Sunday, December 11, 2011

Dynamic Materials for Particles in UDK Part: 1

This is part 1 of a set of 3 I am making on creating dynamic materials in UDK for the use in particle systems. Honestly I don't consider myself a great instructor and I tend to ramble and make some mistakes but I'm human. That being said there are some informative tricks in these videos. This first one is about Fire. It is a little long but I create all of the assets from scratch and explain along the way. You can view an HD version through the link to Vimeo. I would also like to personally thank the guys at Naughty Dog for showing me these techniques. They are really fun to make and can create some stunning effects for games.
Naughty Dog Visual Effects Team:
Keith Geurrette (Lead FX Artist "Uncharted")
Eben Cook (Lead FX Artist "The Last of Us")
Mike Dudley
Iki Ikram
Doug Holder (me)

9 comments:

Anonymous said...

Hi Doug,

I'm following this turotial to create a fire material for a final year project at university and I'm having a bit of problem with the dynamic parameter. As soon as I plug it into the Texture Coordinates, instead of stopping the animation of the material it just turns it to black. I carried on with the tutorial up until the bit where you implemented the material in Cascade and mine just came out black squares. If I get rid of the Dynamic Parameter my material works fine in Cascade but I can't get any good distortion. Is there a way to fix this?

Any information would be much appreciated!

Thanks,

Jack

Anonymous said...

Never mind I've fixed it :)
Thanks for the tutorials they are great and have helped me out a lot! Check out my blog if you fancy seeing what I've been doing for my final year project. www.jturnerfx.blogspot.com

Thanks again,

Jack

Me said...

Thanks for the tutorial, keep up the good work!

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Cainy said...

Hey Doug

Thx for super awesome tut, really enjoyed it and got some cool results :) check this out:

https://vimeo.com/61315855

Im really liking the smoke a lot, next step would be to try this out with flow maps from maya. Btw there is another way to soften the edges of the particles to avoid geometry cutting :

http://forums.epicgames.com/threads/912699-Soft-Edge-material-for-particles-%28material-nodes-overview-included%29?highlight=cascade

You probably know this lol
See what you think
Thanks, Zygi

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Gabriel Bulik LUBIAL said...

Great thanks to share naughty dog's tricks with us! :)

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