Difference between revisions of "Special Effects"

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(CryEngine, Unity, Unreal)
(Elementalist Lux: 10 Skins in 30 Megabytes)
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# [[Shaders]]  
 
# [[Shaders]]  
  
== Links ==
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== Particle Systems in Game Engines ==
 
* CryEngine: [http://docs.cryengine.com/display/SDKDOC2/Particles Particles]
 
* CryEngine: [http://docs.cryengine.com/display/SDKDOC2/Particles Particles]
 
* Unity: [http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/particle-systems?playlist=17102 The Particle System]
 
* Unity: [http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/particle-systems?playlist=17102 The Particle System]
 
* Unreal: [https://docs.unrealengine.com/latest/INT/Engine/Rendering/ParticleSystems/index.html Particle Systems]
 
* Unreal: [https://docs.unrealengine.com/latest/INT/Engine/Rendering/ParticleSystems/index.html Particle Systems]
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 +
== Links ==
 +
* [https://engineering.riotgames.com/news/elementalist-lux Elementalist Lux: 10 Skins in 30 Megabytes] by Riot Games Engineering explains how their League of Legends VFX system is optimized.
 
* [http://www.crytek.com/download/Crytek_Aug_2012_Siggraph_SH_VFX_for_Games_Particle_Effects_Workshop.zip VFX for Games - Particle Effects] (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort.
 
* [http://www.crytek.com/download/Crytek_Aug_2012_Siggraph_SH_VFX_for_Games_Particle_Effects_Workshop.zip VFX for Games - Particle Effects] (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort.
 
* [http://tech-artists.org/forum/forumdisplay.php?35-VFX-Artists VFX Artists subforum] on Tech-Artists.Org
 
* [http://tech-artists.org/forum/forumdisplay.php?35-VFX-Artists VFX Artists subforum] on Tech-Artists.Org

Revision as of 07:59, 19 January 2017

Special Effects artists use particles, decals, glows, blooms, etc. to create explosions, clouds, skies, water, etc.

Also called FX, SFX, Visual Effects, VFX and Real-Time VFX.

Special Effects in games can generally be broken down into 2 main tasks:

  1. Particles
  2. Shaders

Particle Systems in Game Engines

Links


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