VFX and Particles

I have compiled various vfx experiments and methods that I often find myself using.

Scrolling textures

I often happen to use scrolling textures in many different ways. Anything from water flows, increasing fidelity of particles to rythmically blinking lights. The technique is surprisingly flexible, and can make an otherwise dull static material look interesting and full of animation with minimal effort.

Advanced scrolling textures

Multiplying additional scrolling textures together provides even better results while also being a good way to optimize and keeping drawcalls & overdraw at a minimum. This is especially true when each particle can be spawned with random offsets to its UVs so that you avoid obvious repeating patterns from emerging.

In these examples I am scrolling textures along static meshes and then additionally scrolling color gradients over it for evolving colors. Stretching UV layouts can be used to further "pace" and animate the effect.

Other effects

I enjoy figuring out new and novel ways to use my existing repertorie of tricks, as well as expanding my toolset while creating interesting and visually appealing effects.

A generic "buff" spell effect. I experimented with "soulercoaster" meshes for the swirling small particles that are actually static static bands of mesh. [Link]

"Pintable". An effect based on cubes and vertex painting so that the top of the cubes are displaced upwards and colored with a gradient according to scrolling noise textures.

Color masking

Color masking can be very powerful for creating additional variation from the same few assets. Here I show a simple cargo container, but the masking can be use multiple color channels and easily generate patterns and color combinations directly within the game editor.


For example the red fuel barrel on the right has a more distinct pattern, though the regular empty barrels can still provide basic variation.

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