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Real time in-game special effects. How?

Forum

Hey guys, not sure if this is the right forum for the question. If not, tell me where to put is (fnar) and I will sort it out.

I do compositing and vis fx for pre-rendered stuff (cinematics) but was looking at getting into game FX. The thing is I have no idea how this kind of thing is done "in-game".

Do you do your stuff in max/maya and export to the engine or is it all done with in-engine tools?

I am very familiar with pFlow and am getting myself up to speed with Maya Unlimited's particles/fluids in my downtime at work.

Any info would be appreciated.

NB. Sumea's search function won't work on words less than 3 letters for some reason (ie it won't search for "FX" . . . just for future reference)

Submitted by Targos on Wed, 24/01/07 - 8:04 AMPermalink

Unity does cool fx in the engine. It uses most types of maya files natively, but you have to reinsert lights, particles and probably other bits. The transform nodes remain intact which is useful. Unity3d.com (mac only)

AC

Submitted by kingofdaveness on Fri, 23/03/07 - 10:05 PMPermalink

Hey Double,

To answer your question, its usually all in-house particle systems. If you want to make a reel to show off that you can do the job, I suggest faking lots of effects using simple billboard particles with textures you have created yourself.

That said, you can also acheive a lot of effects using mesh and good shaders. A falloff shader based on the camera normal can fade out a billboard as you turn side on- and there in lies the trick.

I recently had the pleasure of using the Unreal III particle system- its really very close to, say, 3dsmax particles.

If you show a reel with an effect, then how you did it (wireframes of the billboards, renders of the textures used), you shouldnt have much trouble.

Forum

Hey guys, not sure if this is the right forum for the question. If not, tell me where to put is (fnar) and I will sort it out.

I do compositing and vis fx for pre-rendered stuff (cinematics) but was looking at getting into game FX. The thing is I have no idea how this kind of thing is done "in-game".

Do you do your stuff in max/maya and export to the engine or is it all done with in-engine tools?

I am very familiar with pFlow and am getting myself up to speed with Maya Unlimited's particles/fluids in my downtime at work.

Any info would be appreciated.

NB. Sumea's search function won't work on words less than 3 letters for some reason (ie it won't search for "FX" . . . just for future reference)


Submitted by Targos on Wed, 24/01/07 - 8:04 AMPermalink

Unity does cool fx in the engine. It uses most types of maya files natively, but you have to reinsert lights, particles and probably other bits. The transform nodes remain intact which is useful. Unity3d.com (mac only)

AC

Submitted by kingofdaveness on Fri, 23/03/07 - 10:05 PMPermalink

Hey Double,

To answer your question, its usually all in-house particle systems. If you want to make a reel to show off that you can do the job, I suggest faking lots of effects using simple billboard particles with textures you have created yourself.

That said, you can also acheive a lot of effects using mesh and good shaders. A falloff shader based on the camera normal can fade out a billboard as you turn side on- and there in lies the trick.

I recently had the pleasure of using the Unreal III particle system- its really very close to, say, 3dsmax particles.

If you show a reel with an effect, then how you did it (wireframes of the billboards, renders of the textures used), you shouldnt have much trouble.