At around the 48 minute mark it's all about the #VFX of #Tron - the optical compositing, rotoscoping and CGI. Watch the whole thing for interviews with a young Bruce Boxleitner (of #Babylon5 fame).
Today my dealing with the Unreal Engine 5 - a prototype of an ultrasonic energy weapon with control of the power of a directed energy beam. I'm not an effects master, so it doesn't matter at this stage. The stronger the impact of the projectile, the more energy it needs
I recently started using it, it's a very useful thing to use when studying materials and Niagara, to quickly get a sprite to experiment with Unreal Engine or Unity, the tool also allows you to create a sprite sheet or normal map
TIL: The girl playing young Ellie Arroway in Contact (1997) is Jena Malone. She is also starring in Consecration (2023), and there's an homage to the famous mirror shot from Contact in that movie.
I'm not feeling well today, but I have a rule, every day I learn something new in Unreal Engine, so I played with the materials, this is a forest for me, in which I get lost very quickly, but the topic is interesting. My goal is to make energy weapon like in the series Beacon 23
So they try to use machine learning to directly generate movies? Meanwhile as I understand it there are still really tedious tasks in VFX that really could use better automation. Are there any efforts to use AI for better green screen software? Handling motion blur, translucent materials and reflections? Automatically fixing green spill? Wouldn't that be an obvious thing to develop that would be bought like warm bread rolls? (I'm just a curious outsider to that, wondering.) #AI#ML#VFX
Unreal Engine level design 🔥
The concept (idea) can be like this - use Chaos destruction for the wall to go into the room in which the ceiling is on fire, and then, while in the room, trigger the chaos event to collapse the ceiling
Nowadays terminals and other text views can get rendered with GPU acceleration support, like the kitty terminal that I use.
🤔 That means we could get bloom, chromatic aberration, distortion, depth of field and other post process effects into our terminals, what are we waiting for?
Effets spéciaux : Une industrie en péril au Québec?
Une interview du Sebastien Moreau le PDG de #RodeoFX sur #radioCanada.
Ce changement drastique des crédits d’impôts dans les VFX pousse les clients à choisir d’autres régions ou pays pour réaliser leurs projets.
Cela arrive à un moment où déjà le nombre de tournages et projets est très loin d'avoir retrouvé le niveau d'avant les grèves des scénaristes et acteurs.
The main idea of this is that when lightning strikes a magnetic anomaly (some areas on the surface of the planet), lightning partially breaks into several parts, from which ball lightning is created
If you have cool textures animation frames for Niagara effect in Unreal Engine, then you can make high-quality effects that require less resources than Niagara Fluids and look no worse. For example, they can be generated in Houdini
Ok, overcome my laziness, I make a simple material for a very simple liquid in a container. These are two cylinder objects, on one is the glass material, on the other is what I made as a liquid
Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5
Today I started getting to know the water plug-in in Unreal Engine 5. Night, black water, a floating creature... I just sketched quickly what was at hand
// Sci-Fi adventure game devlog with a little spice of horror
Issue #17 of befores & afters is here!
...featuring #VFX of #TheCreator 🤩
> The latest issue of the print magazine looks at on set visual effects on projects like The Creator, Fargo, Spaceman, The Hunger Games: The Ballad of Songbirds & Snakes and Napoleon.
New experiment with Niagara Fluids smoke in Unreal Engine 5. The first emitter takes a spline of any shape and sends a particle along the route, this data is transmitted to another emitter for smoke. As a result, I got smoke that forms around the spline
Sci-Fi Adventure devlog 📌
Unreal Engine 5 and Niagara, I experimented a bit with smoke and Line Attraction Force. When the object enters the zone, the particles change their behavior