Difference between revisions of "Category:SpecialEffects"
From polycount
m |
m |
||
Line 2: | Line 2: | ||
Real-Time VFX can generally be broken down into 3 major categories: '''Particles''', '''Shaders''' and '''Simulations'''. | Real-Time VFX can generally be broken down into 3 major categories: '''Particles''', '''Shaders''' and '''Simulations'''. | ||
+ | |||
= Links = | = Links = |
Revision as of 01:22, 25 November 2014
Special Effects, also called FX, SFX, Visual Effects, VFX and Real-Time VFX are an essential part of gaming. The amount of immersion caused by that small puff of dust of the foot while running on a dusty area helps the player feel as they are actually moving the avatar in that virtual world.
Real-Time VFX can generally be broken down into 3 major categories: Particles, Shaders and Simulations.
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
Pages in category "SpecialEffects"
The following 3 pages are in this category, out of 3 total.