![]() This way, we don’t have to edit each effect individually and we maintain uniformity of colors when using more than 1 animated texture in a given fx, so they blend better together. The reason this is not a simple vector color picker in material is so we can easily edit the tone of the smoke in our explosions across the game by opening this small texture in photoshop and changing the level of gray. For an explosion it would look like this: The first ramp is an albedo ramp and the 2nd one an emissive ramp. Mask2_R: Color Key (1k, 8x8 per frame) for us, in explosion it’s the render of the heat / emissive pseudo mix we “artistically” render in Houdini while doingįrom there, we use 2 ramp textures. Mask1 RGB: Tangent Lightmaps Top, Left, Right. Part #1: Making the animated texture flexible. Mask1 is uncompressed (Haven’t found a suitable compression since the data on each channels differ too greatly), mask2 is DXT1. Here’s our current setup of 2 texture masks. So instead of using texture for colors and normal, we’ve started to pack in our texture entirely different information. What we’ve started doing was splitting form and function. In order to get variety without exploding the texture counts. Our current solution: Making textures more flexible and using lightmaps instead of Normals. With normal maps, lighting never really looks good in non-fully baked out scenarios where the Time of day is not constant, or in fully gameplay situation where you don’t control the camera view angle vs the sun direction etc. So usually, we’d slash down on quality (down size texture) or quantity (less variety in explosions). Adding more pair of texture like this to prevent always getting the same explosions over and over again will quickly run your memory budget down. So we’re two 2k textures deep already, for 1 effect. Traditionally, you need a RGBA texture for colors and alpha and a 2nd one for normals and emissive mask. This is a sacrifice we’re used to make by now and it leaves us with a 256x256 pixel reso for what is a 64 frames, 2k x 2k texture. Using an animated texture mean we’re seeing 1/64th of the resolution at any point (for an 8x8 frames texture). Problem #1: Memory, Resolution and Variety Major props and thanks to for the original ideas!Īs you all know, better looking explosions is a forever quest in our field and a popular method of making it possible in games is through usage of animated textures, aka flipbooks. Since I’ve then I’ve gotten a bunch of email regarding that so I’ll try to answer a few questions and give an overview of the technique we’ve been using on Skull & Bones. Hi guys! Mederic here, former VFX Tech Director on Skull&Bones.Ī few months ago we’ve discussed clouds lighting and normal maps and a bunch of techniques like DLUT and 6D Lightmaps.
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