is the texture that
we are going to use. And then there's also
some very fast particles going outwards and the
shock wave on the ground. That's also another texter. Probably, like I was saying, the pattern itself
for the hemisphere, the texture itself, that's going to be something
that we need. And lastly, on the dissipation, definitely a burnt
mark on the ground or a ground crack texture
is going to be useful. And then we have also
the floating particles. And probably maybe
this could be on fire, you know, we will see
or maybe it's magic. Yeah. But that's
the general idea, the general process when we are developing professional
visual effects, either for a AA company or
for an indie game studio, there's a similar process to this short lesson
that we have seen. So in our next one, we are going to see an overview
of the project and we are going to begin building up all of this that we
have seen in Gul
12. 3.2 AoE Scene Overview: So before we begin, let's open
up the V efects underscore AOE scene and have a quick
overview of what we have here. First, on the scene, we still
have the world environment, the post processing effects with the glow and the volumetric fog. And the rest is
pretty much the same. What really is different
here is on the world note. We have the spawn AOE script
where it uses a camera. It has a fire rate and the lifetime of the AOE
before it is destroyed, and then the AOE prefab, which prefab, we are going
to spun with the mouse. That's what this script does. It's bound the AOE on the
scene whenever we click. If we dive deeper into
the script itself, we can open up the spawn AOE. Up here, we have
well properties, right and then we have the famous process
function of GTO, where it checks if we have
pressed the fire button, which is an input that I
have added to this project, and it's mapped to the
left mouse button. Whenever we press it, we have
a cool down for Cen fire. We call the fire AOE function. The fire OE function
first checks if there is a prefab
and a camera. If there is, then
it proceeds to get the mouse position based on
the mouse on the viewport, and it creates a ray from the camera to the
mouse position. Very long ray. And then
there's a few calculations to better understand if there is a treaty object below the mouse. In this case, the
ground, since it's mostly where we are
going to spawn the AOE. If that result as a position, if it has collided, if the ray collided with
something, essentially, then we spa the AOE, we add it to the scene, and the position of
the AOE is going to be the result of the ray collision
of the heat position. And then we play particles, which is a script that we are
going to see in a moment. And we await, in this case, 4 seconds before we destroy the AOE, and that's
pretty much it. Let me close this up. To
play particle system script, we made it so we
could play a bunch of particle systems
at the same time, which is useful
because by default, we don't have that feature to play a bunch of particles
at the same time. Another thing super
useful that we don't have in Goto is delays, which is what this script
also takes care of. We might have it, but this
script makes it so easy, and you will see as we
go through how to use. Yeah, basically,
every time we press Play particles,
which is a bullion, we find all the
particles attached to that parment and we add all those particles
to a dictionary. And then there's a
bunch of functions to make sure that we don't erase the delays that we already add in case we add a new
particle system. We make sure the
particle systems are added in the same order
as they are in the scene. We make sure they
are duplicates. But there's a limitation. If you change the name
of a particle system, every time you press
Play particles again, it loses track of
that particle system, and it will be removed and added as a new
particle system, which in turn loses its delay. But yeah, we will see it more
in action as we go through. As a matter of fact, we will see how it works in the next lesson.
13. 3.3 PlayParticleSystem Script Overview: Before we dive into the
creation of the AOE itself, let's have a quick
overview of how this play particle system
script works. It's very useful to play
all the particles at once, and you can add delays, which is something that
the particle system itself is missing or is not
quite well made. So I made this script to
make our life easier. We can begin by
creating a no treaty. And rename it to Vx
and score AOE 01. There's going to be a
second one, indeed. And now we can go to the
scripts folder and drag the play particle
system directly to this node three
D. And here we go. There we have it. Now
with Right Click, we can add a hill node for
the GPU particles three. It's going to be
a demonstration. We are going to call
it A, and then we are going to delete it and
start the AOE itself. I'm going to say the amount
is one and the lifetime something like zero to two and then assign a quad
and draw passes. And the standard material TD, we are just going to demonstrate how the script works,
so it's right. I'm going to assign this texture that we used for the sparks. Change the color here even
though I don't recommend it. It's just for
demonstration purpose, and then say the transparency
is Alpha, and here we go. This is a particle
system itself, and I'm going to
turn on one shot, so it only emits once, if you have a bunch of
these particle systems, you need to select each
one and turn on meeting, and it doesn't work quite well. So the script, if you go there, you can press Play particles. And as soon as you do it, it plays the particle
itself and it adds this particle system
to a list of delays. For example, let's say it
plays after 02. Here we go. We have a small
delay for example, if we duplicate this
A particle system, and name it B, then
press play particles. Here we go. We have
both right here. You can say the B is
delayed by a second, for example, and we
get this result. But there's a limitation
to this script. If you rename the
particle system itself, he will lose the reference
to the particle system. As you can see, the
delay is gone now, and it may not seem like it, but it has removed
the B particle system and added the new
C particle system. So yeah, if you have
a bunch of delays, try not to rename the
particle system or at least know which delay it
had before renaming. Other than that, it works really well and
it's quite useful. And now let's begin the AOE.
14. 3.4 AoE01: Anticipation Particles Part 1: As you may have seen, there's a few elements that we
need to create this AOE, and we are going to begin
with the particles, the particles of
the anticipation. Let me just delete the A
and C particle systems, and we're just for
demonstration purpose, and now we'll right
click GPU particles TD. Here we go. This one, we can call it
anticipation particles. They are going to gather energy
at the center of our AOE. And on the play
particle system script, we can either clean delays and we'll remove everything from the list or simply
press play particles, and you will detect the changes. Here we go. We have the anticipation
particles already here, which probably doesn't
need any delay because they are the
first thing that play. We have the anticipation, the climax, and then
the dissipation. All right, so let's begin by adding the mesh where
it will render, in this case, a quad
in the draw passes. Most of the times it's a
quad, most of the time. And now a new particle
process material. It's already falling because
gravity is already on. So let's say it's zero
in accelerations, gravity in the Y
axis. Here we go. Let's make sure we see
something besides this square. So on the geometry, create
a new standard material TD, click it to open it up. And on the Albedo, we can already dragon
drop our Bam 01 textu that we created
on the Sparks lesson. Here we go. We have
the black background, even though the
texa doesn't have it because transparency
is disabled. So let's turn it on.
Let's say it's Alpha, and it can be in additive mode. Additive will look a little
bit better for bright stuff, and it will blend
with the background. Even though now we have
a bunch of particles overlapping and it doesn't
seem like they are blending. Let's make sure in shading, we say it's unshaded
because we don't need the lights of the scene
to affect this material, and it becomes a little bit
more performance friendly. One thing we can do is say that this is seen
from both sides. As it is now, we can only
see it from the front. If you move around,
you will notice it. So on coal mode, we
can disal and lastly, as we have seen on sparks, let's turn on us as
albedo and E SRBG. One is for the particle system
to influence the color of the material and
the other one is so the colors are
represented correctly. Okay, so now the
idea is that they go from the outside
to the inside. They need to be spun
in a certain radius. We can first say
that their lifetime is going to be shorter like 04, FPS 260, so they are smooth. But now let's make sure that
they spun on that sphere. We can do it in spound
section in position. Emission shape is going
to be a sphere surface, so it spawns on the surface
of an imaginary sphere. We can control the
radius of that sphere, but as you can see, they are spawning in a sphere like shape. Let's say it is three,
the sphere radius, and to add that motion like it's gathering energy at
the center of the AOB, we can do it also in the
acceleration section down here in radial
acceleration. If the minimum is something like -13 and maximum minus eight, we get that motion as if it was gathering energy at the
center. Pretty cool, right? One very cool detail that we can add is on the
acceleration curve. We can use a curve to add
a boost at the beginning, and then they slow down. So the max value is going
to be ten and minimum zero. And if you push the first
key all the way up, this is what we get. And even though we set
the lifetime to 03, they are living for
a little bit way too long and they pass
through the center, and it creates this
cardic feeling. Fortunately, we can use a damping value right below
the radial acceleration. You can say the
maximum is three, so they slow down
towards the center, and we can use a curve
to emphasize that. In this case, the last key, we're going to push it
up and as you can see, they stop at the center. We can adjust this handle to perfect the
motion. Here we go. They are now stopping at the center or pretty much
all stopping at the center, and it looks much better. That's the kind of motion we need for these
anticipation particles. In our next lesson,
let's take care of the aspect and polish
these even further.
15. 3.5 AoE01: Anticipation Particles Part 2: Let me just close the dumping. Otherwise, if we leave
everything open, this gets really
confusing really fast. And to take care of the aspect, let's go to the display section, and we want to make them pointy. First thing we can do is actually decrease
their general size. The minimum could be zero at five and maximum.
Let's leave it at one. Their size is still uniform, so now we can use the scale curve to make sure they shrink towards
the end of lifetime. We can create a
new curve texture where the last key
is going to be zero, and as you can see, they get really tiny when they
are about to die. You can also adjust the handles. I will give a different feeling. You can make sure they start
small and then they get big, and then they get small again because of the busy curve
they are following. Or let me just reset this
curve and add a key at the end another one at the start and another one in the middle to create
this kind of curve, just the first handle so
they grow a bit faster, and that's essentially it. Now for the color, we can do it down here
on the color curves. Let's go to the row section
of the color picker and say, it's one dot five,
three, and four. I have already these
colors noted down, but feel free to try different
fillings, of course, or at the end of the AOE, try switching the color and you follow along with
the same colors, for example, and
settings and so on. There's one thing we can do
so they aren't always bright, always intense, which is use a curve on the
alpha right here. New curve, yes, and add
a key at the beginning, and another one at the end. Basically, we are fading them out towards the
end of the lifetime. You can adjust the handle
to see what fits best. But we think this
curve looks better. They begin very, very bright, and then we fade them out. Now since they are
bubs of light still, let's make sure we stretch them. There's two methods, one in scale if we created
a curve X Y and Z, or if we go up here and align on particle flags and turn
on align with Y axis. It's basically aligning
with our velocity vector. And now we can go
down here to the drop passes and actually shrink the X of this squad to something
like 02. And here we go. We have stretched particles. Now let's bump up the amount
to something like 30 rate. Here we go. That's nicer. And we can turn on one
shot because this is only going to play one time on
the anticipation right. I think this is a little
bit above the ground, so I'm going to go down here to the transform and
push it into Y axis, a value of minus 08. So it's closer to the
ground. Here we go. And that's it. If
we select the AOV, the parent and press
play particles, we can see everything together. We only have one
particle system for now, but this will be super useful. We actually noticed that
the motion is not quite there because on the damping, the minimum can
be three as well. I will give that nice
feeling of acceleration in the beginning and deacceleration
at the end. Here we go. Looking nice. In
our next lesson, we are going to begin
with a three D model for one of the core
parts of this effect, which is the cylinder, that vertical beam of light.
16. 3.6 AoE01: Cylinder: Let's start with one of the
core parts of this effect, the beam of energy
at the center, which means we need a
new particle system, right click at a
Shile node and search for GPU particles TD
and rename this one, for example, to cylinder. Let's say the amount is only one because we only need
one cylinder at the time. And it should live around 06, which is more or less the
time of our anticipation. Let's make this smooth,
60 frames per second. And as we have seen previously, the draw passes is where
we control the mesh type. So it's right here where we are going to assign our cylinder. But for that, we need
to create one first. If you have never
modeled before, don't worry, we will
guide you through. We are going to use
blender because it's free and it's
very accessible. You can find a lot of
information about it. If you navigate
to their website, you will easily find a
download link in my case, we are using version
36, just so you know, in case you see
something different, and once you open it up,
this is what you get. We are going to try
our best to guide you. In case you have
doubts, you can still check the left bottom
of the screen. Every key button that we
click will appear there. So let's start by
selecting everything and then press delete so
we can have a clean scene. And then with Shift A, we want to add the sander. As soon as we add the sander, this panel on the
left bottom corner will appear where you can adjust the vertice
and a couple more things, but we want to make sure that the cap field type is set to nothing because we
don't need the top and the bottom faces
of the sander. Only need this ring. We can get rid of this appearance
where we see all of the faces with right click
Shade Smooth or go to Object up there and select
Shade Smooth. Here we go. Now let's edit this by pressing tab so we
can enter Edit mode. And while holding out, you can click on this edge loop to select only the bottom faces, and then with shifts, we want to say cursor selected. If we press Tab again to
get out of Edit mode, we can go to object up there and set the origin to
three D cursor. Way, the Pivot will be at
the bottom of our sander, which means if we scale
this up and down, it will scale from the bottom. With shifts again
in object mode, you can press cursor to
the origin of the world and with shifts again,
selection to cursor. This way, the sander will
go where the cursor is. Basically, it will
scale from this point, which is very useful so we
can animate this properly. Now this part, we could
also do it in GoTo, but in object mode with S, let's scale it down a
value of zero at 75. You can literally type
0.75 and then press Enter. And then we can
scale again with S, but only on the Z axis, you can type Z, a value of 2.5, and then press Enter
and here we go. Now before we export this, we need to make sure that
we apply the transforms. So in GoTo it appears
exactly like this. We can do it with Control
A, and then transforms. And that's it, we
got our first mesh. All we got to do is
go to file and then export and choose wavefront. Since Codo kind of
doesn't support FBX, let's go with dot OBJ. Make sure selected
only is turned on, and then you can navigate
to your model's folder. In our case, it's already there, but make sure you navigate to your model's folder and
then press Exports.
17. 3.7 AoE01: Cylinder Visual Shader: Now back in Go, we have our
slander on the models folder, and all we need is to drag and drop this to the draw pass. Let me just close this
so it doesn't get too messy and let's create a new
particle process material. Let's turn off gravity. It's zero. Here we go. Now we have to draw past
the process material. We are just missing the
third element in geometry. This time, let's see how to
create a shader with nodes. We are going to use
it to scroll a text. You will see how
this tool can be useful to develop
captivating visual effects. So on material over t, let's create a new shader material. Click it to open it
up and on shader, we can say new shader, but we need to make
sure that the type is visual shader and
the mode is spatial. Let's select the path, which can go directly to
our shaders folder. Click open down here and
we can rename this to S, which stands for shader
and the scar master shader or scroll or
simply shader 01. Once you have created, you can double click to
open this window. Let's push it up.
Let's make some room, and in here it's where the
magic is going to happen. For this to work out,
the shader needs to receive a texter with the node texted to the peremter that we are going
to call main text. Cool. Now it can receive
a texter from outside, but we still need
to sample it so it can access its RGB values. You can drag a line
and select texter two D. A texter by itself
is already powerful. But if you multiply
it with a color, and the color is going to come from the particle system itself, by the way, you now get to choose the texture
and the color. Let's multiply
these two together. Let's search for a multiply
node between two floats. Connect these two, and let's
connect these to the Albed. And let's see how it
looks in our cylinder. As you can see, on the
shadow parameters, the main texter is exposed.
That's very useful. For example, if we
assign the beam, which is the only texture
we have right now, it is mapping to the
cylinder itself, right? But as you can see, we have
that black background, even though the texture
itself is transparent. We will fix that in a moment. Now, what if we want to pan
this text on the cylinder? Well, we can go back here drag a line from this UV
and search for UV funk, which is UV function and
not funk from music, even though it could
be interesting. But if by chance, we multiply a time input
with a vector two parameter, the time is very useful
animate parameters and the vector two parameter, it's going to be exposed
right below the main texter. We can call it main text
speed or simply speed. And then we can search
for a vector operation. So we can join these two. But instead of Add, we
want to multiply them. And these three nodes combined, if they are connected
to the offset of the UV function will allow
us to pan our beam texter. Here we go. Automatically pan the beam texter in the
X or in the Y axis. That's one of the most common
tricks in visual effects. It's super useful and
it's super practical. As for the black background, all we're going to do is go to modes and in blend,
say it's additive. Here we go. Even though
it's small the preview, the black background is gone. Another useful option
is the cold mode, which basically
controls if we see the front face or the
back face or both. We can say it's disabled, so both faces are visible. In other words, it's two sided. We can also say it's unshaded, so it isn't affected by the lights of the
scene. Here we go. And this is what we
get at this point. In our next lesson, we are going to
see out to create a much more interesting
texture for this cylinder.
18. 3.8 AoE01: Cylinder Noise Texture: So let's see how to create
an interesting texture for our thunder. With material maker, we are
going to do a noise texture. And there's a lot
of ways of creating cool textures and noise textures
here in material Maker. We're going to show you one way, but we highly recommend
you to test it out and just have fun play with
nodes to see what comes up. I'm going to keep
on using the same document here on Material Maker, but I'm going to go down here
and now search for dirt. There's plenty of
other nodes you could start with like
noises, for example. Feel free to give it a try, and this dirt node is
also a noise in the end, but it can yield some
pretty interesting results. There's different
types. We can select the third one and to
control the sides. Let's start with 16 by 16 so we cantart this
however we want. We can get rid of some
of the gray areas with a colorized node by pushing the black key a
little bit closer to the center as well
as the white key. And it begins clipping
those gray areas. As you can see, it's very edgy, and we can blur that out, for example, with the fast blur. Say the sigma value around 60, now let's use a warp node. It's a very interesting
note that can repeat the texture
and the start itself. Connect this to the eighth map. And for the slope,
we can actually use this crystal pattern
with this size, And this is the crazy outcome we get if you play with
this value here. Feel free to play with these
parameters because, yeah, it will be interesting
to see what you can come up with by just
tweaking some values. In our case, we are
going to leave it with 02 and then 0035. But this doesn't
need to end here. What if we multiply this with
something with a math note? Let's just change this
operation to multiply. For example, with the outcome
here of the flash blur, and we get a very dull result. But the cool thing is we
are a material maker. So why don't we use another colorized node to
emphasize those white values. And you could even add
another blur on top, maybe not so strong this one. Like four for the sigma. And there's so many things you can do, but
you get the idea, and at the end, you get
this interesting texter that will be super
useful for our Sander. Now to export this, make sure
you select the last node and revit click on the preview to the window, select Export. In this case, 2048 by
2048 should do just fine, and then you can navigate
your project folder, to the texters folder, and save it as a PNG. In our next lesson,
we are going to try this out on the Sander.
19. 3.9 AoE01: Cylinder Adding a Mask: Now we have
everything we need to conclude this sander
and improve this. If we drag our noise texture to the main texter,
this is what we get. It's spinning
around really fast, but we actually only
need to spin on the Y axis downwards because we are gathering energy at the
base of this sander, right? So we want to give
that sensation with a value of minus
two in the Y axis, for example, on the speed. As you can see, the wall
cylinder is visible. We got these hard edges on top, and it would be cool
if we could fade them out and make
all of the smoother. So let's go back to our shader. You can double click
or go down here, and we need a second
texter for that. So let's select these two nodes, and we control C control
V duplicate them. But instead of main text, this is going to be for a mask. We are going to
mask out that part where we have the hard
edges at the top. And now we want to
multiply these two. We can actually use
a float operation. Even though this text to
D outputs a vector four, RGB and A, you can convert this directly
to a float operation, multiply these two together. And replace the
connection to the color. Organize this a little bit. Here we go. Let's just
fix something right here. The color outputs
four vectors, right? We are using a float down here operation and we
connect to the albedo, but we could actually connect
directly the Alpha to the plot operation and the
float operation to the Alpha, and then up here, connect
the color to the albedo. This is more correct. All right, Controls. Don't forget to say
from time to time. And the way this works is, we can actually create
gradients directly in GoTo. That's the cool thing.
And even noise texts, we could create here, but
that's another topic. Let's use this gradient texture
two D. If you click it, we can control how
the gradient works, as you can see, it's already
influencing the sander. But instead of horizontal, we want this to be vertical. So it matches the UVs
of the sander, right? The dark area of this gradient will be transparent
on the sander, which means the top part
will be transparent. We have this artifact because
this texture, this mask, the repeat option is
set to no repeat, but we can switch this and
say, indeed, repeat, please. And as soon as we
do it, this becomes much smoother and
nicer for the eyes. Cool. That's it. We have a mask. We can
fade parts of our mesh. On our next us, we are
going to polish this even further so we can move
on to the next element.
20. 3.10 AoE01: Cylinder Polishing: Normally, you want to do this
with a character by a side, so you get the size right, or you can use a cube with more or less the same size
of a person of a character. But for now, this is small. So on the scale, let's double
the minimum. Here we go. And we want to animate this on the scale curve
with the curve X, Y, and Z, so we can affect
each axis independently. For example, the
X can shrink all the way down to zero at
the end of its lifetime, and we can adjust the angle to create this nice curvature. We can actually copy this
value to the Z. Here we go. It's becoming thinner, and
now we can play with Y axis, which is how tall it is, right? We can say it starts a little bit smaller and then it grows. And in the end, we get this very interesting
motion, as you can see. You can try different
combinations with this X Y and Z curve. They are very interesting, by the way, and very useful. And we get this cool result. Let's take care of the color. We already have
one that we tested and think it looks nice
on the au section, something like zero for
the R, two for the G, and four for the B can yield a very interesting
blue, for example. Pretty cool. Now we can either fade this at the end or
fade on the beginning. In our case, we
went with fading on the beginning because it's
still gathering energy, it starts transparent
here on the Alpha curve, first key all the way to zero, and then it becomes visible
at the end of its lifetime. Something like this, feel free to try different
curve here. Maybe you'll enjoy the opposite. Or like I said, you only do different adjustments at the end of the course at your own pace. Yeah, let me push
this a little bit down on the position
because the AOE, the parent is a
little bit too high. So if we want this to
match with the ground, we need to push this on
the y axis. Here we go. Cool. And now let's not forget
to say this is one shot. So it plays only one time, and then we can preview
everything together if we select the parent and press
Play part cause up here. All right. It's
beginning of something.
21. 3.11 AoE01: Circle Ground Part 1: So now that we have the
particles and the sander, it would be cool if the sander had a bright
circle at the bottom. So that's what this
lesson is for. Let's begin by adding a
child node to our AOE for GPU particle three D. We
can call it circle ground. With an amount of one, only one particle
is enough for this, and it can leave exactly the same as the sender, zero t six. 60 frames per second. And on the drop passes, we can use a quat. Here we go. On the material, we can create a new standard material treaty. And let's make sure we
turn on transparency. Let's say it's Alpha and the
blend mode can be additive. So it's a bit brighter. We don't need this to be influenced by the
lights of the scene, so let's say it's unshaded. And then we can turn
on us as albedo and SRBG on the vertex color. And for the texture, well, that's what we need at this
point to create a new texter. So let's go back
to material maker, and down here, we can
start with a circle shape. I forgot to select
it, but you can say it's one for the
sides and the radius, something like zero at
seven should do just fine. But for the edge wide, let's say it's zero. We want this to
be a bold circle. Let's Control C, Control
V, copy this shape, since we want to
follow the edges of the cinder, we need
this circle to be. So with this second circle, you can say the
radius is smaller. To remove one from the other, we can use a math node
Instead of A plus B, you can switch to A minus B. Here we go. Now, since
the circle is too bold, it has these arch edges. Let's add a blur,
Gaussian blur, exactly. We can control the intensity
on the sigma value. Something like ten
looks all right. Lastly, all we got to do is remove the black
background with a colorized node for example, the first key, which
is a black value, we can say that all
the black values have an alpha of zero, and that's it. With right click now in
our preview to D window, we can choose export with
a resolution of 1024. If you want something
bigger, go ahead. No problem. This one is right, and then you can
save it directly to your texts folder
in your project. As a PNG, we can call
it the circle 01. Then press Save and that's it. In our next lesson,
we are going to see how to adjust this
to the sander.
22. 3.12 AoE01: Circle Ground Part 2: Now that we have
our circle text, let's go ahead and dragon
drop it to our material. Just like this, here we go. Let me just close this and then create a new particle
process material. Yeah, it's falling down. As usual, gravity
is probably on. For sure, let's say it's zero. And if you want to match this with the edges of the cylinder, we can go down here to
the transform in rotation and say it's -90
in X, here we go. Now, all we need is to scale
this up and add some color. Well, besides we already know
which one it is, it's five. Then let's also create
a new scale curve. Here we go. And we can
mimic the sender animation by going there and copying the curve on the X that
we used for the scale. Exactly, and then
paste this value to this curve of
the circle ground, and here we go looking good. As for the call, let's use
one for the red channel. Then 15 for the green channel and two for the blue channel. Feel free to try different
colors, of course. We are missing a little
fade at the end. So on the Alpha curve,
let's say new curve, open this and new curve again. Last key is going to be totally visible and the first key,
you are going to fade. It's going to be
invisible at the start. Then we can adjust the handle so it becomes visible a bit faster. Yeah. All right, something
like this looks good. All we're going to do is
say that this is one shot, and we are ready to test
everything together. Here we go. As you can see the
circle ground, it's floating because the AOE, the parent is too high. So on the circle ground,
on the transform, in a while, axis, minus 099, so it doesn't intersect
with the ground. Otherwise, it will look weird. Ah, right. Looking good. It's a little detail, but, you know, it makes
things look polished. In our next lesson, we
are going to work on the impact on the
climax of our AOE.
23. 3.13 AoE01: Impact Flare Part 1: So let's begin working on the climax of the
AOE with an impact. Let's add a child
note on our AOE. Search for Gpio part
cstudi as usual. In this case, the name
can be Impact flare. But this time, two
for the amount, two particles at the same time, you will see why in a moment. And since it is an impact, short lifetime like zero or two, something quick, 60 frames
per second, yes, indeed. And if we want both of the particles to
happen at the same time, explosiveness needs
to be at one. Let's make sure we
see something by adding a quad on
the draw passes. Let's also take care of
the material in Geometry. Let's create a new
standard material TED. As usual, we want to enable transparency.
Let's say it's Alpha. The blend mode can be
additive and shading shaded. So it is affected by the
lights of the scene, and it's lighter as well. Then Turnon uses albedo and it's SRBG on the Albedo section, we need a text right here. So let's go back
to material maker. We are going to see how
to create another text, a very useful one. Let me just go down here
and begin with shape, once again, a circle. Let's say the size
is one, but no fade. This texture is basically for an impact with several rays. Our second node is a gradient. We can rotate it 90 degrees. Basically, we want to use
it to fade our circle. We can do it with a blend node. Just like this, if we set
this layer to multiply. You can control the
opacity down here. I'm going to leave it at one. Now that's a very cool node, which is called the
circle splatter. As soon as you select it,
this is what it does. It basically spreads the circle all around based
on these settings. We have two rings,
but as soon as you set it to one, you
notice a pattern. Basically, our original circle is being placed in
a circle shape. If we decrease the scale
X a lot like zero at 04, you can see what's happening. Our circle is being placed in another circle path we don't need to stretch
that much on the Y axis, like ill at seven, but we don't want this to be placed
on a circle path. So let's say the radius is zero. We want the ink
rotate to be one. It's incrementing the
rotation, basically. But we also want
it to be random. So don't hear in random
rotate. Let's say it's 30. We also want the
scale to be random. This is where we get
those rays, random rays. Feel free to play
with these vowels. This is the values we think look best, but you get the idea. It's pretty cool what you
can do with material make. Now, basically, we need to fade, make these edges look
smoother, you know. So let's use another circle. Can copy the other one.
The radius can be smaller. But this time, the
feather can be one because we want to blend
this with a circle splatter. Let's say it's multiply, and as you can see, if
we set the opacity one, it fades all around our rays and in the
center, it stays bright. We want to emphasize the
brightness at the center. So let's use a colorized node
where we push the last key, the white values
all the way back, and we can already
actually take care of the black background and say the black key as an
alpha value of zero. And here we go. There's a lot of things you can do
with material maker. It's very powerful. Let's export this
with the right click. 2048 by 2048 or less, if you don't need that much
resolution, it's up to you. Save it as a PNG, by the way. And call this one the flare 01. In our next lesson,
we are going to adjust it so it matches our AOE.
24. 3.14 AoE01: Impact Flare Part 2: Let's see how to apply
the impact flare in our AOE by first dragging and dropping the flare 01 to the albedo section of our
impact flare material, right? Here we go. As you can see, it's not following the camera around and it's something
that it's possible. Every time you move
the camera around, the particle can follow
it can face the camera. The way we do it is
down here on billboard, we can say particle billboard. It's very important that
we turn on keep scale, so we can adjust the scale however we want in
the particle system. And here we go, once we
move the camera around, it's always facing it. It's very useful
and very common. Now for our new particle
process material, let's click it so we can
open the particle system. And yeah, it's falling
down as usual. Gravity. Let's say
it's zero. Here we go. Now, what we want
to do with this is since it's going
to be super fast, it's going to happen
very quickly. Let's make sure that
the scale is quite big. Something like 6-10. And we can make sure it scales up and scales
down very quickly. On this curve, we
can add three keys. We can push the first key down. Last key goes to the middle, and then another key that
goes all the way down. Here we go. There's something
that keeps bothering me, and if you look closely, you'll notice that the particle keeps on intersecting
the ground, right? It's a very abrupt cut, and we can actually fix
that on the material. If you go down here, there's something called proximity fade, also known as soft
edge or particle soft. If we enable it, it
becomes much smoother. Basically, anytime this particle touches anything that is tridy, it will fade that side. And in the end, it will
look more polished, right? Great. And at this point, we can take care of the color. In color in the vow section, we're going to use one dot
five for the R channel, two for the G channel, and two dot five
for the B channel. It's very, very bright,
as you can see. This is quite intense, but let's make sure that
the rotation is random up here in spa in
angle between minus 36360. Here we go. Looking good. Finally, let's make sure
in time, it's one shot. Oof, much better. It
was quite intense, and now we can preview
everything just by pressing play
particles up here. And that's when the delays
become super useful. Let me just push this
down on a Y axis. Transform minus zero at five, so it's closer
to the ground. Yeah, right. As for the delay, we want this to happen
half a second later. We leave sometime, we
leave some room for the particles to gather and
for the sander to shrink, so the energy is there
and then it explodes. Pretty cool. We got ourselves the first part of the
climax looking good.
25. 3.15 AoE01: Impact Particles: So let's add a few more
details to our impact. In this case, some
particles would be awesome. This time, you can
actually begin by duplicating the
anticipation particles. Let's drag it down here
just so this is organized, and let's call them
impact particles. You can remove the
two at the end. As you can see, they are going inwards,
we are going to fix that. But let's actually duplicate
the amount to around 60. For now, let's turn off one shot and enigbly meeting so we can see what's
happening, right? We also want to increase
a little bit lifetime, zero lot six, zero lot eight.
Those are good values. And then we want to say
that explosives is one. So all the 60 particles
fire at once. K it creates a very interesting
effect just like this, but that's not quite
what we are aiming for. Also increase the randomness, so we have randomness in the lifetime and
other parameters. Now, it's extremely important that before we make any
change to the rest, we say make unique here
in the particle process. It's like make unique recursive, so all of the curves and
colors become unique. Otherwise, we will be affecting the anticipation particles, and that will be very bad. We are ready to make changes after we have made
sure that this is unique and we want to
remove the sphere. You can click this
icon. That's it. In this case. We are not going to use the sphere because
they are going to begin on that point and then they are
going to move outward, which also means that
the spread can be 180, so they go everywhere. And at the initial speed, in this case, that's where
we are going to force them. Let's put it that way.
5-25, we'll do just fine. This creating some
very cool motions, mostly because we
have something in a radial acceleration.
Let's reset it. And here we go. They
are expanding now. If you don't want them to slow down at the end of the impact, you can reset this
acceleration curve because that's
slowing them down. That the damping, as well. You could have some damping. They deaccelerate through time, but not that much like
03 and 07, for example. Yeah, pretty cool, right? Let's reset the damping curve. In this specific case,
we don't need it. They are already slowing down a little bit at the
end, and that's fine. As for the scale, they
don't need to be that big. Something between zero at
one and 03 will look better, as you can see, they are more elegant. Let's put it that way. Let's just reset
the scale curve. And in this case, use
a curve X Y and Z because we want them to shrink
towards the end of the X. But on the Y I want to say that the max value is five and push the first key up so they are
stretched, as you can see. We have these very
stretched particles. The first key can be at 0:25, for example. Yeah, that's nice. As for the color and
the Alpha curve, yeah, we can leave
it as they are. They don't look that bad
and they fit with the rest. I believe we'll see in a moment. Let us adjust the quad. But first, let's make sure it's unique, make unique exactly. The scale, the x08, can stretch them in
the Y one dot three. That should be all
right. Here we go. There's essentially two ways to stretch particles,
as you can see, either on the curve of the
scale or here, by the way. Those are some nice
looking particles. Let's make sure
they are one shot. And let's see how it
is with everything. As you can see, it happens
right at the beginning, so let's delay them by
0.5 as well. Here we go. We have an anticipation
and an impact, and there's particles flying
everywhere. Looking good.
26. 3.16 AoE01: Hemisphere Part 1: This lesson, let's see how to improve the impact the climax itself by adding a Nimsphere which will work as a shockwave. We are essentially releasing the energy that we have
gathered on the anticipation. So as usual, let's add a child note for a
new GPU particles TD. Let's call this off sphere. Only one an amount
is more than enough. And on time, a lifetime more or less off a second
should do just fine. 60 frames per second, and on the draw passes, we need an hemisphere, a mesh. We could use the sphere that
already comes with coo, but it has too much geometry. We only need alpha. So
let's go back to Blender. It's super simple this mesh. We can hide the
sander on this icon, and then with Shift A,
let's add a UV sphere. Before moving anything, let's decrease the
segments to 16. We not need that much. And from there, we can scale
it a value of one dot eight, even though you could
scale it directly in GoTo. Let's do a Shade Smooth. I'm using Right
click to access it, or you can go to object
and it will be there. Now, with tab, let's enter
Edit mode and we can press one in a numpad to go to the front
orthographic view. And press Z to see through or
click on this icon up here. And the idea is to select lf of the bottom sphere and then
press delete and select faces. And here we go. We
have our Misphere as you can see, looking good. Let's drag a new window by going to this corner right here
and pushing to the right. And in here, let's take
care of the UVs by selecting UV editor because
this is what it looks like. If we enter in edit mode on
the right window, we tab, we can see the UVs, and this should be
covering this entire area. It's only covering off because we have cut the
Hemisphere in half. We can do is go to UVs
and turn on constrate to UV bound so it doesn't get
out of this square area. From there, with G, we can push this down. And then scale it
only in the Y axis, you can literally type Y. So it locks on the y
axis, and here we go. And I like in our case, there's a little
gap at the bottom, let me switch these to vertex. You can select it, and
then we G lock it in the Y axis and push it down
so it covers wall area. That's it. That's
pretty much it. Oh, let's just apply transforms we Control
A before we export. All right. Let's go to
File, Export, wavefront. And we can rename
this to hemisphere and not sphere like I
did. Sorry about that. Just make sure you have
selected only third on and that you export to your
model's folder in your project, and that's it. In the next following lessons, we are going to see how to
apply this to our AOE in GTO.
27. 3.17 AoE01: Hemisphere Part 2: Let's see how to use
D Misphere and how to create a proper
noise texture for it. Let's navigate to our models further so we can drag and drop DMIsphere through
our drop passes of the particle
system. Here we go. We need a new particle
process material. Let's open this up just to
say that the gravity is zero, so this stops
falling down, right? And all we need now is in geometry and
material over wide. In this case, let's reuse one of the shaders we already have
created for the sander. So new shader material. And for the shader itself, we can do a quick load, and Goto will automatically fetch all the shaders
in this project. That's like the
only one we have. Here we go. Looking good. We need to assign a main texter. For now, let's drag and drop the noise texture we
created for the sander. Here we go. This is
how it's looking. We can say speed is
one, for example, and it creates this very
interesting effect because of the UVs of how
this is mapped. Pretty cool. This
keeps on blinking, but we will take care
of that in a moment. For now, let's focus
on the text, right? Let's create a new noise text, so let's go back
to material maker. Down here, we want to
start with a Voronoi. It's very common
to use a Voronoi in visual effects. Super useful. In this case, let's
increase the scale in the X and decrease
it in the Y axis. Full on randomness, and from this varonoi we want
to extract the lines. This second output says borders. That's exactly what we need.
We want to connect this to a tone step And if we invert this first and
then decrease the value, we get only the lines of the vornoi as if it
was a broken glass. You can play with the white, but we can leave it more
or less at zero or two, so it has a little bit of fade. Another trick is
to distort this. We are going to use an FBM
noise set to pearling, increase a little bit
scale three by three. The iteration can be only one doesn't need that much detail. And, yeah, we off set
this however we want. But the trick now is to use
a warp, just like this. And basically, the noise is
distorting the lines that come out of the vornoi.
Pretty cool, right? The first value is the
strength of the distortion. W to leave it at
03, more or less, you can try different
values, obviously. And the second one is an offset. 015, we'll do just fine. We can actually blur
these a little bit. We can use a Gaston
blur, this one. With a grid size
of 1024 by 1024. And now another trick
is to copy everything. Change a few prams, for example, on the Voronoi. You can say it's seven by seven. And on the pearling let's
just offset this a little. Here we go. We get MR lines, as you can see, to work kind
of looks like a spider web. Maybe it doesn't need
to be that strong. The effect, zero to one. You offset also zero to one. And yeah, the blur. So we
still see something of the spiderb other cool thing is that if you use
a colorized node, we get a totally
different feeling. We push the black key to the right and the
white key to the left. So we clip some black values and we make other
white values stronger. Looking good. Now, the idea is to join these two together, for example, with a math node. First, we can join the result of the warp and then add the blur so it becomes
brighter, as you can see. But in this case, I'm going
to leave it at multiply. It becomes duller, but
we can fix that with a colorized node where
we can adjust the keys. First one goes a
little bit further, but the white one
goes a while back. So as you can see, it's
more or less the same. The result is a
little bit different. You can try both ways. I'm going to leave
the colorized node, and then I'm going to copy this math node because now
we want to join everything. Feel free to do some more
adjustments, obviously. But once you have this wavy
pattern, as you can see, you can then export with the right click on the
preview to the Window, 2048 by 2048 and don't
forget to save this as a PNG directly to your
texts folder on your project. And that's it in
our next lesson, we are going to combine
all of our elements.
28. 3.18 AoE01: Hemisphere Part 3: Now that we have all
the elements we need, we have the mesh
and the texture. Let's drag and drop
our new texture to the main text
of our material. This is the result
we get. Pretty cool. All of those wavy patterns, they fit really nice
with this hemisphere. If you want on the X, you can add a little
bit of speed, a little bit of scroll
like Zoot five, for example, you create this
very interesting effect. Let's add a mask so it
fades at the bottom, new gradient text two D, and the idea is that the black
values are at the bottom. We get that art edge because we need to say
that it repeats here. Here we go. Looks much better. It's those little details
that make all the difference. Now, it may not seem like
it, but it's very small. Let's double the size
on display scale. Two. Here we go. And we can use the curve now, the scale curve to
add a little bit of motion to this because we want this to expand to grow
when it explodes, right? So let's push the
first kill all the way down and then make sure
the handle is like this, so it grows quickly
in the beginning and then it slows down. Alright. That's nice. We can take care of
the color as well. For example, two for the R, three for the green, and
for the blue channel five. Becomes bright, it looks good. I'm sure it will fit well
with the rest because, well, I have already tested, but feel free to test
different colors, of course. Now a little detail
that we are going to need is a color ramp. This works a little
bit better than the Alpha curve because the
fade becomes more pronounced. I'm going to push
the first key to the right so it's
brighter for longer, and we can click
morelss on the middle and push this gray
key to the left, so it holds that gray
value for longer. Alright, looking
good. This doesn't stop us from using
an Alpha curve. Where it does similar thing, it's visible on the beginning, and then it fades at the end. It's very small details that you will notice if you
disable and enable them, you can see the difference. But here we go. This is
looking really nice. It isn't touching the ground. So down here on not D on transform on the Y X is
a value of minus one, seems to be the right value. And now, all we got to
do is say it's one shot. And to see everything
play at once, let's play particles on the AOE. Yeah, it happens right at the
beginning, the hemisphere. Let's delay it by
Alpha second as well. And here we go. This is what we
have at this point. We are noticing that maybe
the hemisphere could happen like 055 after, right? So it doesn't get any overlap with other elements
with the impact. Yeah, that fits a
little bit better. You see that small delay, so it doesn't happen at the
same time as the impact. That's nicer. All right. Looking good. In
our next lesson, we are going to add a
shock wave on the ground.
29. 3.19 AoE01: Shockwave Ground: Let's add a few more
details to our AOE. For example, like a shock wave parallel to the ground,
it will look awesome. It will look like
the energy that is released is pushing the
air around it, basically. In this case, we can
reuse the circle ground. Let's duplicate it
with Control D, push it all the way down, and it's going to be
called shock wave ground. Let's turn on a meting
so we can see something while we work on it and
disable one shot. Here we go. It's more like that. This
one's going to live longer. It's not going to go from
outside to the inside. It's not going to shrink,
but it will live longer. So on the particle
process material, first, let's make sure that we
select make unique recursive. That's extremely important when duplicating
particle systems. Let's take care of the size. For this one, yeah, we need a bigger 115
that should do it. It's going to cover more ground, and it's going to go
in an opposite motion. Essentially, on the scale curve, we can reset this curve,
create a new one. Add a key near the end and then another key for the
beginning, so it grows. We can move the handle
in a way that it expands quickly and then it slows
down. We are easing out. As for the color, it doesn't
need to be that bright. I'm going to decrease
the green to one dot four and
the blue to two. That should do it as well. It's still very bright. In this case, I'm going to reset the Alpha curve because I
want to use a color ramp, a new gradient texture. And we can click on this button. It will reverse the grade. It's quite useful.
Here we go. All right. That's easy on the ice, begins brighter, and
then it fades out. Makes more sense since
we are releasing energy, it will match with our climax
and with our dissipation. You can still add an Alpha curve where it happens the same thing. It's more visible at the beginning and not so
visible near the end. You can push this handle
down exactly like this. It becomes smoother. It's a little detail that
will look much better. As for the material, we
can still use this one, but we also need to make it
unique, recursive, exactly. So we can essentially use a different texture and see
how to create a new one. So let's open up material
maker where we can go up here to the section where we have the
previous circle. The idea is that this one is
larger and a bit more dull. So we can copy these
notes, Control C, Control V, and those changes can be done at the
beginning on the shapes. Example, on the first shape, we can decrease the radius to
around 66 more or less 65, and then for the second circle, we can also decrease the radius. This way, we have a
larger circle, basically. To make it duller, we could
use a bunch of techniques, but we already have the
blur here, the sigma, if we increase Yeah,
this is what we get. Alright, pretty cool.
Let's export this already. Right click on our PVD window with the colorized
notes selected. A resolution of 1024
by 2024 or more, feel free to export with as
much resolution as you want. Just don't forget to go to your Texas folder
and export as a PNG. Let's go back to our project. Go do imparts the texter. Cool. I have named it circle 02, and we can dragon drop it to the Albedo section.
Alright, here we go. Much smoother, as you can see, it's those tiny details that sometimes makes
the difference. Let's make sure we turn on
one shot and in the AOE. Let's press play
part. Let's delay the same time as the Misphere so it falls along with the A
Misphere Here we go. Alright. Looking good. Perhaps it's a bit too strong, but we'll see. Maybe we'll make a few
adjustments at the end. For now, it's pretty good. In our next lesson, we
are going to create a new TD model so we
can improve our AOE.
30. 3.20 AoE01: Shockwave Rings Part 1: So let's add, like, a flare of energy
that comes out of the AOE every time it explodes. For that, we need a
new GPU particles tridi and a mesh that we are
going to see in a moment. We can rename it to
Shockwave rings. In this case, around five
should do the trick. At least that's what
we thought that look best can try different values. And a lifetime of more or less Alpha
second will look nice. And let's make sure this
happens almost in a burst. They don't need to
spa at the same time. So on explosiveness, a value of zero at five
will do the trick. 60 frames per second, as well. So it's smoother. Let's close the time tab and go
to the drop passes. And in here, we want to add a new tret model that we are going to see in
Blender how to create. So let's go back to blender. We can hide our Imisphere
on this high icon. And we can begin by pressing Shift A so we can
start with UV sphere. Let's scale this up
by a value of one dot eight and let's enter
an edit mode with tab. I'm going to enable
the C true up here, and the ID is select
these top faces. I'm going to select faces, this one exactly like this, and the ones at the bottom, as well, delete
and select faces. And we end up with this ring. I'm going to disable Stru
and select edges only. We actually don't
need these edges, so I'm going to X and
say, Dissolve edges. Here we go. This
is what we need. If you want more
faces or less faces, you can control that in the beginning when
creating the sphere. Let's go back to object
mode with tab and select Shade Smooth by pressing
right click or going up there on the object
dropdown Menu. Here we go. That's nice. It's a
little bit too thick, so I'm going to use to scale
it down only on the Z axis, a value of zero at seven. Then press Enter,
and that's better. As for the UVs, let's
drag a new window on this left top corner for
the UV editor. Here we go. And you can scale this up, so it fits more or
less the square and then rotate it
with R 90 degrees. And yeah, I'm going to turn
on constraints to bound, select the right side, and push it all the
way to the right, as well as left all
the way to the left. Here we go. With the UVs done, all we need is to apply Al
transforms with Control A, and we can rename this to ring. One ring to roll them all. And now in file export Wavefront as an object
directly to our models folder, we can rename this ring. Make sure selected only is on
and export, and that's it. In our next lesson, we are going to apply this to our AOE.
31. 3.21 AoE01: Shockwave Rings Part 2: Now back in our project, let's dragon drop the
ring to the drop passes. Here we go. That's something. We only see one side
because col mod is enabled, but we'll fix that later. Now let's create the
particle process material. Disabled gravity, say it's
zero exactly the usual stuff. And don't here for the geometry. We actually want to use
a new shaded material. Because on the shader, we can do a quick load. Actually, as a matter of fact, let's duplicate the
existing shader. Call it alternative out because we need this to the
object to face the camera. So if you open this
shader and up there, go to the vertex function
instead of the fragment, vertex aids before the fragment, and if we want this
to face the camera, we can use a get
billboard matrix. Where the billboard type
is set to particles, and we turn on keep scale. So we can change the
scale however we want directly on the
particle system. And we connect this to
the model view matrix. And now, if we go to Shockwave rings on
the shader itself, this time we can
use the alternative version, the billboard version, and as you can see,
it immediately works and the ring is
facing the camera. And we are doing
this because we want the rings to have
random rotation. Let's improve this.
It's super bright. For now, let's add our
second noise texture. For the main text, and we
can scroll it on the X, for example, we get this
cool effect, right? In this case, speed on the Y
because the UVs are rotated. D UVs play an important part on how the textures are
mapped to the mesh. So let's create a new
texture in material maker. We can go all the way
down here and begin with a shape set to polygon, but we don't need
that many faces. We want a square
that we can stretch. So let's say it's two sides. You can make it
thinner like this, zero dot 25, more or less and disable fade by
setting this to zero. And if you connect to a warp, nothing will happen because we need something here
on this input. But if we add noise, we get all of that
cold distortion. Let's say it's a simplex noise, what we are trying to create is kind of like a
horizontal flame, like a splash of a flame. So we stretch this
on the Y axis. We don't need it to be
complex, so iterations, let's set it to one can
disable persistence. Since we are
starting the square, we begin with the noise, if we stretch it on the y
axis, this is what we get. You can then adjust here
how much splatter you want. Let's put it that way and
offset as well. Pretty cool. But it's still very blend,
very abrupt, right? We need to add more
detail to this. We can use a Gaussian blur with a little bit
more definition. So 1024 by 1024. And the strength of the
blur something like 20. Yeah, that seems right. Now with the colorized node, we want to clip some of those crays and make some
bright values stronger. But yeah, this seems right. If you want, you can remove the black background,
by the way, which we forgot, but feel free to do it on
the colorized note. And now export this as a
PNG to your Texas folder.
32. 3.22 AoE01: Shockwave Rings Part 3: And now that we have
the tree D rings, the shader, and the text, let's put everything together and make this fit with our AOE. You can dragon drop
the new texter. Here we go. Much better. We can actually use the mask
with the grading textu two D. So it fades a tiny bit at
the beginning of the text. It's a very small detail. Now, remember, we have five
of these at the same time. What's really important is that they have
different rotation. So the stop being overlapped. It will create a very
interesting effect as if the energy was being
released on spawn angle. Let's say it's
between minus 36360. Here we go. We got a bunch of
rings with random rotation, although they still have all
the scale, the same size. So on display scale, between two dot five and
three should look right. It's not going to stay that
big because we are going to expand it on the scale curve. We can create a
new curve texture where the first
key is going to be zero if we want this to expand, right, and the last key is
going to be 100% or one. Here we go. As for the color, we have these two dot
five on the red channel, four on the green channel, and seven on the blue channel, and they have this really
nice bright blue color. I highly recommend to use a
gradient on the color rep, which goes from bright to black. Basically, it fades these out. And we can also use an
alpha curve. Why not? Let's say that it's
visible at the beginning, and then it becomes transparent
at the end. Here we go. It's not that bright anymore, only on the beginning, which is when the energy is
released, right? And that's pretty
much it, I believe. So let's say it's one
shot so we can test with our AOE, splay particles. Yeah, they are all
happening at the same time. Let's delay zero dot 55. And yeah, right. Here we go. The elements are beginning to fit together, as you can see. So basically, what we
did is the hemisphere, the shockwave on theground
and the shockwave rings, they all have the same delay, and they expand in the same way. Basically, we are releasing that energy that we have been gathering on the
anticipation, right? Here we go. That's impactful. Looking good. So
what are we missing? On our next lesson, we are going to work on our dissipation on a
mark on the ground.
33. 3.23 AoE01: Ground Mark Part 1: Alright, so our AOE
is getting there. It's getting a very
interesting form. We have the anticipation, the climax, and Alts
work on the dissipation. Let's make sure we
leave a mark on the ground after
Dernag is released. We can begin by duplicating
the shock wave ground. And call it the
ground mark bright. We are going to have
a bright part and then a darker one that stays
there for a while longer. Let's first disable one
shot and then turn on emitting so we can continuously
see this happening. Not sure why it stopped. But let's say lifetime
is one dot nine. It's going to live
for a while longer. Yeah, not sure why it isn't
pounding, but for now, let's make sure that
in material over wide, that we make this
unique recursive. Okay? And in this case,
we need a new text. So let's open up material maker, and then we'll see why it
isn't spawning in a moment. And down here, we can start
with an anisotropic noise, which has this bunch of
lines, horizontal lines. It doesn't need to be
that scaled on the Y. 60 will do just fine, and we actually don't
want smoothest, so it will become
these rectangles, as you can see, these
gray scale rectangles. Let's just rotate
these vertically. All right, 90 and
the rotate value, because we want to connect
these with a circle map, and the cool thing is that a circle map will basically turn this into a circle shape. That's super useful
because now if we blur this Let's increase
the grid size to 1024 by 1024 and decrease
the blur to around 15, ten. Those values will do just fine. And then let's create two nodes, the slope blur, and the
circle up here, shape. The way this works
is the circle, let's increase the radius. Let's make sure
it's super faded. We connect this to
the slope blur and the Gaussian blur
to the sigma of the slope blur and it
kind of masks everything. Now we can control how much
of this we want to influence. A four we do all right. Feel free to try different
values, of course. We are getting very close to our impact on the ground
to our ground mark. Basically, we want to
make this brighter. So let's use a colorized node. Push the right key
to the center. And the black key a
little bit to the right. All right. Let's clip some of those blacks, and
that's essentially it. You will see how cool this is. If we say the black key as
an Alpha value of zero, we get rid of the
black background, and then we can export
this directly to our Texas folder as a PNG and we can call it the
impact Mark 01. In our next lesson,
we are going to see how this looks with our AOE.
34. 3.24 AoE01: Ground Mark Part 2: Back in Godo now that
we have the texture, we can already drag and drop
it to the ground marked bright to the
albedo. Here we go. Alright. It is emitting now. Cool. It's just
taking a lot of time to loop every time it's one
dot nine, as you can see. Yeah, let's set
it to one dot 89, just because it looks right. It's kind of weird the way
these loops, but okay, let's keep it going
because at the end, we don't need this
to loop, right. We just want this for the preview so we
can see how it goes. Let's make the process material unique recursive that's
extremely important. Otherwise, we will change
the shockwave ground, and let's take care of the size. It doesn't need to be that big, e. Like six will do just fine. We also don't want this
to expand its size. It's a mark on the ground. It's an impact, it stays there. So let's remove the scale
curve. Much better. As you can see, it stays
there, like a stamp. Now yeah fourth color. I'm going to increase
its brightness a lot, but it's going to be used
only for a little while. So yeah, one dot
seven for the R, 23 for the G, and 34 for the B. Like I said, it's super bright because now on the
gradient on the color let's push the first keel
a bit to the right and add another key at the beginning because it's going
to be totally black. It's going to fade
in very quickly. And then more or
less around here, let's click it so we can add this gray key and
push it to the left. Let's do it again so it isn't
as bright for that long. This weight fades quicker, and the bright values only
happen right at the beginning. Okay, for now, let's go
ahead and enable one shot. So this happens only one time and see how it goes
with the rest. On the AOE, we need to
play particles first, so it adds to the list. And for some reason,
the ground mark Bright is at the center of our list. Actually, I believe this is
hard dred alphabetically, but it's not 1 second
for the delay. Let me try just zero to see
if this is the right one. Play particles. Yeah, yeah. Okay, that's the particle
system we are working on. And the delay can be pretty
much the same as the rest, like zero lot 50 or zero lot 55. Let's try zero lot 50. Here we go. Yep, that
fits really well. Maybe it can happen at the
same time as dmsphere Yeah, the difference is very subtle, but I'm going to leave it
at zero to five still. Looking good. We have
the bright part of this. Let's take care
of the dark part. So let's duplicate the
ground marked bright, exactly, and call it
ground marked dark. This one is going to live way longer like four dot 5 seconds. We'll see if it is too much, but let's disable
one shot and turn on a meaning. Here we go. It's looping nice. Let's first say the material is
unique, recursive. Yes, indeed. The
transparency itself, the blend mode is
going to be mixed, so we can have dark colors
because with additive, we can't have dark colors. Additive on itself, the
blend mode, if it is black, cannot blend with anything
behind it. I will add nothing. So let's switch it to mix, and then in particle
process material, let's make it unique,
recursive as well. And on display, let's
take care of the color. Let's say it's completely black. Here we go. That's
the one we want. Color Ramp can go away. We have the fade on the Alpha
curve, which is enough. And let's already see
how it is with the rest. If you press Play particles, it adds the round mark dark at the end of the list for
some reason. Oh, yeah. By the way, let's go here
and make it one shot. So, yeah, it's pen
right at the beginning. For some reason, it's
at the end of the list. It's not alphabetically ordered, but alright, I got to
check that script. It's working well.
If we say it's zero at five for the delay,
we get what we need. Here we go. It happens
off a second later. But I would suggest that we make this a little bit
bigger in case you want. Another thing it's
very important is to make sure it renders behind
the ground mark bright. So on the material override, the render priority is
going to be minus one. This way, we guarantee that
it renders behind everything. Here we go. It's really nice. It's those little details that makes the difference
in visual effects. Another detail is actually
on the Alpha curve, Make sure it doesn't fade
right at the beginning. It stays there a little while, and then it starts fading. If you push this kid to the
right, this is what we get. Looking good, we got ourselves
a nice AOE going on.
35. 3.25 AoE01: Ground Mark Part 3: Let's add another small
detail still on the ground, where we duplicate
the ground marked dark and call it the
ground beam dark. Et's just disable one shot
and turn on meetings. We can see what's going
on. Lifetime in this case, it's going to be even
longer like 6 seconds. We have the bright
that has a short time, then the dark, and then this beam that
lives a little longer. On the material, let's make
sure we say it's make unique, recursive, and then press Okay. This way, the material is
unique to this particle system, and let's drag and
drop the beam 01 that we created in our first
lesson of the sparks. Here we go. It's very simple. In this case, let's
make sure it's even lower the render priority
with a value of minus two. And then on the particle
process material, let's also make sure it's
make unique recursive. End on this play, we want
to increase its scale. It's going to be
the bigger element on the ground with
a value of eight. All right. Looking good. I think that's it. So
let's turn on one shot. Hang on the AOV, let's
press play particles. Yeah, let's delay the ground
beam dark by off a second. And now with everything in
place, right, here we go. As you can see, we have the
bright fading out quickly, then the dark mark, and then eventually the
beam itself. Looking good. Essentially, our AOE at this
stage is very well done, and that's pretty much it. We noticed that maybe
the impact flare could have the render priority higher. So it's
above everything. Let's say it's one, here we
go. It's a small detail. If you go back and forth,
you will notice it. Looking very good. I hope you
guys have enjoyed this one. In our next lesson, we
are going to create a variation of this,
a fire version. It's also interesting to
see how that comes up.
36. 3.26 AoE02: Fire Version Part 1: So now let's see how to create
a variation from the AOE, for example, a fire version. We can begin by duplicating with Control D. Let's
just add the AOE 01, and it's extremely important
that we always make unique recursive for all the
process particle materials, otherwise, we affect the AOE 01. So let's make sure that
anticipation particles have make unique recursive. Now, as for the color, which is the most
important part, this is not too complicated, but we will adjust a few
texts, as you will see. The color that we
think looks right is five dot five for the shan, three for the green, and
two for the blue shannw. This will basically
make them orange, bright orange. Looking good. Let's do the same
on the cylinder. First, make sure it's
make unique, recursive. And then on display
on the color curves, We have five for the R channel, one dot five for the green, and 035 for the blue shadow. Feel free to try
different colors. Obviously, we are going
to create a fire version, but if you want to try a nature version or something
else, that's right. Or follow along with this one, and after that, you can
try one at your own pace. This is how the slender
looks, and in this case, we believe this one could
benefit from a different text. Here on the main
texture of this shader. So let's go back
to material maker. We are going to
see a new example for a different texture. Let's begin with a triangle
Varigi. This is how it looks. It looks very broken,
and that's on purpose. You will see why in a moment. Let's just zoom in by saying the scale is three in
the X and in the Y. What we want to use
here is the border, and you will see how it looks. If you connect it
directly to a tiler, it will basically repeat
whatever it comes in on the X and on the Y
based on that amount, and overlap can be one. We make sure it doesn't
overlap, essentially. It's a very tiny detail
if you look closely. But we want to make sure that
the scale is not random, zero, so it's uniform. We want to begin clipping some values with colorized node. And this may seem a
little bit strange, but you will see how interesting
it looks in our sender. So let's export it
to our Texas folder. As a PNG, it's the fourth
texter or noise 04, since it is a noise map, and let's drag and
drop to the main text. And let's see how it
looks. Pretty cool, right? You can basically sometimes see a text that doesn't look
that good in material maker, but once you apply it, it
actually makes more sense. That's one of those cases. Let's move on to
the circle ground. We want to make sure it's make
unique recursive, as well. First change is the color. Instead of a blue, we are
going to go to an orange, something like two for
r1h3 for the green shadow, and one for the blue shadow. This is how it looks,
as you can see, it's orange, looking good. Let's move on to the next
one, the impact flare. As usual, make unique recursive. And on display for the color 23, one dot two, and one. Let's see how it looks.
Very orange, indeed. And now, let's actually create a different
text for this one. But first, let's make sure the material is
unique, recursive. This one deserves
a different text. In our next lesson, we are
going to see how to do that.
37. 3.27 AoE02: Fire Version Part 2: Go back to material
maker down here. This time, since
it's for an impact, let's begin with a circle. The good old circle
is super useful. It doesn't need to be
that big zero at eight, but we need it to be faded. We are essentially
going to see how to create a flare, and for that, we can use a transform Where
we squeeze on the X scale, we can duplicate this transform. And then rotate 90
degrees, creating a cross. Now, let's put
these two together by using the good old math note. A plus B, and here
we go looking good. On its own, it's
missing something. Let's blur this out
with a Gaussian blur, 1024 by 1034 for the grid, but with a lower blur
strength, lower sigma. Here we go. That's a
nice flare we got there. It's still missing something. For example, let's create
a new circle here. It can be the maximum size, and it has a fade of
around Zealot six. If we join this together
with a math note y. We get this result. It's very, very intense, the circle itself because we're
joining the two together. In this case, you could say
the circle could be less intense if you connect to
a power node, for example. But in my case, let's go ahead and multiply these two together. The change will be very
subtle, by the way, but around the center, it has become a tiny
bit more predominant. Let's get rid of the black background with
a colorized node. Let's actually
push the white key to the left a little bit,
so it's brighter, you know. And on the black key, we
can say the off is zero. And the next part is as a
PNG to our Texas folder. We can call it the flare
02. And that's it. Back in GoTo, all we
got to do is drag and drop the flare 02 to our
impact flare material. Make sure you made it
unique before that, by the way, and this is the result we get,
as you can see. It's similar, but it doesn't
have that many rays. And since we are using
two for the comp, we have two particles
at the same time. We can actually increase
their size 10-15. It's very, very bright, actually, but that's
right for now. Moving on to the
impact particles. First thing, make unique the particle process
material. And for the color. Five dot five, three and two for the blue
channel. Here we go. These sparks are
looking beautiful, very cool impact particles. As for the hemisphere,
once again, make unique recursive on the
particle process material. And let's go ahead and say
that the color is also orange by using values like
eight on the R channel, four on the green channel, and one dot two on
the blue channel. I should do it. Yeah, those are very interesting
oranges for fire effect. This time, let's also change a little bit to
text on the material. So let's make sure it's
make unique recursive. And then we want to switch
it with our first noise, Texas 01. Here we go. It's also interesting to
experiment with different texts. As you go, you'll notice that texas play an important role in visual effects.
Shockwave ground. Let's make sure it's unique the particle process material. And for the color
orange as well. We got to go through each
one to change the color, one dot eight for the R, one dot 25 for the green, and one for the blue hanno. This is what we
get looking good. Now moving on to the
shockwave rings, let's also make
sure it's unique. That's the workflow in good for some reason,
but that's right. We work with what we have
and strong R with a seven, four for the green,
and two for the blue. Looking good, these
rings, that's very nice, very fiery, for the ground, mark bright, make
unique, recursive. Alright, display
color, and let's say it's something like
four for the R channel, two dot five for the green, and one dot five for the blue. And we get this bright
mark on the ground. The rest is black. We
don't need to change it. Let's see how everything
is. Here we go. We have ourselves
a fiery effect, but we can do a bit more. It's very bright in the
center, by the way. It's the huge amount
of energy that it has gaered on the anticipation. But for now, that's
how it's going to be. In our next lesson, we are going to see
something different. We are going to create fire. We're going to make sure that it still burns for a
little wild ground. So yeah, see you on
the next lecture.
38. 3.28 AoE02: Fire Version Part 3: So let's see how we can
make sure that the ground burns for a little while
after the AOE happened. For this specific case, let's begin with the
new GPU particles three D. Here we go. We
can call it fire. And yeah, the lifetime
can be 1 second. We'll see how it goes. But for the explosiveness, we want to make sure
that it's zero to five, 60 frames per second, and for the drought pass, a quad will do just fine. And let's create a new
particles process material. Let me just collapse this. Nothing is happening, but we can make sure that
the gravity is zero. We don't need it. Oh, we
were seeing from the back. That's why we didn't
see anything. Okay? Here we go. Let's close this and go to
geometry so we can, in this case, use a
new shader material because we want to go ahead and create a new shader
for this one. Make sure it's visual
shader in spatial mode, and then you can
select the folder, the shaders folder, exactly. And for this one, we can
call it S under scar fire. Let's double click
to open it up on the shaders folder on the S and SCR fire shader. Here we go. It's completely empty. What we are trying to achieve here is basically a fire shader where we have an option to
dissolve a certain text. Let's create a text to the
parameter for the main texter. Text to the parameter, remember, it's to be visible
on the inspector, so we can change the main text without opening the shader. We need to sample this
exactly drag a line. Let's duplicate this
with Control C, Control V because we also need another texter for
Dissolve. Di solve text. Here we go. And for the disftex, we can drag a line from the
UV text to the sampler, so we can search
for a UV function. We are going to
need it so we can tile this off text
however we want. And so we can pan it, so we can scroll it as well. So let's search for the time variable. It's very important. And another input
that's important is the UV, this specific one. And then we need another
vector two parameter. In this case, so we can control this off tiling outside of the sha and we can rename
it to dissolve tiling. Here we go. We can
multiply the UVs, the input of the UVs
with diissolve tiling. This is how we control
the tiling of the text. All we got to do
is then connect to the UV of the UV function. Oh, and make sure
that default value is enabled because on tilling, it must be by
default one by one. Otherwise, the text won't be visible if it is zero by zero. Let's control C and control
V this vector operation. And let's also copy
this vector to parameter for the
dissolved speed. Which in this case, the
default value can be zero. We don't need speed by default. The way we make it pan, as we have seen is multiplying the time
variable with this vector two parameter and
then connecting it to the offset of the UV function. So this is all pretty
much ready to go. All that is left to
do is connect these two together with
a multiply node. You can use a vector
operation as well. It's the same thing. As
long as it is vector two, it's right because now we essentially want to larp,
create an interpolation. Basically, we are going to use a mix but a mix of four vectors. Because as you can
see, the text two D, it's outputting a yellow color, which means a vector of four. And the way this works is
the A option of this mix. It's the texture itself
without dissolving and the B option is the
texture totally dissolved. We want then to
control how much we dissolve with this with option. Basically, we can create
a float parameter and call it the dissolve mount. This will control how
much we want to dissolve. We can say it's a range 0-1, that's more than enough, and the default value can be zero. Now we are only missing
a couple of things. For example, we want color
to influence this, right. So we want to make
sure that we use an input color, this
one specifically. So you can control the color from the particle system itself, and then we want a
vector operation for a multiply of
two vector fours. This one, want to multiply the color input with this result of the mix
of the interpolation. And connect it to
the albedo up here. So basically, we have created a dissolved texter which can pan and can be tiled that is going to dissolve
the main texter. Let's connect this to
the Alpha as well. And that's it. Our shader
is essentially ready. Feel free to ask any
questions about it on the Q&A section or by
mailing me or on discard. But essentially, now
with this shader, what we can do, as you can see, on the inspector is
control the main texture, the tiling of the dissolve, and the speed of the dissolve, as well as the dissolve amount. A lot of dissolves going on, which is something
we are going to dive deeper in a
couple of lessons. For now, let's see,
for the first time, how to create a texture
by hand in Creta, which is similar to Photoshop.
39. 3.29 AoE02: Fire Version Part 4: So as a good view X artists, you also want to
know how to create texts by hand just in case. So let's have a little taste of that by creating a flame text. And one of the tools that
we like to use is Creta, because it's free and its
brush library is huge. It's very, very
similar to Photoshop. You can download for free
if you search for it. Once you have downloaded and installed, this is what you get. You can go ahead, create
a new file right here or Control N. Make
sure it's in pixels. We are going to use a
resolution of 2048 by 2048. And in content, you want to
make sure it's two layers, and the background color is
black with an opacity of 100, and then you can press Create. If you want to use a graphic
table, feel free to do it. Here we go. We have
these two layers. One is transparent. The
other is a black background, and it's locked, so we
don't paint on that. Select the paint layer one. And on the left, we have all
of the tools, basically, all of the tools available in
Krita or 90% of the tools. As you can see, I have these
floating windows here, which are called dockers. And you can go to settings
and basically open more or less dockers however you want and place them
wherever you need them. In my case, this is my layout. And yeah, that's a pretty
basic overview of rita. We want to go ahead and select the brush tool, B for shortcut, this one, let me just say
that this is black and white. Make sure the first
color is white. We want to work with
white color. Here we go. If we click here on these
brush Pists as you can see, we have a huge
library of brushes. The one we want to use is
the airbrush soft, this one. And we want to start
this texture by decreasing the opacity
to around 30%. We want to do a blockout
first, basically. And it's a flame text, right? And I'm going to start
by in one stroke, I'm going to do this shape
right here without lifting your hand or your mouse in
case you are using the mouse. Want to do something similar to this or to any other thing. What's important
is that you have this layer with
this gray blockout. Then you want to click this plus sign to create a new layer. And on that new layer, we are going to bump up
the opacity to around 60. I'm going to decrease the
brush size, by the way. You can do it up there
or while holding Shift. With shift and
left mouse button, you can control
the brush radius. Yeah, 80% will not do it. So let's bump this
up to 100 because we want to have these
really bright white. And I'm going to do
another random shape what seems like a
random shape, right? In one stroke, kind
of triangular, you know, and it's a little bit offset from the gray blockout. Don't worry that much because the idea now is we
use the brush tool. You can press E
or click up here. And let's leave
the opacity at 100 and now I'm going to click a
few times, as you can see, to erode this so I can have this nice corner and this
nice cavity, basically. I'm going to do the
same right here, but I'm going to
decrease the brush size. And then I'm going
to do one down here. As you can see, this
is what we get. Just by raising, we have
created these cavities, and it's beginning to look like kind of a flame.
That's the idea. Now, that's very important. Another trick is to
use on this brush presets the blender blur
or the blender basic, but my favorite one
is the blender smear. This one. It will
basically smear everything and it will create a blur. You will
see how it works. Let's make sure that
we click here on dit brush settings because
we want to fade this. We don't want this to
have these art edges. So on fade, we want to
increase this to zero, so it's smooth, as you can see. And now let's increase a
little bit the radius, but decrease the
opacity to around 30%. The opacity controls the
strength of this brush, by the way, that's how
it works in Krita. And now I'm going to
do a couple of strokes upwards and others downwards. But as you can see, I'm pushing
some white values around. I'm creating these edges and increasing the cavities
in some areas yeah, it's not easy, but
I'm going to try my best to guide your end. So yeah. But the idea is to create
these spikes of flame, as you can see that sometimes we see on flames right
here and there, feel free to use this tool, however you want,
because you can manipulate what you have drawn previously with the blender smear tool,
which is awesome. Now I'm going to do the same on the gray blockout that I have below on the
paint layer 01. Couple more strokes
here and there, just create some cavities
and push some gray areas. Here we go. Basically,
I'm trying to create a spiky feeling in the gray
blockout as well. Alright. This is, I think, looking
okay for what we need. Feel free to explore
this however you want. If you want to try and new
texture. It's up to you guys. No problem at all. This is
the tools that I like to use, and this is my method. I begin with a gray blockout and then a very bright layer, and then I erase the
parts that I don't want, and then with the blender smear, I push some values around. And for another touch,
we can use the hairbrush soft in a raise mode
with a very low opacity, just to remove in some areas the excessive
white values, right? So we have also some grays and then some very bright white. W some contrast, basically. Here we go. That's it.
That's pretty much it. One thing we can do now is
center this a little bit. In my case, it needs
to be centered. So I'm going to select
these two layers and press Control G. Here we go. Then with Control T, I
can move this around. We can move it all we want. To center this, it doesn't
need to be extremely perfect, but we can turn
these icons up here, which is for mirror drawing, but they give us a sense
of where the middle is, and I'm going to try to highball it more or less maybe increase
a little bit this size, not that much because it will
lose quality, by the way. The drawing should have been a bit bigger,
but that's all. Matters now is that
it's centered. I have disable those
axis, and that's it. Another cool trick that I
like to use sometimes when drawing texts is on
the brightest layer, for example, right
click and select layer styles because we
can now add an outer glow. If we turn it on, you
will see its effects, and if you increase the size to around 100 pixels and
spread to around 16%, this is what you get, and then you can
decrease the opacity and you have this bright
glow in your outside. If you enable and disable, you will notice the difference. This is up to you if you want to use this glow or
not. It's all right. I'm going to leave it on. It has to be with a very low opacity, otherwise, it will be
too much, in my opinion. But yeah, I'm going
to press Okay, and that's essentially it. Now, to export this, we
can hide the background, go to file export, and we can navigate to our Texas folder and the GodoPject. And this is going
to be for flame 01. What's very important is that
we export this as a PNG. And then you can press
Save and that's it. In our next lesson, we
are going to see how to use everything together
with our new shader.
40. 3.30 AoE02: Fire Version Part 5: Now with our shader
and our text are done, let's see how to put
everything together. First thing we can
do is drag and drop the flame 01
to the main text. Here we go. It's kind of weird. I know, don't worry
about it much right now. It's mostly because of
how the shader is set up, but we want to drag
and drop the texter 02 or the noise 02
to dissolve text. It's with this text
that we are going to dissolve our main
text, our flame. So feel free to try
different noises if you think it doesn't look okay
with the one you have. Now if you play with
the dissolve amount, you can see how
the dissolve text influences the main text. It's weird it's yellow, that's mostly because
in our shader, instead of connecting
this yellow vector four to the albedo, we can connect the
red channel only. And here we go. It
looks much better now. We're going to leave
the dissolve amount at around zero at eight, which is a little bit
too much already, but now you can increase the speed vertically,
as you can see. You can also play with tiling. Essentially, what
I'm going to do is switch the blend
mode to additive, and it blends a little bit
better with the background, and I'm going to
turn on unshaded on the flag so it isn't affected
by the lights of the scene. Let me show you how it is. Here we go. Much better. Feel free to try different
values for the amount and for the dissolved tiling by the
way, and the dissolve speed. As you can see, this doesn't
follow the camera around. It's not a billboard, it's static on the scene. That's a very cool trick that if we go to the shader again, let's switch to the
vertex function which happens before
the fragment. Here, we can say,
if we add a node, we can search for G
billboard matrix. And the cool thing is that this is ready to work with particles. If we say the billboard
type is particles. We must keep scale. Otherwise, we can't change the scale of these flames,
you will see in a moment. And then all we got
to do is connect this to the model view matrix, and it will work out of the box almost it follows
the camera around, which is the usual
behavior you want to have for most of the
visual effects you do. A billboard is very useful, so you don't have to worry if it is facing the camera or not because the effect itself can be seen from many angles, right? So let's increase the amount to 50 because we are
going to need a few, maybe 50 it's too much, but let's go with 50 for now. And on the process material. Let's make sure they
bound in a sphere shape. So it covers more area
than a point, right? And we want to say
that it's around one dot five for the radius. And in this specific case, we want this to be a circle
instead of a sphere so we can easily squash the Y
axis and say it's zero, for example, and here we go. I spounds in a circle shape, which is a better fit for
what we are aiming, right? As you can see, they still
have all the same rotation. So let's make sure we add some randomness to
this by going to spa angle and say minus
360 and a maximum of 360. Cool little trick we can do
is use gravity so they go up. We could also use
linear acceleration. But if we say it's three to
five, this is what we get. Yeah, it's kind of weird, but if we use damping
to slow them down, you will see that
it looks better. Between one dot five
and two dot five, for example. Yeah, much better. Now, it's all a matter of also
adding some randomness to the size between zero dot
75 and yeah, one dot five. Since we are here, let's go
to the curve to scale curve, and we want to
create a curve where they grow only on the middle. Basically, they start small, then they grow, and
then they shrink. As you can see, this curve
right here with these handles. So it's smooth at
the beginning and at the end as well. All right. Looking good. Let's
take care of the color. This is very pale for now. But if we say that the R is something like
three dot five, the green is two and the
blue is one dot five. Hey, we get this
very bright white, and that's only
happening because in our shader on the
fragment function, we have connected only the
R channel to the albedo. But if we connect the
first channel which contains the RGB and
A, we get color. Here we go. Much better. As you can see, it's an
interesting flame effect. It's burning on the ground. They are probably floating. Yeah. So on the transform
on the position, let's say it's minus zero
at nine. Here we go. And we can say it's one shot. And if we select the AOI
and press play particles, yeah, they play
at the beginning. But now on the delays, we can say the fire has a
delay of half a second, Zealot 55, for
example, here we go. Now it burns for a little while after the impact happened. It's a small detail on the
dissipation, as you can see. We actually don't need
to fade them out. It looks right just by
shrinking them. So yeah. Now we can take advantage of this fire and create
smoke, right? Because where there's
fire, there's smoke. And we can duplicate this fire, call it smoke control D, smoke let's disable one
shot ton ony meeting so we can see what's happening. And we can say lifetime is bigger. It's going
to live longer. It could be even longer
than one dot two, but one dot two
will do just fine. And now on the material, it's very important that we say it's make unique recursive. Because we are going to say
that blend mode is mixed, so we can render
dark colors, right? That's all we need
from the material. Let me just close this. And now let's also make unique
the process material. And for the color, we can
say it's totally black. We can push this way
down. And here we go. We are starting to see
smoke looking good. And to make it more visible, we can increase its
size a little bit, something 1-2 will do just fine. Another small detail
we can adjust. Since the material is unique, we can already go to the dissolve amount and
say it's lower. Something like zero at 75. Oh, yeah, and the render
priority minus one, so it renders below
everything else. Let's turn on one shot. And this is how it looks. The fire and the smoke,
these two together. If we players play part, yeah, we also need
to delay the smoke. Could be t 55. That's right. And,
it's a small detail. As you can see, we have smoke
at the end after the fire. For a little while, yeah, we could adjust a
few more things, but you get the idea, right? It's looking good. We
have fire, we have smoke, and the AOE fire version
is pretty much done. If we put these
two together side by side, this is what we get. I think it's a great result. The AOI chapter is
pretty much done. On our next lesson, we are just going to
see how to apply this with the script so we can
spun these with our mouse.
41. 3.31 Prefab and SpawnAoE Script: This short lesson, let's see how to use this with the script. Basically, what we
need to do is create prefabs from these AOIs by dragging and dropping to the
prefabs folder. Here we go. Fix the name and call it
Vax and scare AOE 01. I forgot about Vx, but you get the idea, right? And once you have dragged
to the prefabs folder, all you need to do is go to the world node up here and then open the prefabs folder
and drag and drop our AOE to the AOE
prefab variable. Then we can press
this icon right here, it plays this scene
And here we go. If you click around,
you can spawn AOIs. The window itself
is super small. If you want to go to project in project settings and in
display on Windows section, you can say the wife is 1920
and the eighth is 1080, for example, unless
you have a screen with a smaller resolution,
but this should do. We can press this icon
to play this scene. Now, yeah, now it's bigger, and you can click around it. You'll spun the AOIs,
right? Pretty cool. We have done this amazing AOE. I hope you have enjoyed, guys, because it certainly
came out pretty cool. Let us see your results on the Q&A section or on
the project section. Feel free to share with
us on social media. I would love to see what
you guys have done. And don't forget to try different values,
different textures, different meshes, and
even play with the shader maybe so you can get
different feelings and different results. So that's it for the AOE. On our next chapter, we are going to create a
projectile. See you soon.
42. 4.1 Pre-Production: Sketching and Research: Once again, the preproduction is always useful to search
for a few reference and see what's there and see if there's anything
that gives you an idea on how to better approach the
effect you are working. This case, we already
know it's projectile, a fire one, and later on, we will create an electric one. In the sketching phase, probably that's something
that you would study. For example, if it is round
or pointy or any other shape. In this phase, you
would also study how long it is and the trail, if it's something that is
water based, fire based, poison based, or smoke based, if you want some
particles flying around. And then in the case
of the electric one, if it's really pointy, as we have here, like a triangle and how is the trail
going to look like, probably like electricity maybe on the round projectile,
the first one, we are going to
highlight the front, give it a really bright
front, basically. We would use a capsule for this and another capsule
for the brightest part. And then we have the
trail part as well, where we need a texter. We have some particles. Both
capsules need a shader. The shader should mask
and scroll the texter. The trail also needs a shader, and the process is similar
for the electric version. But the texture is
going to change, and we probably
need a new capsule as well, but that's
essentially it. Then we have the impact phase, where probably we want
a text for this for the impact and then there's a few particles going
crazy, really fast. Maybe a shock wave
will also look nice, a very quick shock wave, and probably we leave a mark. We have also an aftermath
of this impact. But essentially,
just to give you a quick overview
of this process, the preproduction phase. Sometimes we do some studies to better understand
what we need for each effect and how we are going to approach that in
terms of technicality. So yeah, that's it. Let's jump to the overview of
the projectile scene, and then we will begin
creating the projectile.
43. 4.2 Projectile Scene Overview: So let's go ahead
and open Vec and the score projectile scene and have a quick overview
of what we have here. In this case, we have
a sphere and a wall. The sphere itself as the
rotate to mouse script, basically rotates the
sphere to wherever we are pointing and it
also has a fire point. The rest is more
or less the same. What's different is
on the world node. In this case, we have the
spun projectile script, which has a fire rate,
project a lifetime, in case it doesn't eat
anything, we destroy it. Which prefab are
we going to shoot? Where is the rotate 2 moles
and which fire point? The rotate 2 moles is the sphere and the fire point is
inside the sphere. Let's open it up just to have a quick overview
of what it does. Up here, we have the properties, and then we have the
process function, which checks for
input, in this case, for the fire button
to be pressed, which I have mapped to the mouse button one,
which is the left one. It checks if you can fire, which is basically
a rate of fire. Then it calls fire projectile, which in turn checks
if we have the prefab, a fire point, and the
rotate to mouse assignment. And then it instantiates
the projectile and we immediately place it
on the fire point position, and then we add it to the scene. We also get the direction which comes from the
rotate to mouse. We pass that direction
to the projectile and we make sure to rotate
the projectile in the right direction. Then then we have a
small delay which is a projectile lifetime before
we destroy the projectile. All of the projectles
have another script, which is the projectile
move script. In here, we have the direction, the fire point variables, and we can set the fire point, which is what we have seen on the spoun projectile script. Under ready function, we
spa the muzzle immediately. We make sure this happens
only one time with contact monitor and
max contacts reported, and then we use the
integrate forces function to physically move
the projectile and we check for collision. Collisions are bigger than one, the first thing to contact with, we actually get
the contact point, and we also get the normals. So we can rotate the
impact accordingly. So basically, the impact will always be parallel
to the normal. This way, the impact aligns with the face
that it has collided. And then, yeah we
have the spoun muzzle we check if we have a muzzle, pretty basic, but essentially
it spuns on the fire point. We play particles, which is the script that we
have created also. And then we have a small delay before destroying the muzzle, and the same thing
happens on the spa. But in this case, it can receive the contact point and the
normal. That's pretty much it. For the rotate to mouse, well, it basically rotates
any given object if it has a camera
assigned to the mouse. We get the mouse position. We create a ray that goes
from the camera to the mouse, like we did in the AOE, we check if that ray has
collided with something. If it intersects with something, then we get that position. We get the direction and a couple more things. But
that's essentially it. So yeah, that's it. We
are ready to begin. On our next lesson, we are
just going to see what the GPU trails plugin is all
about and how to install it.
44. 4.3 GPUTrail Plugin: In case you don't
have the GPU trails already installed or in case you want to know
how to install it. If you go to Google and
search for GPU Trails GoTo, you will immediately find it. If you don't find it,
please let me know. But once you go to this Github right here of the GPU Trails, you can click the green button
and download the ZIP file. It's very simple to
install plugins in Godo. All you need is to go
to Asset Lib up there, which is Asset Library, Import and select the Zip file, and then press Install and hopefully you get
a success screen. Restart. And that's it,
you are good to go. We have trails. As you can see, if you press right click, add a Shell node, and
search for GPU Trail TD. Here we go. And it
will be super useful. You will see. So that's it. In our next lesson, we are truly going to begin
the projectile.
45. 4.4 Projectile01: Capsule Bright Part 1: So let's finally begin our
projectile lessons and see how we can build the
projectile from scratch in Gudo. This is composed
of several parts. We have capsules, and then we have trails and then
some particles. Let's begin with the capsules, which is the outer part
of the projectile. In this specific case, we need to start with a rigid body three
D as our base and not a node three D. We want a rigid body three D because the script is expecting that, so it can work properly
in our demo scene. We can call it Vx on the
scare projectile 01. And we have this
warning, yellow warning. Basically, it's saying that we need a collision shaped T D, and it's correct because this collision
shape is also going to detect if we collide with wall or with the ground
or with anything. And then it's going to
make our projectile explode, essentially. For the shape, a simple
box shaped TD is enough right here. Here we go. We can view that collision
shape if we go to perspective right here and select View Gizmos. Here we go. And we can adjust the
box however we want. This case, we already
know the value, so let's actually say
it's alpha of this size. It's more than fine, and we can disable view gizmus on the
perspective dropdown menu. Now here comes the part
of the particle system. Right click at child
node and let's use GPU particle three. Here we go. This one is going to be
for the capsule bright. And in our draw passes, we need a new specific
measure for this. It's not that hard, so let's jump to blender. And first thing you
want to do is select everything with A and
then press delete. We want a clean scene, and then with Shift A, we can add a UV sphere. It's a good object
to start with. If you don't move anything on this panel on the
left bottom corner, we can say that the segments are 16, it's more than enough. All right, here we go. And now let's go ahead and rotate this with R on the X 90
degrees, here we go. So it's facing the Y axis. That's good. Now,
we want to enter kit mold with tab exactly. And up here, we can
actually choose faces. And now let's actually unselect
everything by pressing A, and we want to select
a few edge loops while holding Shift and
and then clicking. Oops. Yeah, exactly like this and the front
faces as well. It's almost enemy sphere, but a little bit more, and
then we can delete that part. We want this tiny section
because with that, if we select everything
with A and then with S, we can scale it on the y axis, and we get this
interesting cone. Let's push it back on
the Y axis a little bit, so it's more
centred. Here we go. Maybe scale this on
the Y a tiny bit more. Okay, looking good. Let me just press Control T on the numb pad. So we go to the left
orthographic view, and now the idea is to
select the edges up here. So we can select
this edge loop and give it a tiny boost
with, with a scale, then the following one a little bit more and the
next one as well, and this one, too, and the last one
a tiny bit more. So it's a little bit more
rounder and not so pointy, essentially. Alright,
looking good. Another thing we
can already take care of is we right click, choose Shade Smooth
or go up there on Object drop Aluminu
and select Shade Smooth. Now, we can go to the
UV editing tab up here, or you can drag a new window on this top left corner like this and then select
the UV editor. Basically, we need to fix the UV so it covers
the wall area. So the idea first is to go to UV and turn on constraint
to image bounds, so the UVs stay on that square. And now with G, we want to push all of these to
the center because then we will scale this
with S only on the Y axis. Here we go to the maximum
as much as we can. Then we can select
this edge loop up here and push it bit up. Let's also select this
bottom edge loop and push it down because it wasn't touching the bottom
part of this square. Basically distributing
this a little bit more. There's other ways
to do this, but it's a simple capsule mesh. It doesn't need to
be that complex. This will work just great.
It's a great start. Let me just push this
a little bit back. And now in object, let's make sure that we set
origin to three D cursor, which is the center in case your cursor is not
on the center, you can select
origin to geometry. Finally, we can go
ahead and press Control A to apply transforms, so it stays exactly with
this scale and with this rotation in unity.
Now, let's rename this. Double click here, call
it the capsule 01. And with our capsule selected, let's go to File in Exp Choose wavefront dot OBJ and export
it to the models folder. Turn on selected only and call this one the capsule
01, basically. Export, and that's it. In our next lesson,
we are going to see how to use this in Glo.
46. 4.5 Projectile01: Capsule Bright Part 2: All right, so let's see
how to use the capsule to create the first element
of our projectile. Now that we have
the capsule here, we can dragon drop it
to our drop passes of the capsule bright GPO
particles three. Here we go. Let's take care of the rest in geometry and material over wide. In this case, let's use new shader material
because for the shader, we can do a quick load and reuse the shader 01 that we have. Here. Essentially, it already
has everything we need. It receives a main texter. We can scroll the main texter
and mask the main text. We can already use the
texter 02 that we have here or noise 02,
drag and drop it. And for the mask, all we need is a new gradient text two D. The brightest
part is the front. So all we need is to push this gradient down here to
the bottom right corner. Here we go. Let's make
sure that in repeat, we actually turn on
repeat so we can get that nice fade at the end
without any artifact. And now on the gradient
itself, we can, for example, fade a little bit more by clicking here and dragging a key to the right,
as you can see. We can leave it more
or less around here, not at the middle, a
little bit before, or you can leave it a little
bit more to the right. It's also a little bit
up to you, of course. Let's use the magic of
this shader by saying on the y axis is minus
two. And here we go. We get a very cool effect out of the box. Really cool one. Let's make sure that we create a new particle process material so we can control its color. Oh, and say that the
gravity is zero, indeed. Otherwise, it keeps on
falling on forever. It doesn't need to be
that big and on scale, instead of being one, we
can say it's zero at five. Maybe it's a bit too small, we will see you can
adjust it later on. But for the color, let's
already say that the R is one dot five and the G is zero at
nine and the blue is zero. And we get this fiery
color. Looking good. That's interesting. Maybe the amount doesn't
need to be eight, one is more than enough. It becomes a little
bit more dull, but that's right.
You will see why. Let's say it's 60 fps,
so it's smoother. This one is going to keep
on emitting and oh, yeah, it's very important
that in drawing, we turn on local coordinates. This way, it sticks to
the emitter instead of being left behind every
time we will shoot it. It's basically local position in other engines like
unity or unreal. So that's it for the first
part for a projectile, we got the capsule bright.
47. 4.6 Projectile01: Capsule Dark and Capsule Small: On this lesson, let's keep on layering and adding
more depth to our capsule to our projecti by adding a few more
capsules in this case. So, for example, let's
duplicate the capsule bright with Control D
for a capsule dark. That's going to be inside
and it's going to be bigger. The purpose of this one
is to add contrast. First thing we want to do
on the material over wide. Let's make sure it's
make unique recursive because on the shader,
let's click here. We want to say that the
blend mode is mixed so we can render dark
colors, essentially. Let me add the shader editor. And on the particle
process material, let's also make sure
it's unique. Here we go. Because we want to say that
the color is totally black. Which also means the
speed of the main textu, for example, can be slower. Another important detail
is the render priority. We want to say the
capsule dark is one, but the capsule bright, we want it to render above. So let's say the render
priority is two. This way, we guarantee that the bright one is rendered
on top of the dark one. It's barely visible
the dark capsule. So on the scale you can do
a little trick where we use a curve X Y and Z and stretch it on the X axis by saying the
max value down here is, for example, one dot
three, one dot five, and then we can push these keys all the way to one dot five, one dot three to
the maximum value. And the idea now is to push the dark capsule
backwards on the Z axis. We want it to be a little
bit visible, you know. We can add another capsule, this one, even
brighter for the tip. So let's begin by
duplicating the capsule bright and call it capsule
small, for example. Let's go to geometry,
material over wide and make sure
it's unique recursive. Okay, because on this case, we want to change
the main texture. Actually, we want to remove
it on this icon here. We can use only the grading. That's the cool thing
of this shader as well. And for example, make
sure the left key, the dark one, we can clip it a bit more by pushing
it to the right. We can push this gray
key to the left. We are essentially creating
that very bright tip so the player knows there's something dangerous
coming in his way. Here we go. If we see
these with the rest, by layering these
three capsules, we create an interesting result. We can adjust a little
bit more the grading of the capsule small so
it fits properly now. Yeah, something like this
seems to be alright. I think it looks good.
On the process material, let's make sure it's unique because we can change the color, so it's even brighter. We want almost some white values at the very tip of
the projectile. So on the Ru section, the R can be one dot six, the G can be one dot two
and the B zero dot six. And this is the
color we think looks best for this capsule small.
It looks really cool. It looks bright. One
last detail is to make sure that this is rendered
above the other two capsules. So on the render priority, let's say it's here we go. And that's essentially it. Make some small adjustments, and I think that
looks pretty good. Feel free to also make a few adjustments as
you wish, obviously. But yeah, once you have these
three capsules layered, we are good to go to move
on to the next part.
48. 4.7 Projectile01: Beam Inside: Let's make sure we
add kind of a glow to our projectile by
simply adding a beam. So with Click on our projectile, Achille node, GPU part
three for a beam inside. For the draw passes, we can select a new quad mesh. Let me just disable capsule
bright eyed, in fact. On Geometry, a new
standard material treaty, where we say the
transparency is Alpha, blend mode is additive, and the shading
mode is unshaded. For the Albio, we can
use our beam 01 texter. Dragon drop here we go. And yes, indeed, we need billboard, part
called billboard. Let's turn on keep scale so we can change the scale of
this however we want, and it follows the camera
around as well. Great. It doesn't need to be
eight for the amount. One of these will do just fine. Let's make sure it's
local coordinates, so it follows our
projectile whenever we shoot it and it
doesn't stay behind. Now let's show the capsule
small, dark and bright. In this case, the render
priority one will do just fine. So it's above the
capsule dark at least. We can actually control the size of this
directly on notre D. 08 on axis will do just fine. Now the final trick is to push this a little
bit to the front, as you can see, and it
gives this kind of glow. We are faking the glow, and that's essentially
the purpose of this beam. It's a tiny detail, but
it will help the player understand that there's
danger coming his way. On our next lesson,
we are going to add some particles,
floating particles.
49. 4.8 Projectile01: Floating Particles: So let's make sure every time
this projectile flies away, leaves a trail of
particles behind. So with the right click
on our projectile, let's add a GPU particle treat for the floating
particles bright. Let's make sure we
have a draw pass. In this case, a new quad
mesh will do just fine. It's the most common one. And let me just add the rest. Here we go. So we can
only see the particles. On this case, a new standard
material treaty, yes, indeed, for transparency, we want Alpha and the blend
mode can be additive. They don't need to be shaded, so let's make sure
they are unshaded. Vertex color can be used
as albedo and is a RBG. And for the Albedo, we can indeed use the Bam
so one texture. Once again, very useful
text. Here we go. Oh, and let's make sure on Billboard, it's
particle billboard. Keep scale on as we have seen a couple of
times already, right? So let's make sure this is quite a few particles
like 30, for example, on the amount, here we go and particle process
material, a new one. Yes, indeed. They are falling away because gravity is
active. Let's say it's zero. We can already take
care of the lifetime. They will live a little
bit less than a second, like zero at eight and can be 60 frames per
second as usual. And now let's get
into the details. So we don't want this to
spa on a single point. It would be useful to
spa in a sphere shape, since the projectile is
kind of sphere shape. Not really, but
you get the idea. It's the closest one, this
sphere shape emission. With a radius of zero at
five that should do it. They are huge. We will take
care of that in a moment. But now what we can do
is on the accelerations, we have this radial acceleration that we can increase,
for example, the minimum is one and
the maximum is two, and they go away from the center towards outside,
which is interesting. It's a cool motion that's going to be useful
because we want them to move a little bit while they are being left behind as
the projectile goes. Now, for the scale,
something small like zero at 03 and 005 extra small. Maybe the gap
between the minimum and the maximum could be bigger, but let's keep on moving
on and on the scale curve, a new curve text because we want this to be
big on the beginning. Let's have the third
key right here. Grows rapidly, and then
it shrinks slowly. That's good. We can already
take care of the collar. It's right here, below
and color curves. For example, a four
on the red channel, a three on the green handw and two dot five for
the blue shadow, and we get this bright orange
looking good particles. Yeah, we can use a color ramp just to make sure
they fade away. We can reverse the gradient so they are bright in the beginning and
then they fade away. Yeah. Now, let's
see something we haven't used yet,
which is turbulence. It's kind of like a noise
in unity in real engine. If we enable, we can begin
to see some changes, but the idea is to say
that noise scale is small, like Zoot one and we
get this cool motion. Then we have this
noise speed rate I think that zero at
five will do just fine. And how much this
influences the particle. Let's leave it at one.
Let's see how it is with the rest by enabling visibility
on beaming side capsules. And yeah, they are quite strong, but you will see
that they will look very interesting once the
projectile is moving, which we can simulate right now, as you can see, it's leaving these bright
particles behind. That's pretty cool. That's the
idea with these particles. As you noticed, in this case, we don't need them to be local. We want them to stay
in world position, so they are left behind. Otherwise, they will snap
to the projectile position. While we are here, let's
take care of adding dark particles
because it also adds a nice contrast and since
we have a dark capsule, it only makes sense. It's quite easy now
because we can go ahead and duplicate the
floating particles bright. Call it the floating
particles dark. In geometry, first
thing we want to do is say that this is unique, recursive, so we can
adjust it however we want without influencing
the part calls bright. We want the blend
mode to be mixed so we can render dark colors, which means on the
particle process material, let's also make it unique. Yes, I did recursive, as always. So we can now use a black color. Here we go. Let's reset color ramp because we want to use the Alpha,
so it fades away. On this Alpha curve, starts completely visible and then
goes to zero. All right. Now happier for the scale, we can also change it a bit. Maybe it could be bigger between zero at 05
and zero at one. Let me just add the rest. Yeah, the Alpha curve actually, it can start from zero instead of being totally
black at the beginning. It's transparent
at the beginning, then it becomes visible. Yeah, let's show
everything else. And if we move this
around just to see how it is or how it's going to be once we make it
work with the demo. And yeah, I think it looks
pretty good. Great result. As you can see, in just
a couple of lessons, we are beginning to have
something interesting. On our next one, we are
going to add a smoke trail.
50. 4.9 Projectile01: Smoke: So let's make sure
that our projectile leaves a trail of smoke behind. And for that, we can
actually go to the AOV two and copy with Control C, the smoke particle system. Let's close this
window and then select the projectile and we Control
V, paste it right here. By doing this, just
make sure that you always make
everything unique. And in our case, the
transform needs to be zero on the y axis and
on the X and on Z, so it's centered
with the projectile. We can disable one shot and turn any meeting because this
needs to loop continuously. Yeah, this is huge,
as you can see. The amount doesn't
need to be that high, maybe 30 will do just fine. And they don't need to
live that long like 08. Otherwise, the trail
will be longer. We also don't need
explosiveness. They can keep on
spawning normally. Now, as for the particle
process material, like I said, make unique recursive, and now we are ready
to make changes. Let me just add the rest. And in this case, we don't need this to span in a sphere shape. As you can see, it's
spanning everywhere. Let's reset this and it
doesn't need to go up. So the gravity can be zero. We want it to be centered
with the projectile with almost no movement because the movement will happen
when the projectile goes, the trail of smoke stays behind. Reset damping And
on the scale now, you can actually increase the size to one dot
five and two dot five. We can reset this curve and
create a new one because we want this to grow throughout its lifetime, just like this. Push the first key down. And there you have it. We don't see much right now happening, but you will notice it once
the projectile is moving. On the color section, we can leave it as black. But instead of disappearing
out of nowhere, we can use the Alpha curve
to make sure it fades out. And we can even say that it
starts with zero at five, max value zero at five. So it isn't so predominant. And then it fades out. Alright. Looking good. Let's see
how it is with the rest. It's a really cool detail. Looks like everything
is burning. And if we try to drag it around, you'll notice that
the smoke is left behind as well as the particles. Looks like the projectle
is dissolving itself. Yeah, it's a cool mix. So that sits on our next lesson. We are going to see how to
add a trail as if it was a trail render in unity
or ribbon from unreil.
51. 4.10 Projectile01: Trail Part 1: So let's see how to
use the GPU Trail, the plug in that we have seen
at the beginning to create some awesome trails for our projectile. It's
very straightforward. With Right click in our
VFX Underscore projectile, we can search for GPU trail three D and rename
it to Trail Bright. Et's just add everything else. If you move it around, this is how it looks.
Pretty cool, right? You're going to see that
with the cool material, this will look awesome. Now, let's make sure the
length is around 12. It doesn't need to be that big. If we can dragon
drop the text to 03. And yet, this is what
we are dealing with. So let's make sure we remove the black background by
saying that use red as Alpha. Here we go. That's a
little bit better. At least the black
background is gone. And now we can use the material
that comes already with these GPU trails to say that the scroll speed is
two dot five on X, and as you can see,
it's moving backwards. Now, let's focus
on the color ramp. We want to add
some color to this and make sure it's
transparent at the end. New gradient texture, we can
delete the last key for now. And on the first key,
we can use a color. In this case, we
already have it. On the section, we are going to use six for the R channel, three for the green, and
one for the blue channel. Once we move it, yeah, we don't see much
changing for now, but let's make sure
we add another key at the end and that we say
that Alpha is zero. So it's transparent towards
the end, essentially. And then more or
less around here, we want to click and
drag a key to the left. Now, one thing that
is important to see our orange is to
turn on use HDR. Otherwise, we can see
the color. Here we go. Now, that's much more
interesting, right? In just a couple of clicks, as you can see, we have
created a cool trail. Now, for the curve itself, the way the trail looks when we are moving, the
shape, actually. Can say that the
max value is 08. It doesn't need
to be that large. And it can start
small, very small. And then we can adjust this handle so it grows
rapidly. Here we go. This is the kind of trail
we are looking for. It's coming out of
our projectile, and then it expands. Alright. Pretty cool. Now, let's see with
everything else. And let's move it around. Yeah. This is what we have. The projectile will move faster, so the trail will be
longer. You'll see. But yeah, I'm still
going to push it a little bit to the
right on the Z axis. Yeah, so it really comes from the brightest part of the
projectile, basically. Just like this. Cool. Really nice.
52. 4.11 Projectile01: Trail Part 2: Now let's create
another trail but a darker one to create contrast. Let's add a child node
for GPU trail three D. Call it trail dark. We can add everything else, so we can focus on
the trail dark. The length of this one is
going to be bigger like 19. The other one was
12. This one is 19. It's almost double, not
really, but you get the idea. And we can use the same texter. In this case, text to 03. And as for the scroll, you can scroll a bit
slower, like two. Those are changes that
guarantees that there's some contrast between
the trail dark and the trail bright, basically. Now, on the color
ramp, we can rest, create a new gradient, and for the first key, we can add a tiny bit
of red, bordeaux, like zero at 07 on the R, zero at 02 on the G,
and zero on the B. And for the last key,
we can delete it, create a new one, so it has the same color
as the first one. And all we need is to
decrease the Alpha to zero, so it's transparent, and that's this is the
trail we have. Nothing much is
happening because use red as Alpha is disabled. Let's turn it on. Let's
also turn on billboard. Here we go. This is the
result we get much better. Looks like a shadow.
Pretty cool effect. Let's make sure the
curve is the same. Let's reset it first. And then let's go
to Trail Bright. And copy with right
click copy value and paste it to the curve with
right click base value. So it's exactly the same. It starts small and
then it expands. Alright, looking good. Let's see these two together. This is what we get.
As you can see, when they are
played together, it creates a really nice contrast. Now, let's see with
everything else, and let's just push the trail dark a little
bit to the right, so it's a little bit more
inside the projectile. And if we move this around, yeah, this is the
feeling we get. We can have a small perception
of how it will look. Right. Cool. But instead of
having that small perception, let's test it out on
the demo that we have created here exactly for
these kind of situations. So all we need first is to add the projectile move script. We can dragon drop
it right here on top of the Vx projectile. As you can see, we have the
parameters up here now, which essentially lets
us control the speed. It's a bit fast like 14, and then we have a prefab for the muzzle and
for the impact. But for now, let's make
sure that we delay the trails start a very
tiny value like 002. Otherwise, we get a small
glitch at the beginning, and this small delay
prevents that glitch. Now, what's important is that we add the trails right
here to this list. All we need is to
add two elements. Since we have two trails, we want to drag the trail
right to the first element. And the trail dark to
the second element, just like this, looking good. Press Control S to
save the scene. But what's really important
is that we create a prefab out of this
projectile and to do it, we simply need to drag it
to the prefabs folder. And here we go. We, we can
leave the name like this. Let me just say it's
projectile with an uppercase, remove the underscore,
and that's it. We are good to go. E
the projectile itself. And now on the world
on the first node, we have this bound
projectile script, like we have seen in
the overview lesson. And as you can see, we have this projectile prefab
being put where essentially we can do
a quick load so we can select the prefab we just
created the projectile. And if we test this out
by clicking up here, let's see how it is by
shooting a couple of them. Here we go. That's nice. All right, looking good. Based on what you are seeing, you can do some
adjustments, obviously. We could, for example, in our
case, maybe make it bigger. It's a tiny bit small, but it doesn't look that bad, so it's pretty cool. And if you want to edit
the projectile itself, you need to click right here, so it enters on the
projectile prefab. And for example, the capsule
bright can be brighter. Let's multiply these by
two, all of these values. The blue, it's zero. We don't need to multiply it. Now, it's super yellow, but that's because we
are on this scene of the projectile outside
on our projectile demo, it will look a
little bit better. Now for the capsule small, we are going to do the same and duplicate these values right here for the hannel green
handw and blue channel. Et's press Control S, go back to the projectile scene. As you can see, it's very
bright at the point. Basically, that's
how you can make changes to your
projectile right now. So feel free to test a few
things, maybe make it bigger. The other one went
backwards. Here we go. Now that looks much better
and it's something dangerous, that's going to hit the player. So you must be
careful. So that's it. For the projectile itself. Now let's focus on creating
a muzzle and then an impact.
53. 4.12 Muzzle01: Quick Impact: Let's now build the node effect for the muzzle every
time we shoot. There's a little
effect that happens, which could be in the ends of mage or on the muzzle of a gun. Onsen with right click, we can add a child node. This time, we can use a
node three D as the base. We can call it Vffx
and square projectile 01 and square muzzle or
Vfxs and square muzzle 01. And we can reuse some of the particle systems we
have done in the AOE, so make sure that you have
followed the AOE chapter, or you can simply watch
the lesson where we created this impact
on the AOE chapter, and we control C
and then control V. You can paste it under
the projectile muzzle. Here we go. We can rename
it to Quickimpact instead. And over at geometry, we can make sure this
is unique, recursive. Indeed, here we go, because on the LBD, we want to switch the
texter with the flare 02. Yeah, I think it's
actually the same. We just want to make
sure it's the flare 02. Feel free to try
different texters. Of course, you will get
different feelings, and now that you know a little bit more of material maker, you can take advantage of that and try to create
different texters. Let's make sure the lifetime is a little bit longer like 03. On the particle process
material, make unique recursive, indeed, because in here, we want to do the
following thing. We want to make sure that
the scale is smaller, like one dot six and two dot
six because it's the muzzle. It doesn't need to attract
that much attention. And we can delete last key on the scale curve and make sure we push this key to the end because we want this to grow like this. We can disable one
shot and make sure it's emitting, just
to see how it is. Yeah, enable one shot again. As for the color, it's not
quite correct. It bit too red. So let's make sure
the R is two and the green is one dot five
and the blue is one. It's bit more orange,
as you can see. That's nice. We are spawning two part that's why we have
this kind of star shape. Let's create a new granite
for the color ramp, and we want to invert this. We want this to be
visible at the beginning, and then it fades out
exactly like this. And we get this cool
star that is growing. And that's the beginning
of our muzzle. In our next lesson, we are
going to create a shock wave.
54. 4.13 Muzzle01: Shockwave: For the shock wave, we also have all the necessary elements, and by that I mean,
we have a texture. So let's duplicate
the quick impact with Control D,
call it shock wave. On this case, we only
need one in the amount, one particle is enough, and it's going to live longer. We want it to expand
for a little while, like off a second. It's a muzzle, so we have
a shock wave expanding. For that weapon, we
also need to make sure that this
material is unique. So under Al Bio,
we can switch this with a circle 02,
drag and drop it. Here we go. This is how we're looking if we
turn on the emiting. As you can see, the
color is very intense. So on the process material, let's make sure
it's unique first. Always. It's kind of
a weird workflow, but it is what it is. So yeah, in here, let's make sure that the color,
I mean, the scale, sorry, first, let's take care of that because it could
be bigger tree. As for the color, it
was very bright indeed. So one or zero dot
95 for the R shadow, and then zero dot 75 for the green shadow and
zero for the blue, it's a color that we found to
be good for this shockwave. It's smooth, as you
can see, real nice. We can watch both playing by
selecting them and enabling disable meeting or we can add the play particle
system script. So yeah, let's do exactly that. Let's drag and drop the
play particle systems to the VFX projectile muzzle. So we can press play particles up here and it's much easier to preview our effect because we are going to add
a few more things. For example, on the next one, we are going to add
a quick flash and a dark beam, so we
can have contrast.
55. 4.14 Muzzle01: Flash and Dark Beam: So now let's add
a quick flash and then a dark beam so
you can have contrast. We can actually do
it by duplicating the shock wave and
calling it the flash. It's going to be very fast to a lifetime of 02,
we'll do just fine. It's for a quick flash, which means on the GMT on
the material over wide, we need to make this unique so we can change
the albedo text. To the beam 01.
Drag and drop it. Here we go. Exactly like this. As you can see, it
expands really fast. Let's make sure that the particle process
material is unique. So we can on the scale, say the maximum is
zero dot eight. It doesn't need to be that big. We can remove that
scale curve as well. And for the color, it's not bad the one we have, but it could be a bit brighter, like one dot five and
then one dot four and one dot three for
the RGB respectively. And it's almost white. On this case, the
redder priority could be bigger like two. So it's above all of the
other particle systems. Let's select the parent of
this and press play particles. Here we go. It's very, very subtle, but
that bright flush at the beginning is there. So let's duplicate this
flash for the beam dark. It's very similar to the flash, but it's going to be slower
and it's going to be dark and it's going to
be behind everything. Oh, and it's going
to live longer. So on the lifetime, yeah, let's make sure it's
something like Zerot eight. On the material, make unique because we want to change
the way it blends. The blend mode instead of add, we want it to mix so we
can render darker colors. As we have seen a couple of
times throughout the course, if you want dark colors, mix blend mode is
the one we need. Oh, and we can
already take care of the render priority by
saying it's minus one, so it renders behind everything. Now on the process material, we need to make this dark, so make unique first. So it's unique and we
don't change the flesh. And then on display,
yeah, actually, we can say it's bigger, so it's a little bit
more predominant. But in terms of color, it's going to be dark,
it's going to be subtle. You can push this all the way down and decrease the Alpha, so it isn't so predominant
something like a lot eight, a lot 85, could be even lower. It's just a subtle way of
adding contrast to our muzzle. Dark colors play
an important role when creating effects,
so we can have contrast. We can remove the color
rep because in this case, we want to use the Alpha curve and create this graph
right here where it becomes visible very quickly in the beginning and
then it fades out. Exactly like this, it's
smooth, it's nice. If we play everything together, we get this feeling,
as you can see, that dark on the back
really adds a contrast. Plus, if you have a
very bright scenario, your muzzle will
still be visible. That's why dark
colors are important.
56. 4.15 Muzzle01: Particles Burst: Now let's see how we can add the burst of particles
in our muzzle. But first, we actually
noticed that if it select off the particle systems
on the transform, it's offsetted on the Y axis. We actually don't need that, so let's say it's zero, so it's centered
with our parent. Here we go. Much better. Now, as for the particles burst, we can enter on the
projectile itself and copy the floating
particles bright, Control C, and then
control V in our muzzle. We can rename it two
particles first, bright because we are
going to have darker ones, so it matches our
projectile, basically. Let's say it's ten for the
amount that should do it. And for the lifetime, a little bit less 07, it's a small detail. Now for the particle process, let's make sure it's unique. Because in here, we
want to make sure that we add lifetime randomness. So they don't all have
the same lifetime. It's random now. Some live
longer, others die sooner. And on spawn on velocity, minimum down here can be two
for the initial velocity. So they go crazy,
as you can see. Let's reset the
radial acceleration. We actually don't need it, and that's almost it. We can actually on
the turbulence, say the influence is less, it's moving a little bit way too much. Yeah, something like this. As for the scale, can be a tiny bit bigger like
zoot 05 and Zelt one, even though it's a muzzle
and the muzzle is small. Now, it's really
important that we say explosiveness it's one, so it's a burst, and it all happens at once,
the particles. And then we can
turn on one shot. Here we go. Yep,
exactly like this. If we select our
muzzle, the parent, we can press Play particles, and this is what we have.
All right, looking good. Particles are a bit too bright, but for now, I
think that's right. Let's duplicate this particle
burst for darker particles, particle burst dark exactly. And first, let's make
unique material. So we can say that the
blend mode is mixed. Otherwise, we can't
render dark colors. Let's make our particle
process material unique because we want
to say on display, the scale is bigger 01-02, and now the color is
going to be totally dark. Here we go. We can remove the color ramp because Alpha
curve is what we need. Screate a new curve, say the
first key starts at zero. Then it quickly becomes visible, and then it fades out slowly. Here we go. Let's see everything together on
the projectile muzzle, press play particles,
and it's looking nice. We got ourselves a muzzle. Now let's see how it is, how it works with our projectile. So all we need is to drag
this to the prefabs folder, so we create a new prefab. Let me say this is an uppercase. We don't need this underscar and muzzle is also an uppercase,
nicely organized, and let's go inside the projectile and make
sure that we dragon drop this muzzle to the muzzle prefab of the
projectile move script, and then we can press Control
S to save the projectile. Let's hide the projectile and the muzzle and then press
play current scene. Oh, nice. This is what
we get, as you can see. The muzzle really
complements the projectile. It's a small touch,
but you get the idea, right? Now, what will really
57. 4.16 Impact01: Flash: So let's begin with the third
part of the projectile. In this case, the
impact effect for every time the projectile itself hits the ground or the wall. And we can begin by adding
a child node to the scene. In this case, a node
tweed will do just fine. Can begin with that
and rename it to Vx underscore projectile 01, underscore impact or simply
VFX underscore Impact 01. Let's use a small shortcut
and enter on the muzzle itself because we have this flash particle system
that's going to be useful. So let's copy Control C and then select the
projectile impact and paste it with
Control V. This flash it's going to be even
shorter in terms of lifetime. It's going to be even more
impactful zero dot 15. From there, we can make
the material unique, recursive indeed because on this specific case
of the impact, we want to turn off
billboard here, press reset, the particle system
is parallel to the ground or to the wall or
to any surface that it hits. The script will
automatically make sure that the impact is aligned with
the surface of the impact. All we need now is down here
rotate -90 on the y axis. Otherwise, the alignment
won't look good. And if we enable and disable
meeting, as you can see, it doesn't face the camera
anymore, it's static. Let's make sure particle
process material is unique. And on the scale, we
can actually say, it's going to be bigger
like one dot five. On the color, we need to
change it so it's brighter. So on the red channel
four dot five, on the green Channel four and on the blue
Channel four as well. Let's also reset the color ramp. We can use an Alpha curve. It's easier to control,
and it will still fade. We want a key at the start, another key more or
less around here, so we can push it all the way up and then another key at the end. Basically, it fades
in very quickly and then it fades out a bit slower. Something like this,
as you can see, it's extremely bright, but for this impact,
it will look nice. It's the brightest part
of the impact itself. Even though it's
only one particle, we can already add the play
particle system script. Drag and drop it up here on
top of the projectile impact, and then we can use
the play particles, and we will add a few
more particle systems, for example, a shock wave.
58. 4.17 Impact01: Shockwave and Dark Beam: Now let's add a
quick shock wave, similar to what we have
done on the muzzle, which means we can go
to the muzzle as well, copy this particle system, and paste it right here. This is what we
have at this point. Ed. Let's already go to the
geometry on the material. Let's make sure it's
unique because in here, we also want to disable
the billboard mode, so it's parallel to
the ground or to the wall every time it impacts. And down here on
rotation on the Y axis, we want to say -90 degrees. Let's make a few adjustments. For example, on the
particle process material, let's make it unique first. This size can be
bigger, like five. It's very small adjustments. And on the color itself, let's make sure it's brighter, one dot five on the red channel, one dot two on the green, and dot six on the blue channel. Here we go. This is what we
have a bit more impactful, bit more visible,
as you can see. Feel free to try different
texters, by the way. We can decrease the alpha, let's say it's zero dot six, so it isn't so
predominant. Here we go. Feel free to try a
different texture by going to material maker and playing with what we
have shown you when we created this
shockwave essentially. There's plenty of options and you can do a bunch
of cool things. If we play everything together, this is what we get a very
bright flash at the beginning, and then a shock wave expanding. Let's add another particle
system for a dark beam. And once again, we can take advantage of the muzzle
that we have done. Let's go here and
with Control C, copy the beam dark. And then we Control V, paste it right here on
the impact itself. At this point, this
is what we have. On this case, we can use it as a burnt mark of
the impact itself. So let's say the
lifetime is longer, like three dot
five, 3.5 seconds. And on the geometry, we can make sure
it's unique first. Because in here, we also want
to disable the billboard. So this is parallel to the
impact surface, essentially. Which means down here
on the rotation, we can rotate it -90
degrees on the Y axis, and that's pretty much it. The render priority is
already set to minus one. Oh, on the particle process, let's make it unique. And on the scale, we need this to be a
little bit larger. So two dot eight
should do the trick. So I think that's
essentially it. If we use the play
particles system script, this is what we have. It will leave a black
mark after the impact. That's it for this
lesson on our next one. Let's see how to create
a mark of an impact.
59. 4.18 Impact01: Impact Mark Bright: Let's create an
impact mark for this. In this case, we can begin with the shock wave Control
D to duplicate it and call it the
impact mark bright. Since it's on the
aftermath of the impact, it's going to live
a while longer. Let's increase the
lifetime to one dot two. On the material, let's
make sure it's unique first because in here we
want to change the texter. I actually recommended
to create a new texter, but in this case, we can
also use the impact mark 01. It will fit nicely
for what we need. Here we go. Perhaps a
little bit too big. Let's make a few adjustments on the particle
process material. Let's make unique first,
recursive, indeed. On the scale, let's say the
maximum is one dot eight. We don't want this to
scale, the curve, right? We don't want this to
move. It's static. It's an impact, it stays there, and then it fades away. Exactly. The color
is not that bad, but you can actually make
the tiny bit more brighter. For example, one dot
seven for the R channel, 14 for the G channel, and one dot 15 for
the blue channel. Let's say the Alpha is
also at its maximum. Here we go. Quite bright. This one is pretty much done, and we can take advantage
of that to create a contrast by creating
a darker mark. So let's duplicate it and
call it impact mark dark. And this one is going to
live longer like 3 seconds because we want this dark part to stay there for
a little while. On the material of wide, let's make sure it's unique
because in this case, we need to change the
blend mode to mix. Otherwise, we can't render
those black values. Let's also make sure that process particle
material is unique. Again, and now for the color, we can say it's totally black. You can remove the color rep because for the
mixed blend mode, the Alpha curve will work best. In here, let's
create a new curve where we can add a key more or less around here
at the beginning, all the way up, and then
another key at the end, all the way down,
so it fades out. You can actually push
the first scale bit to the right so it doesn't
fade out immediately. It stays there for
a little while, and then it begins fading out. One last thing we
need to make sure is the render
priority minus one, so it renders below everything. Let's test it out by selecting the projectile impact and
press play particles. Here we go. Looking good. We got ourselves an impact that's beginning to
shape up nicely. We will see in a
moment how it looks with the projectile itself. But for now, let's add
some impact particles.
60. 4.19 Impact01: Impact Particles: So let's at some part cause and impact, some sparks,
essentially. Go to the muzzle and copy the
part called burst bright, Control C, and control V
on the projectile impact. This one, we can rename it
to Impact part cause bright. This is what we
have at this point. They stay floating right there. We want them to stretch and go really fast
on all directions. So I'm sure you can already
imagine what we need to change after all the particle systems we
have created, right? Let's actually begin by increasing the
lifetime to 1 second, so they live a little while. And then on the particle process material, make unique first. We can leave the lifetime
random at seven, but let's go ahead and velocity. Say the direction is
minus one on the X because we want them to go in opposite direction of
the impact surface. Still on the velocity
inside spun, let's make sure
the spread is 90, so it goes almost in
all directions and offer the velocity a minimum of five and a maximum of seven, and this is what we
get at this point. They are beginning to
have a nice motion and impactful motion. Change a little bit color so
they are a bit more whitish. Five for the R, four for the G, and three do five for the B. Here we go. Let's say
everything is together. Yeah, as you can see,
they are floating around. They aren't that bad,
but they are only ten. So let's increase to around 60. And, yeah, that's
much more impactful. All right, looking good. As you can see, by layering
several particle systems, we obtain a certain result. That's one of the essential
ideas of a VFX artist. Let's have also some
dark particles. Since this is kind of an
effect based on fire, some ashes will look good. That's what these dark
impact particles represent. So as usual on the geometry, let's make sure this
material is unique because transparency blend
mode is going to be mixed, so we can render dark colors. I'm sure you will remember that for the rest of your life, which also means on the
particle process material, we need to make it unique. So we can change the
color to a dark tone. We can remove the
color rep because we need Alpha curve to fade it out. A simple curve from
totally visible to invisible will do just right. As for the scale,
a tiny bit bigger, 01 and 02. Yep,
that should do it. Let's see how it is everything
together. Here we go. Maybe 60 dark part because
it's a bit too much, but I can't complain. It doesn't look that bad. And since we are here
learning, I think it's right. Now, wouldn't it be
cool if we could add some fire whenever the
projectile impacts? So that's what we are going
to see in our next lesson. I
61. 4.20 Impact01: Fire: Now, since we already have
created fire for the AOE, let's see how we can
add it to this impact. It will be a good detail to
add to the impact itself. Let's go over to the AOE 02, open it up and with Control C, copy the fire particle system. Let's go back to our scene. Control V here on the
projectile impact. As you can see, this
is what we have. We need to make a few adjustments
so it fits our impact. Let's decrease the amount to 35. And on the material, let's
make sure it's unique. Because down here on the shader, we want to make a
few adjustments. For example, the
dissolve tiling, we can basically zoom
in on the text by saying it's zero at five and
zero at five on the X and Y. Basically, we won't
have as much detail, but we also don't need it. That noise text doesn't
need to be that small, so we can zoom in essentially, and the dissolve
will look different. Yeah, we can also decrease the dissolve speed
on the y axis. It doesn't need to
pan that quickly. And then for the
dissolve amount, you can test different values. In this case, a very slightly more dissolved
fire can be interesting. I'm gonna leave it
at zero at nine. Now let's go over here to the
particle process material. Make sure it's unique first. Because we want to make
a few adjustments. First, on the shape itself
on the area that it spans, it can be a sphere,
but on the X, it can be zero, and it
can be one on the y axis. This way, we have
a vertical circle. Let's see it that way. Since we have flattened the X, and the radius could be smaller because the impact is
also not that big. Maybe zero at five,
zero at seven, those could be good values. Now it's a small detail, but on spoun velocity, the spread could be bigger. It could spread to
around 90 degrees. Difference is minimal. We can actually increase
the initial velocity, so it spreads even more between zero at nine and
one dot two, here we go. At this stage, it
actually looks like a campfire, you
know, interesting. In our case, yeah, we don't want this
to go that much up. So on the gravity, let's say, it's zero on the y axis. But you had a good basis
for a campfire back there. Now, we also don't need
that much dumping. So 1-2, that is okay. And as for the scale, let's try Zealot five and Zerot eight to see how it fits
with the rest of the impact. We can, however, on
the scale curve, say that it grows
instead of shrinking. So let's remove the last
key and drag this to the end. Here we go. The color is that bad, but it could be brighter, let's increase those
values on the RGB. Here we go. It's
quite bright, indeed. And finally, we need
to fade them out. They are disappearing
out of nowhere. So on the Alpha curve,
first key is one. Last key is zero. We can drag the handle just like
this so it fades out quicker. Now let's give it a try. Let's say it's one shot. Just to see how it
is. Yeah. All right. Let's actually see
with everything else. And yeah, as you can
see, it's way below. So what we can do is reset here the transform by saying
the Y axis is zero. Let's try it again. And
yeah, that's much better. Seems like it goes a
little bit on the y axis. It could move in our
direction, basically outwards. But once we test it
with the projectile, you will see that the script itself will rotate
this properly, and the impact will align itself with the
collision surface. So now let's see how it
works with the projectile. All we need is to drag this
to the prefabs folder, create a prefab. You
can rename this. I'm just going to make
a few adjustments here, like an uppercase, remove
the underscar and so on. Now we can navigate to
the projectile prefab. We can enter the
projectile prefab, this scene right here and
dragon drop our impact prefab that we just created to the impact prefab slot on
the projectile move script. Let's just hide the
impact on this scene. Click this button up here to see how it looks, and here we go. As you noticed the impact, it's actually rotated
on the wrong direction. So let's open up this impact. Go in here, rotate
everything 180. And the fire can be 90
degrees on the y axis. Let's save the impact. Alright, let's test it out. And here we go.
That's the problem. It's fixed. Now it looks
nice and it works properly. Every time the projectile
hits the ground, the impact adjusts
itself properly, as well as when
it hits the wall. So yeah, pretty
cool looking good. I think it came out great. But most importantly, I hope that you have learned
a lot of things, a lot of cool tricks, and you feel more comfortable creating effects for your game or if you are looking to
be a VFX artist in Go, now you know a lot more. I hope, at least. So please share with us what
you have done, the results of your course on social media,
whatever you want. The course isn't over yet, because in our next few lessons, we are going to see another
version of this projectile.
62. 4.21 Projectile02: Capsule: For the second projectile, we are going to see
how a few adjustments, a new mesh and a
new color can look totally different and
create a different feeling. Instead of being round, let's create a pointy one. So in blender, on the project where you
have this capsule, if somehow you lost
this project, well, you need to go back to
this lesson where we created capsule because you are going to need it as a base. We want to duplicate it
with Shift D and then press escape so it stays right there in the same position
on the center. Then we can add
the first capsule we created and the
second capsule, we can call it capsule,
02, here we go. Now, the changes,
let's do them on the left orthographic view by pressing Control N pad
three. Here we go. And then we can enter
Nets mode with tab. And the idea is to select
everything with S, lock it on the Y axis, and then resize it more
or less one dot three, one dot four,
something like this. And now we are going to pick this edge loop here
while lding out, and then we are going
to shrink it down with S exactly like
this a little bit. We can do the same for the
following edge loop and so on. Exactly like this and then a little bit more for this one. And for this last edge
loop, we get this. Basically, we are
making it pointier. You can also select
the pointy part of the projectile and
push it a little bit on the y axis with G, and then select again this
edge loop to adjust it. Sometimes it can be hard
to select the edge loop. You can zoom in
and then scale it. Probably we need to adjust the other ones as
well a little bit. Here we go. That's looking nice. It's becoming really pointy. That's the idea, the focus. Here we go. Alright,
looking good. You can get off, Edit mold
with tap and finally, let's use Control A to apply Al transforms, and that's it. We can go to File Export
select wave front, navigate to our project folder, and rename this one
the capsule 02. Make sure selected only is on
and then export wavefront. Now, back in GoTo, let's start from scratch. Let's create a rigid body
three D. Here we go. And we can call it VFX
Scare projectile 02. Now, let's copy all of the
elements from projectile 01. While ding shifts
set everything, Control C. Then with
Projectile 02 selected, press Control V, and here we go. We created a quick copy
of the first projectile. Let's everything and leave
only the capsule bright. Let me just frame the capsule
correctly. Here we go. Okay, so on the drop passes, we want to replace the
capsule, with the new one. So let's drag and
drop the capsule 02 right here, and here we go. As you can see now, this one immediately looks much more aggressive than the first one. That's why shapes in
Vc are so important. Visual effects is essentially communicated with shape, colors, timing, and
understanding that is a crucial part of
being a VFX artist. Now, another thing
we can already take care is on the material, let's make sure
it's unique first. We want to use a different text. For example, the text 04, the noise 04. Dragon drop it. Here we go. It looks very interesting with
this projectile. Obviously, you can try
and create a new noise. I highly recommend it because
you will gain practice. But for the course's sake, let's keep going on
and make sure that the particle process
material is unique. Because in here, we want
to change the color. We want something different. We are going to aim
for a more electrical filling slash mage projectile and not so fiery. So on the color, instead of a yellow, orange color, let's
go for a bluish one. On the R channel, we are going to use zero at
five on the G one, and on the blue channel
25. Here we go. Exactly this color palette
looks very interesting, kind of maj filling. Let's repeat this process
for the capsule dark. On the drop ***** we can drag
and drop the capsule 02. And then we can make unique
the material itself, always unique recursive, so it makes sure that
everything is unique. And then we can drag and
drop the same texture. And for this one, that's it. For the next capsule,
the capsule small, let's do the same
process where we use the capsule 02 on
the drop passes. And now it's bright and
it's orange yellow, so let's take care of
that by making sure the particle process material is unique because we want
to change the color. So it's a bright blue. And we are going to
say the R is at five, the GA is one, and
the blue is two. Here we go. We have that
bright, pointy end. Looks dangerous, and
I'm sure the player is going to try his
best to avoid it. On our next few lessons, we are going to adjust
the other particle system so it fits our new
projectile, our new vision.
63. 4.22 Projectile02: Rest: This lesson, let's adjust
the other particle system. For example, on the beam
inside, if you want, you can directly
control its size right here on the transform.
It's an option as well. And then adjust its position. Maybe it could go a
little bit further, but I'm going to leave
it right here for now. What I notice is the capsule
small could be brighter, so we don't see the
beam inside too lonely. Some of the capsule small,
maybe one for the R channel, two for the green channel, and four for the blue
channel. Here we go. It's quite bright now the
tip of the projectile, which is essential,
so the player knows where the
damage comes from. Yeah, maybe this one can go a bit backwards now,
yeah, the beam inside. Yeah, that fits nicely. The next particle system is the floating particles bright. Let's make sure we make unique the particle process material. Here we go. At the time
of recording this, we left it with
an orange flavor, but I highly recommend it
to try a bluish color. It will make more sense
for this projectile. Since we are going for a
blue lightning projectile. Yeah, try a bluish color. Probably it fits better.
The floating particles dark, we can leave it as it is. As for the smoke, once again, we can make the particle
process material unique, but I also recommended to try a bluish color, a blue tone. I will fit better. Actually, in this case, it could be smaller
the smoke Exactly. But yeah, try a dark blue.
It will look really nice. Now, as for the trails, we can actually start from
scratch and delete them. Yeah, and then right
click on the projectile 02 and create a GPU trail three D. We can rename it to Trail Bright and say
the length is 30. This one will be a
pretty long trail compared to the first
projectile we made. So yeah, now we actually
need a new texture, so it looks more like lightning,
more like electricity. So that's what we are going
to do in our next lesson.
64. 4.23 Projectile02: Lightning Trail Texture: So for this texture, let's use
once again material maker, and in here, we can
begin with a shape node. Essentially, we are going to use a rectangle and distort it in a way that it
looks like lightning. So let's say this shape
has four sides only, and we want to
increase its fate, its feather to around 090 at 85. And we can stretch this
square with the transform. On the scale X, you can say
it's something like 16. Basically, we want
the brightest part of the center to touch
on both sides. So yeah, to make sure
16 should do just fine. You can make it
thicker or thinner. We can go with something
like zero at five, at 45. Then we have options
to clamp or to repeat. It's quite a useful
node, by the way. So if we want to distort this rectangle in a way
that looks like lightning, we are going to use noise. And in this case, a Voronoi
one is quite useful. Where we can say it has
a scale of two on the X, so we stretch it on
the X and we increase its intensity and
its randomness. Here we go. A very simple way to make sure the
Voronoi influences the rectangle is
with a math node. Set to multiply
exactly like this. As you can see,
it's beginning to distort and in some ways, it already looks like a
fragment of lightning. Now we can erode this fragment of lightning
again with a math node. And if you set the B option
to something like 15 or 17, but instead of being A plus B, we can use the power function. This is the result
you get a strip of lightning that's
going to be very useful. Now again with the transform, we want to repeat this
pattern one more time. First, we are going to have
set it in the X value of 055. On the left, it's stretching because it's set
to clamp the mode. We are going to set
it to repeat in a moment for now
we can shrink on the X and stretch in the
Y with these values. So, let's change
the mode to repeat. Here we go. Beginning
to see something. Now we can control
how much of this we want with a math node. By multiplying these with
a small value like 002, 005, as you can see, that's something that
resembles lightning. The cool thing is
that we can repeat this process and create
another strip of lightning. So let's copy these
nodes, Control C, Control V, and let's begin changing a few
things on this chain. First, the Voronoi here
could be much bigger like eight by eight on
the X and Y of the scale. The math nodes, the
multiplier, and the power, the power we can decrease it, so we don't dissolve it
that much to around 11. And in this case of the X, I'm going to offset
it a little bit, not that much, but we
can stretch this to around one on the X and make it a little bit
larger on the Y axis. Basically, if we put
these two together now, we can reuse this
math node and say, it's A plus B, where A is going to be the
previous strip we created, and B is going to
be the new one. And as soon as we put
these two together, you can have a sense on how they blend on how they overlap. And this is where you can make a few adjustments
like offset one of these strips of
lightning or make another one larger. Play
with the power node. In our case, we are
going to leave it as it is, and with click, we are going to say
export 2048 by 2048, and we are going to
export this directly to our project to Texas
folder as a PNG. We are going to
call it textos 05, but feel free to rename
it to Lightning 01 or something that better identifies what we are seeing here, right? So in our next lesson, let's see how to apply
this to our trail.
65. 4.24 Projectile02: Lightning Trails: Alright, with our new texture, we can already dragon drop
it to our trail bright. Here we go. This
is what we have. We still have all that black in the background because use
red as Alpha is disabled. But first, let's
actually make sure it scrolls on the x axis
a value of three. Now let's reset this color ramp. We want one from scratch because we want to
turn on use HDR. And invert this gradient. We want it to be bright at the beginning, and
then it fades out. We are going to use
yellowish orange color, but I recommend to use a blue
tone, it will look better. But feel free to follow along. In our case, we are going to say this is really bright and white, and then we are going to push the right key
to around here, and this is where
we are going to add color seven on the R, three dot four on the G, and zeot eight on
the blue shallow. This will create an intense
yellowish orange color. We can add another
key right at the end, so it uses this color, but for this key, the Alpha is zero, so it's transparent at the
end of our trail. As for the shape of our
trail in the curve, we can reset this one and use a new one to say the max
value is one dot five. And then add the key
right at the end, but at its maximum value, another key at the
beginning, but at zero, and then a third key more less around here close
to the beginning, but at the center of the graph, and we can adjust the
handle so it grows rapidly, and then it grows smoothly. In this case, it's not growing. It's the shape
itself of the trail. As you can see, this is the shape we have right
here. Pretty cool, right? Looking very nice. To remove
the black background, all we got to do is
enable as red as Alpha. We also want to
turn on billboard, so it faces always the camera, and this is the beautiful
trail we get, as you can see. Combination with material maker, we have created
something pretty cool. The combination of yellow and
blue is quite interesting, but perhaps the blue trail
will feel more appropriate. In the end, it's
really up to you. Now, let's add some contrast
to this by creating a new GPU trail treaty
for the trail dark. It's going to be longer, 40 for the length, since
the other one was 30. We can reuse the same texture, and it's going to scroll
slower to that five. As for the ramp,
we can reset it. We want to say the last
key is totally black, but with Alpha at zero. As for the shape for the curve, you can actually go over
to the trail bright, copy this curve, copy value, and then paste it right
here on the trail dark. You can use red as
often so we get rid of the black background
and turn on billboards, so it always faces the camera. And this is the result we get. If you combine the two trails, it looks very
interesting, and it creates an interesting
contrast as well. And if you play everything
together, yeah, like I said, perhaps the
blue will be better. But that's up to you.
Now, let's test this out with the script
with the demo itself. All we need is to create
a prefab by dragging this to a folder to
the prefabs folder. Rename it to projectile 02. And then let's enter the projectile by
clicking this icon, and we can drag the
projectile move. Where we can increase
the speed to 14 and decrease the delay
trail start to zero.02, so we don't get a glitch
right at the beginning. Speaking of trails, we can
add them to this list. Dragon drop the
bright and dark one. Here we go. Let's save it, and let's test it out. To test this out, we can first hide the
projectile on the scene, then select the world node. And instead of projectile 01, we can drag the projectile 02. Right here. Here we go. Let's try this out. Let's fire a couple of projectils and
see how they are looking. Yeah, really nice. We don't have a
muzzle nor impact, but we get a perception of
how the projectile is going. It's quite
distinctive, the trail and the project, the capsules. So yeah, feel free to try
different colors, obviously. Maybe we'll make a few
adjustments at the end, but this is what we
have at this point. Now, let's see another
version of the muzzle.
66. 4.25 Muzzle02: Muzzle: So let's see a couple
of changes we can do to the muzzle, the
second muzzle. Let's begin by creating
a new node three D that we are going to call projectle
02 and the scar muzzle. Then let's open up
the first muzzle we did and copy all the
particle systems. Here we go. Let's
everything except the quick impact because we want to make a few
adjustments here. So let's make the particle
process material unique. A display, the color, let's make sure it's bluish
by saying one for the R, one dog, two for the G, and two for the B. This is what we get
the blue flare. This one will do just fine. We are making few
adjustments, not that much. On the shock wave,
let's also make unique the particle
process material. Where we can use a very
light orange, in your case, probably a blue will fit better if you are going
with a blue tone. Just make sure to
decrease the alpha. It doesn't need to be a very
strong shock wave visually. The third particle
system, the flesh, we can also say the particle
process material is unique, recursive, because
in here the color, we want to adjust it
to something bluish. In our case, we just made it brighter in the orange spectrum. The beam dark, we can
leave it as it is. As for the particles bright, they can, for example,
have a short lifetime. We can say the particle
process material is unique because we want
to change the color. And in this case, we can
actually open up the projectile 02 and go ahead and copy
the color from here. Copy values with a right click, go back to the
projectile scene and paste it to the
projectiles burst bright. Basically, we are making sure the muzzle particles are
the same as the projectile. So if you went with
blue particles, this one should be blue as well. Another small detail is to
disable the turbulas and decrease the sphere
radius up here in spa position. Here we go. And we can increase
their initial velocity. They leave a little bit less, but we also want to
make sure that they go more or less the same
distance as the other ones. These particles of the burst can also be a tiny bit bigger. Zoot one and Zoot 25, they will be more visible, and we can actually
stretch them. So on the drop passes, we can use this technique right here where we make
this unique first. And we squeeze the X
value to around 02. You can also make stretched
particles like this. But as you can see,
they go vertical. If you look closely, they
are always vertical. So on the material, let's make sure
it's unique first. We want to disable billboard so they don't always
face the camera, but instead face their
velocity vector. They are still
stretched because on the particle process material
on the part cause flags, we need to turn on
a line with Y axis. Here we go. All right,
that's much better. As for the other particles
burst, we can delete it. And then we can go ahead and duplicate these
particles burst bright, so we can create part
called burst dark. And basically the idea is to make unique the
material itself. So we can say the
blend mode is mix, which allows us to control the color and render dark ones. Let's make unique the particle process material recursive. And then in display, change the color so it's totally black. Instead of a color ramp, let's use Alpha
curve. Here we go. So it fades out at the end. We can also tweak a
little bit to size, make it bigger, and
that's pretty much it. And yeah, and let's add the
play particle system script. Just drag and drop
it right here. Here we go. Alright,
it's a muzzle. It's a tiny muzzle, not that fancy and not that different
from the other one. We didn't change any textures. We mainly changed
color and sizes. So feel free to
try really getting deeper into that and changing
texas, making new texts. We'd really love to see you guys experiment with material
maker to create electricity. Other than that, we can drag and drop this to the folder through the prefabs folder. Rename it. And then go to the
projectile 02, the scene. And drag and drop
our new muzzle. Here we go. We can
quickly test it out. Let's press this button so
it plays the open scene, the current open scene, and here we go. We have that buzzle flash at the beginning for
our second projectile. On the next few lessons, let's create the impact.
67. 4.26 Impact02: Changes Part 1: All right, so the muzzle
was a very subtle effect. Now on the impact, let's
see a couple more tricks. Let's begin by hiding the
muzzle and then creating a new node T D which can be renamed to Vx
and the scar projectile, 02, and the scar Impact, or simply Vx and
the scarimpact 02. And we have a similar
process to the muzzle where we open the
first impact we created and copy everything
except the fire one. Control C and then Control
V right here. Here we go. This is what we
are dealing with. Let's start from the top. Let's add everything
else except the flash. As usual, make unique recursive on the particle
process material. This flush is going
to be a tiny bit more white and not so strong. Four, four, and then
three, here we go. With a yellowish tone. As for the shock wave make unique because we
want to say display, the color is a bit more bluish. 08 for the R, one for the G, and one dot
five for the blue shannw. We get this light blue color. The rest can be the same. Beam dark, yeah, we
can leave it as it is. Now for the impact
mark the bright one, first, we can say the material
is unique. Here we go. And now let's go
to material maker. Let's create a new
texture for this impact.
68. 4.27 Impact02: New Impact Texture: Let's open up material
maker and see how to create an impact texture, another one, another
cool method. For example, we can begin
with a wavelet noise. We are going to distort it in a way that it ends
up being circular. First, we can adjust scale, for example, six by
five on the X and Y. From there, we can actually use the math note But it
divides A with B, where B is going to
be a crystal node. It's essentially
another noise texture. Let me show you the
result. Here we go. If we set the scale to
seven and then 13 on the Y. Doesn't look like
much right now. It has a lot of white values. What if we could invert this? Let's search for invert node. Here we go. That's
more interesting. We can work with that. So if we need this to end
up like a circle, we can use a circle map. Anything connected here will be in a circle shape,
as you can see. That's extremely useful when creating Texas in material make. We end up with all of these
rays around, you see? We can get rid of
them by using a mask. This mask can be created
as a circle shape or we can use a radio gradient,
which is another trick. As a matter of fact,
it allows us to have even more control on
the radio gradient, essentially, instead of
using a circle shape. All we did then after adjusting this white
and black kiss, is to use a math node
where A multiplies with B. And it works as a
mask as you can see. Now, we are noticing
that the middle is not that bright
as much as we want. It's the center of the impact. So let's actually
use a shape node. The sides don't really
matter here for the circle. The radius can be a tiny bit
small like zero at eight. Actually, let's make the radius
even smaller zero at six, but it's important
that we feather this, that we fade this and
set the feather to one. In this case, we can use
this in a math node A plus B. Here we go. Much more interesting.
The core of the impact is brighter
and that's great. Now let's get rid
of the Blackbground by using a colorized node, where we say the black key, the first one is zero on Alpha, and that's it. There we go. You have learned how to
create another Impact texter. Now we right click, we
can go ahead and export this 2048 by 2048 to
your texts folder, and we can call it
the Impact mark 02. Make sure it's a PNG. Here we go, save it. And in our next lesson, we are going to see how to
use this in our impact.
69. 4.28 Impact02: Changes Part 2: Let's see how to use
our new text and make a few more adjustments
to the new impact. We can go ahead and dragon drop our impact Mark 02 to the
albedo section of our material. Let's also make sure
particle process material is unique, recursive. We want to make a small
adjustment to the color. Two dot five, two,
and one dot two, will be brighter and the
size a minimum of two. Here we go. We have
this bright orange. Feel free to try a
different color, obviously. As for the impact mark dark, let's make unique
the material itself. We only need to change
the texture here. The rest can be
pretty much the same. Let's actually say
the size is two, so it matches the other
one. It's not visible. Here we go. Now we
can see emitting. All right. The impact particles bright don't
need to be that much. 30 will do just fine. Let's make the particle
process material unique. And once again, copy the color from the
projectile itself. This way it matches, and then paste it right here to the display color
curves, paste value. Here we go. They are
kind of yellowish. So yeah, in our case, we are going to duplicate
the impact particles bright, so we can have some
blue particles as well. I'm going to call
it two at the end. Make the particle
process material unique. And in color, this one
is going to be for blue, one dot five on the
R, three for the G, and four dot five for the
blue channel. Here we go. We have a mix of both particles. Cato looks interesting.
The impact particles dark, we can leave it as it is. Let's go ahead and drag and drop the play particle system script. So we can see
everything together. Oh, nice. That's interesting. Let's just add a
quick bright beam that stays there
for a little while. We can begin by duplicating
the impact mark bright. Called the impact beam. You could use a specific
texter for this. It will be more interesting. Let me tell you
if you want to go ahead and create a new texter. In our case, we are
going to use the beam. But first, let's go to the
particle process material. Say it's unique. Decrease a little bit the size
doesn't need to be that big, one dot five. The color doesn't need
to be that strong. One dot five, one dot five,
and one respectively. We can use an Alpha curve, so it fades out quickly
at the beginning. As you can see, with
this curve right here, And now in geom tree material, let's make sure it's unique. And like I said, we are
going to use the beam right here so we can have this
bright beam, basically. That stays at the center as if the projectile was
so hot that well, it leaves this bright mark
for a little while, you know. Alright, so let's see
everything together by first creating prefab out of
this projectile impact. Let's dragon drop it
to the prefabs folder. Rename it. Here we go. Let's go into the
projectile 02 scene. And dragon drop this impact we just created.
Let's save it. And let's click up here
to see how everything get together. Here we go. We have a mix of blue and yellow in this
electric projectile, something crazy, something
a little bit different. Feel free to try a
different color. Actually, noticing
that the pointy end of our projectile
could be brighter. In this case, on
the projectile too. The capsule small. The color here can be something like
two, four, and eight. We are basically
duplicating the values. Same thing for the
capsule bright. Duplicate these values here
in terms of brightness and now you can save
it with control S. Here we go. Let's
see how it is. All right. So that's
it. It's bright now. And in our next lesson, we are going to make
some final adjustments.
70. 4.29 Impact02: Color Change: So this lesson is optional
because we are going to make a few adjustments based on
the color of the projectile. We are going to turn
it into a blue one, so feel free to follow along or directly jump
to the conclusion. But basically, we are going
to open up projectile 02, and in here, for example, the floating particles bright,
you can say they are blue. Two, three, and four, not five. Here we go. We can also say smoke itself instead of
being totally dark, it can be a dark blue. Like zero at two for the RNG and 06 for the B shannw that way we have this dark blue smoke. As for the trails, well, in here, the gradient, we can delete last key and say this one instead of an orange,
it's going to be blue. So we switch the R and B values, zero to eight on the R and seven on the B
shadow. Here we go. We can also click right
here to create a new key. This key will have
the same color as the blue one and make sure it's transparent by dragging the Alpha to zero, here we go. Blue trail. This way, it's entirely blue and
closer to lightning. At least the cool thing
is that we don't need to make anything unique
because we already did. Now, as for the muzzle, we can say the shock
wave is bluish. A so we switch the
R and the B values, zero for the R and zero
at nine for the B. Here we go. That's bluish. You can do the same here on the flash, switch the R and B. One for the R, one dot
eight for the B. That's it. As for the particle
burst bright, we can copy from the
folding particles bright, copy value, and paste
it to the color. Here we go. This way, we make sure it's
the same color, and that's it for the muzzle. Control S to save. Let's open up the impact, the second impact, and let's also say the flash
is slightly blue. By saying the R channel is three and the blue
channel is four. That's it. And for the
impact, same thing happens. Why do five for the R channel, and three for the blue channel. As for the impact
particles bright, one, they can be white. It will go well with the blue. I mean, the yellow
would also go well, but since we are
converting this to a blue one, let's make it white. It will fit nicely. On the impact beam, now, we can also say this instead
of leaning to the orange. Let's make sure it's one dot, two for the R and two
for the B channel. And if we save this,
that's pretty much it. We have covered all
of the effects of the project, the
second projectile. And now if we test
this out, Yeah. Here we go. Entirely blue. And if you are willing
to go further, you can even make
sure the trail is a little bit thicker
near the capsule. So they blend a little bit
better with each other. But that's essentially for this lesson and for
this course, actually. So that's it, guys. I hope you have enjoyed
the next video, last one, is the conclusion, where I give you some pointers
and direction.
71. 5.1 The Conclusion: After all this work, you
finally made it to the end. And if you indeed follow through each lesson
and enjoyed it, congratulations. Very well done. Truly, I hope you have enjoyed learning
something new that you can use as a game developer
or as a VFX artist, even. And if you could leave a
review, that would be awesome. Just a few words sometimes
goes a long way. Feel free to share
your results with me here or on any social
media platform. Oh, now, what else can you do? Well, I'm a bit biased
when I say this, but I'm going to recommend my
channel, Gabriel Ger Prod. It's number one place to
learn visual effects. There's plenty of tutorials that revolve around real
time effects for games. So deges about rabbits tail, a hand drawn Metroid Vania, mixed with rogue
like elements that I'm developing with
Golden bug studios. So go wish sit now. That would be so
cool. But, yeah, you can learn even more
by practicing a lot, by following my tutorials, by doing game jams, for example, by trying to replicate
other contents, just for your own
educational purpose. And even though my channel
has a lot of unity tutorials, I have begun expanding
into the GTO realm. So feel free to subscribe
so you can stay up to date. And if by chance, you are
looking for a huge library of visual effects for GTO
and unity and unreal, of course, then I highly recommend to check
out my page and page. With a small fee, you can get
access to a lot of content. Or my website as well,
Gabriel garpd.com, where you can get access to a lot of assets that you can use in your games or even
just to study up close. Another thing that
I can recommend you is my Discard server. Share your results there or expose your doubts
and questions. Besides this, I also recommend
real time VFX forum. It's a great place for VFX artists to share
their knowledge. I also highly recommend you to check out
my other courses. We have a lot of cool
effects that you can learn for unity, for real. There's definitely going to
be a few more good courses. So make sure to follow on social media so you
can stay up to date. And lastly, attach
it to this lesson. There's two projects,
one project created before
recording the course, and the other one created
while recording course. They have two different results and they are yours to keep. And to conclude, I hope you have learned
something new, truly, but most essentially
that you have fun and that you
enjoy this adventure. Creating effects in GoTo can be quite interesting and
challenging at the same time, but it's also rewarding. We have seen a few techniques
that I hope can help you. And, of course, I would really
appreciate your feedback. A word of appreciation
is always welcome here or on any social
media platform. So, yeah, that's it, guys.
I hope you have enjoyed. And thanks for watching
and keep on learning, guys. See you soon.