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  • Hello and welcome to Part 3 in our series on the visual effects of the Infiltrator tech

  • demo.

  • Today we're going to take a look at the fireball effect that was seen about halfway through

  • that demonstration.

  • Joining me is senior visual effects artist Francois Antoine.

  • Hi Francois.

  • Hey Zak. How are you?

  • Doing well.

  • So why don't you start by telling us a little bit about yourself.

  • Sure. So, before coming to Epic, I worked in film visual effects for ten years.

  • I'm excited about this demo today because we're going to be showing an explosion which

  • uses some of the same techniques that we use in film visual effects.

  • Can you give us an overview of what's so special about this effect?

  • Well, we had to create this explosion with a new technique called a volume texture and

  • it's basically a texture that's three-dimensional.

  • That in combination with GPU particles allowed us to create what we call our volume explosion.

  • Traditionally, sprite-based explosions don't have that cohesive feel but the volume explosion

  • can overcome those limitations and give the impression that it's really rolling through

  • the geometry and expanding.

  • The first step was to create the data for the volume explosion.

  • For that, I went into 3ds Max and used the FumeFX plugin to generate a 3D fluid simulation.

  • You can see that here we imported the geometry from Unreal Engine and are using FBX.

  • It actually saves the placement of all the geometry and also allows you to import camera

  • with the camera angle and the different lens settings.

  • Which I imagine would be useful here, where you need to wrap a fluid simulation around

  • that.

  • Yes, absolutely. Actually, having the camera allows you to really customize and animate

  • to the camera, which can be a big time saver so you don't waste time animating things that

  • won't be seen on camera.

  • Once we have the explosion going, what I did is render ten cross sections of the fluid

  • simulation from a top down point of view.

  • And you can see that each of these cross sections is represented by the volume between each

  • of these planes.

  • So these are now rendered out, and one of the cross sections looks just like this.

  • And you can actually see inside the explosion right there because this is a middle cross

  • section.

  • Alright, so once I had all of these cross sections rendered out, I brought them together

  • inside After Effects.

  • Over here as you can see on the left, I have all ten cross sections stacked on top of each

  • other.

  • This was just a way to test to make sure that there were no rendering artifacts or shadows

  • from one layer into another.

  • And it was to make sure everything was properly sorted before bringing that information into

  • Unreal Engine.

  • Now we're going to import each of these slices as a sub-UV texture.

  • So this is one of the bottom-most layers.

  • You can see the cross section for each of the frames of the render.

  • And I imagine this would be one of the lower slices?

  • That's exactly right.

  • As the explosion moves up, it just leaves behind smoke.

  • So what we could do is look at one of the higher level fireball slices.

  • You can see here that you have nothing in the beginning because the fireball hasn't

  • reached that area of the fluid simulation.

  • Then the top cross section is right here.

  • The next step is to recreate the information between each of these slices.

  • Here we are inside the material that we wrote.

  • You can see there is a node called the Volume Texture Sample and this is where we create

  • the 3D volume texture.

  • It is also a function; as you can see it is highlighted in blue.

  • A function is basically a network of nodes that can be re-used very easily, kind of like

  • a snippet of code.

  • And this was created by artists; you didn't have to bring in a coder to write this.

  • That's right, yes.

  • And that's where the power of Unreal is, is that we can actually prototype these kinds

  • of features using artist tools.

  • You can see right here we have more functions.

  • Each of these functions references one of the slices that we rendered out earlier and

  • brought into Unreal Engine.

  • You also see there are also extra parameters here that artists can set, which is like the

  • XY_Size of the volume, and the space between each slice.

  • So a little bit of customization if you need it later?

  • Yes.

  • And because these are parameters, they will be exposed to the material instance which

  • we'll plug in later for the explosion.

  • Very nice. OK, so you've got your material at this point - what's the next step?

  • The next step is to actually be able to display that volume texture.

  • Typically, a way to display volume texture is to ray trace it, but that is very expensive

  • so we didn't want to use that approach.

  • Instead, what we are using is a point cloud of particles.

  • What's going to happen is that each one of these particles is going to look up a certain

  • point in space of the volume texture and display those color values.

  • I notice the particles aren't moving; we're looking at this in wire frame right now.

  • I guess each one of these is kind of like a static monitor?

  • That's exactly right, yes.

  • The motion is not in the particles; it is in the texture that is actually animated.

  • We basically just need a lot of tiny little billboards that will sample that texture and

  • display it, so they aren't moving for that reason.

  • Right here we have about 500 GPU particles in the GPU particle system.

  • That's the right amount when we are kind of far from the camera, but here because we are

  • looking at the explosion very closely, I'm going to increase that count just for the

  • sake of visualizing the explosion up close.

  • 2,000 particles is still very cheap by GPU standards.

  • Now we can see the explosion happening and if we go to the top view, which is where our

  • camera is for the shot...

  • Oh that is amazing, you can actually feel it creeping up at the camera.

  • Yes, and that's exactly the feeling we wanted.

  • That's something we don't traditionally get with regular 2D sprite explosions because

  • they don't have the coherance between each other and they don't have this kind of growing

  • volume.

  • Because this is made of slices, if you switch to the side view you'll be able to see what

  • our material is doing.

  • You can see each of the ten slices in the effect here and you can see our material is

  • creating interpolated data between each of these slices.

  • So, in effect, we're recreating the explosion accurately from the top down by using more

  • efficient interpolated data where we don't need the detail.

  • So it's not going to be perfect from all angles but you've still got a wide range of visible

  • areas and a lot of motion and depth in the overall effect.

  • Exactly, if we needed to see this explosion from the side, we probably would have increased

  • the quality of the number of slices or used a different technique altogether.

  • But for what we need, which is some subtle parallax and that rolling motion, this is

  • just the right fit for that shot.

  • Awesome.

  • You can see here on the output of our volume texture node, we're plugging into the BlackBody

  • node.

  • What's special about the BlackBody node is that it takes in a temperature in Kelvin and

  • returns a color.

  • In effect, this allows us to color the explosion in a more realistic way.

  • No more having to fight and figure out what the best color for fire is.

  • Yes, that's right.

  • Ok, so the next step is to get it into the cinematic so we can see it.

  • I created a number of tracks in the cinematic tool, which is Matinee.

  • You can see I'm triggering the explosion using the Toggle track for the explosion.

  • That's just going to turn on the explosion and that's all?

  • That's correct, that just triggers the explosion and has it running.

  • But because we want it to sit better in the environment, I also create a track with lights.

  • This is called Explosion Light and that just creates light right here and it kind of blows

  • out the environment so you really get the feeling that there is an explosion going off.

  • On top of that you can see there's a layer of distortion right there.

  • The distortion is just a sheet that has a distortion material applied to it that sits

  • on top of the explosion and moves up with it.

  • So as it gets closer to the camera, you start getting the feeling of heat and heat shimmer.

  • If we run through the cinematic we can see the completed effect.

  • Tell me, how did Unreal Engine 4 enable you to make this effect?

  • Is this something you could have done previously?

  • It would have been hard to do previously because we are using custom material functions in

  • the material expression editor.

  • And on top of that, we need to use GPU particles.

  • Well, Francois thank you very much for your time and thank you for joining us.

  • We will catch you on the next Inside Unreal.

Hello and welcome to Part 3 in our series on the visual effects of the Infiltrator tech

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潛伏者的崩潰。視覺效果|03|特色亮點|虛幻引擎 (Infiltrator Breakdown: Visual Effects | 03 | Feature Highlight | Unreal Engine)

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