Mini Mech Explosion - VFX Breakdown ft. Godot

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hello everyone I hope you're having a wonderful day for this video we will be breaking down this mini Mech explosion I made a while back a couple of notes before we start though firstly this effect was made on QB's particle rework gdau branch which I will link in the description below it has more more functionalities for the particle system and it'll hopefully be in the next stable gdo 4 release and secondly most of the Shader techniques I mentioned in this video are explained in my previous video about common Shader techniques I recommend you check that out first I'll mark techniques in that video that I use for this one with asterisk so without further Ado let's begin let's start with the anticipation for the robot I defined a curve and a gradient which is basically a color curve for its emission and color respectively I made a script that interpolates along these curves and sets the material properly as needed the curves have an intense EAS in Behavior starting out very slow then ramping up quickly towards the end to accompany the robot we have the shine the shine is just a billboard texture that scales up in two parts first part is an ease out just to establish its presence then the next part is an ease in to follow the robot's ramping we also add a little bit of rotation for some spice now we go to the beefiest part of the effect the explosion for the explosion I want to tackle the cloud mesh first because I want to I played around with the lighting a little as I felt that the default tune shading was a bit harsh I promise the Shader isn't too complicated I I just Define a dark color and a bright color and lurp between them depending on how the light would have originally affected the object I smooth out the lighting Edge to my liking through a smooth step [Music] function I also added the frel in there but honestly I don't think it made a difference after lighting I set up erosion and Y offset based on the particle's lifetime the explosion uses four layers of cloud emitters two ground ones and two upward ones with dark and bright versions I won't go through every value I change for the particle process material but I will explain the main Behavior the values will be displayed on on screen though just in case the ground clouds are y aligned to their velocity and burst outwards from the center very quickly with flatness so they mainly move along the ground these clouds then slow down towards the end with some damping and again for some spice I added some tangential velocity towards the end the ground Cloud's bright counterparts generally follow the same behavior but are of course very bright but also dissipate much quicker the upward clouds also generally follow the ground clouds behaviors but they burst upwards instead of outward along the ground the next most noticeable part of the explosion are probably the Rings these Rings scale up very quickly at the start then continue growing but at a much slower rate during this scaling the Rings also float up rotate and the road based on the particle lifetime now we're moving on to the simpler parts of the explosion we have the streaks or spikes which by themselves look kind of silly but I think it adds a lot to the effect these streaks are Billboards and are also while aligned to their velocity they spawn along a random point in a circle on the ground and have a very slight out and upward velocity to align them properly to emphasize their explosiveness we scale them up quickly up next are the cute little Embers these Embers are a flip book and the frame is randomly chosen in the particle process materials animation property by setting the offset Max to one their movement is as you might have guessed also a burst outwards but this time in a hemisphere they also slow down and get more affected by turbulence towards the end of the effect and lastly we can't forget about the small shadow that our blast leaves this is just a texture that gets spawned and Fades out over time nothing too fancy really but I think it helps tie the effect together but we're not done yet we still have our impact frame which further emphasizes the power that this Blast has our impact frame is achieved by taking a screenshot of the viewport this is the code for the screenshot and you can find it in the official gdau demo project which is also linked below you then move to the Shader and grayscale the screenshot by averaging the value of the r g and B channels after getting the gray scale value we apply a step function to one minus the gray scale so all the bright parts of our original screenshot become black and the rest are white this creates a silhouette for explosion at the impact frame we leave this impact frame on the screen for a couple of milliseconds before hiding it and that's it for the breakdown of this effect I hope this video helped you out one way or or another and if you like this breakdown I'd appreciate a like and a subscribe and if you have any questions or suggestions please let me know in the comments below a zip file of this project is available in my patreon which is again Linked In the description although I can't package the robot with it as I bought it from sketch Fab so it'll be replaced by sphere the robots page will also be linked below if you want to check it out before I add any more links in the description I just want to say thank you for watching and I hope you have a great [Music] day
Info
Channel: onetupthree
Views: 9,829
Rating: undefined out of 5
Keywords: godot, godot4, vfx, shaders, game, gamedev, indie, techniques, realtime, realtimevfx, explosion, robot, mech
Id: eLzQ9eX3flI
Channel Id: undefined
Length: 6min 48sec (408 seconds)
Published: Sat Oct 14 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.