Difference between revisions of "Special Effects"
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Also called '''FX''', '''SFX''', '''Visual Effects''', '''VFX''' and '''Real-Time VFX'''. | Also called '''FX''', '''SFX''', '''Visual Effects''', '''VFX''' and '''Real-Time VFX'''. | ||
− | Special Effects in games can generally be broken down into | + | Special Effects in games can generally be broken down into 2 main tasks: |
− | # Particles | + | # [https://en.wikipedia.org/wiki/Particle_system Particles] |
# [[Shaders]] | # [[Shaders]] | ||
− | |||
== Links == | == Links == |
Revision as of 18:56, 16 July 2015
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:
Links
- VFX for Games - Particle Effects (84MB zip) presentation delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort.
- VFX Artists subforum on Tech-Artists.Org
- imbueFX : VFX Training ($) training site for visual effects in games
- FX Artist resources?
- Inside DICE: Adapting the Battlefield visuals for Close Quarters combat
- Rendering Wounds in Left 4 Dead 2 by Alex Vlachos of Valve Software, at GDC 2010
- Faking Volumetric Effects in UDK by Stephen Jameson