Difference between revisions of "Category:SpecialEffects"

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'''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.
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Special Effects artists use particles, decals, glows, blooms, etc. to create explosions, clouds, skies, water, etc.
 
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Everything that is Real-Time VFX can be broken down into 3 major categories. These are: '''Particles''', '''Shaders''' and '''Simulations'''.
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= Categories =
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Particles
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Shaders
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Simulations
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= Links =
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* [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.
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* [http://tech-artists.org/forum/forumdisplay.php?35-VFX-Artists VFX Artists subforum] on Tech-Artists.Org
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* [http://www.imbuefx.com/ imbueFX : VFX Training] ($) training site for visual effects in games
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* [http://www.polycount.com/forum/showthread.php?t=78003 FX Artist resources?]
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* [http://blogs.battlefield.com/2012/05/inside-dice-close-quarters-vfx/ Inside DICE: Adapting the Battlefield visuals for Close Quarters combat]
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* [http://www.slideshare.net/alexvlachos/gdc-2010-left4dead2-wounds Rendering Wounds in Left 4 Dead 2] by [http://alex.vlachos.com/ Alex Vlachos] of Valve Software, at GDC 2010
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* [http://stephenjameson.com/tutorials/faking-volumetric-effects/ Faking Volumetric Effects] in UDK by [http://stephenjameson.com Stephen Jameson]
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[[Category:Discipline]]
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Latest revision as of 20:12, 27 May 2016

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

Pages in category "SpecialEffects"

The following 3 pages are in this category, out of 3 total.

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