闪电雷击劈地效果Lightning Strike FX

闪电雷击劈地效果Lightning Strike FX

Lightning Strike FX Part 1 _ Charge Strike

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Create a lightning mesh with the Labs’ lightning tool in Houdini. Instance the mesh inside Niagara to create a charge effect on our sword.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
在 Houdini 中使用实验室的闪电工具创建闪电网格。实例化 Niagara 内部的网格以在我们的剑上创建充电效果。

 
 
 

Lightning Strike FX _ Part 2 _ Ground Strikes

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Add sparks with Niagara particles. Create a lightning strike that strikes the ground by combining both meshes that we created in the previous chapter.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
使用 Niagara 粒子添加火花。通过组合我们在上一章中创建的两个网格来创建击中地面的雷击。

 
 
 

Lightning Strike FX _ Part 3 _ Smoke

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Simulate smoke sprite sheets in Houdini to instance around our lightning’s impact locations. The smoke will utilize a Multi-directional Contribution (MDC) lighting with the Labs Flipbook Textures output node. Generate sparks in Niagara. We will also use our charge strike lightning to create the impact lightning.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
在 Houdini 中模拟烟雾精灵表,以在我们的闪电撞击位置周围进行实例化。烟雾将利用 Labs Flipbook Textures 输出节点的多向贡献 (MDC) 照明。在尼亚加拉产生火花。我们还将使用我们的充电闪电来制造冲击闪电。

 
 
 

Lightning Strike FX _ Part 4 _ Vellum Grains

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Utilize Vellum grains to make sprite sheets for the dirt generated from the lightning impact. We will randomize the rotation and size of these to give each dirt impact a randomized look and feel.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
利用 Vellum 颗粒为闪电冲击产生的污垢制作精灵片。我们将随机化它们的旋转和大小,以使每个污垢影响具有随机的外观和感觉。

 
 
 

Lightning Strike FX _ Part 7 _ Flares and Shockwaves

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Use a texture to spawn flares from the sword’s charge point. Use refraction and a normal map to create a heat wave effect that originates from a sword and from the smoke post impact.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
使用纹理从剑的充电点产生耀斑。使用折射和法线贴图创建源自剑和冲击后烟雾的热浪效果。

 
 
 

Lightning Strike FX _ Part 8 _ Glowing Sword

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Use material dynamic instances to create a glow on our sword once charged and have the glow fade out once the strike is completed.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
使用材料动态实例在我们的剑上创建一个充电后的光晕,并在完成打击后使光晕消失。

 
 
 

Lightning Strike FX _ Part 9 _ Terrain-Adaptive VAT

Lesson: sidefx.com/tutorials/lightning-strike-attack-fx/
Use VEX and a grid in Houdini to bake u, v, and time data into first frame color textures. With Blueprints of our character we will create a Render Target Camera that takes a depth image that we can use to sample each piece’s starting and landing depths. Interpolating the depths during the “lifespan” of a piece allows us to correctly offset the piece’s height at any given time.
谷歌翻译:
课程:sidefx.com/tutorials/lightning-strike-attack-fx/
在 Houdini 中使用 VEX 和网格将 u、v 和时间数据烘焙到第一帧颜色纹理中。使用我们角色的蓝图,我们将创建一个渲染目标相机,它可以拍摄深度图像,我们可以使用它来采样每个部件的起始和着陆深度。在作品的“生命周期”内插值深度可以让我们在任何给定时间正确偏移作品的高度。

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