BEST REALTIME FX | SUBMISSIONS

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Please post your submissions for the realtime fx category here.
Robert Magee
Senior Product Marketing Manager
SideFX
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Hello there,

I have made root grow VFX. It consist of two parts: hda to generate geometry and UE material to have animation effect. More details in the video.










A have also included project file because there is COP node for generating wood texture.
In UE project you simply open niagara and play with dynamic material parameter.

Basic workflow is follosing:
HDA generates "pipes" with following options: height, radius and number of roots.
After it you bake the mesh and put it in niagara under "mesh render" with material inside MAT folder.
Some tweaks could be made in parameters of material.



UE project
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https://drive.google.com/file/d/1wZXqmDWlqvv1Syh_Bt6bAFds0vTz1htd/view?usp=sharing [drive.google.com]

Attachments:
Yakunin_Elderwood1.jpg (248.6 KB)
Yakunin_Elderwood2.jpg (150.6 KB)
Yakunin_Elderwood3.jpg (196.6 KB)
sop_root_spell.hdalc (159.6 KB)
Root_tool.hiplc (1.6 MB)

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Hello everyone! here is my fun effect: growing mushrooms. Everything is very simple.

The basis of the effect is a growing mushroom (part one) breaking through the ground (part two)
Magic pollen - flipbooks and texture
Everything is made in Houdini and controlled using a timeline

Workflow:
1. If you only need a growing mushroom - VATs or Alembic Export
2. Combine it with a second part to make a fracture - VATs or FBX Export
3. Export Flipbooks as textures

Cinematic video:


Project overview video:


3 Short:

Files:
Unity Project - https://drive.google.com/drive/folders/19iIHHRao_m9nasngunolYo6TzyCXIspc?usp=sharing [drive.google.com]
Houdini Project hiplc -
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HDALC -
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That was fun learning experience, cheers.

Attachments:
shot_01.png (783.8 KB)
Screenshot_01.png (841.3 KB)
Screenshot_02.png (949.1 KB)
Screenshot_03.png (783.8 KB)
Mashroom_Growth_Ilya_P.hiplc (4.3 MB)
HDALC.hdalc (698.4 KB)

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Friends, I am glad to present my work for the Challenge.
I tried to create a special asset for artists so that when creating an environment they could use this asset to generate beautiful rocks with a waterfall. The idea was that the asset would do all the main work to generate the environment. The artist, in turn, would create only the main forms, as he imagines the future composition. I also understand very well that many artists who work on the environment are not very familiar with effects, so I tried to remove this moment from the pipeline. The artist does not need to go to the effects artist and ask him to make waterfalls for his environment. Waterfalls are created automatically based on the artist's sketches. I also tried to make many settings available so that the artist could create countless variations to his taste. This applies to the settings of the asset itself and the settings of the UE materials that are used in the asset. For the presentation, I generated several examples of the environment and tried to demonstrate different types of waterfalls so that you get the maximum idea of ​​what things can be done.
I hope you like my work and find many useful and interesting solutions for yourself.

All materials in one archive 21Gb (UE5.5, .hip, .hda, manual, renders, references):
SideFX_Challenge.zip [drive.google.com]

Attachments:
Aleksei_Shcherbina_2025_Game_Art_Challenge_1.png (2.2 MB)
Aleksei_Shcherbina_2025_Game_Art_Challenge_2.png (2.0 MB)
Aleksei_Shcherbina_2025_Game_Art_Challenge_3.png (1.8 MB)
Aleksei_Shcherbina_2025_Game_Art_Challenge_settings.png (386.7 KB)

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Hello everyone! I am so pleased to show off my entry for the real-time VFX category.

A sword lost to time chooses to reveal itself.

For this lost sword project I wanted to challenge myself to create highly art directable FX, with the goal of creating a polished render. The initial idea was a simple environment to create a simple environment to showcase this FX.

Files [drive.google.com]



Attachments:
Cinematic.mp4 (15.0 MB)
Shot_01.png (1.2 MB)
Shot_02.png (1.6 MB)
Shot_03.png (2.1 MB)

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