Monday, January 27, 2025
Monday, January 20, 2025
Friday, January 10, 2025
Thursday, January 9, 2025
Progress on WoW Inspired VFX
Over the winter break, I've been making progress on a World of Warcraft inspired VFX. I took inspiration from their priest class and have been making an AOE healing spell.
pls ignore the low video quality :P
I'm gonna break down some chunks of the effect.
For the AOE fx, it's composed of a couple mesh renders, beams, and sprites. I created a disc mesh in Houdini and edited the vertex colors to create a gradient from 0 to 1 to 0 from the edge to the center. For the material, I essentially lerped two noise textures on top of each other for the Emissive color, and created an erosion mask using a Voronoi texture that's controlled using dynamic parameters.
On the edges, I used beams and got them in place using a shape location module with the ring as the shape primitive. They use a similar material to one I'll discuss in the next part of the effect. Lastly, I have two sprite emitters - one for a burst as the AOE spawns, and another of some random hanging particulates.
For the effect that occurs on a player within the AOE, I'm using three beam emitters and one sprite emitter. I made a material for the beams that has two different trails and gave them a bit of distortion and WPO. I made another version of that with a rainbow as a sort of light halo effect, WoW's priest class has very subtle rainbows in their VFX so I wanted to emulate that.
The sprites just briefly float up from where they spawn, but as of now they're not timed and I'll need to work on it further.
There's still two more parts to work on with this effect, both being tied to the player that casts the spell. Once I get a good grasp at all 4 parts, I'll begin fine tuning the effect's look and timing. Working on this was a bit frustrating but rewarding at the same time! It helped me understand UV's more and I have a better foundation for all of the nodes and modules I have available to me in both materials and niagara fx. I also got to work a bit with blueprints too, which was a huge help. Excited to continue working on this!
Wednesday, December 4, 2024
Monday, December 2, 2024
Medusa Week 15
- My focus for this next turn-in, was to solidify the gaze function, add in sounds, and tighten details like volume, attenuation, and timing.
- To lock in the gaze function, I improved the HUD texture and placement, added a lose state that takes the player back to the start, added another color for Medusa's eyes to be before the player makes eye contact, and add a sound effect to play with it, along with some debugging to make sure the sound doesn't play at unwanted times.

Adding in the lose state within the player's blueprint 
New texture for the HUD, that appears when the gaze is triggered 
How the new eyes look on Medusa 
Added some nodes to fade out the stoned SFX once the player looks away. 
A sound cue to produce random snake SFX that I attached to Medusa, that uses attenuation to produce louder sounds as she gets closer to the player.
Thursday, November 14, 2024
Medusa VR Week 12
- This week I really started to focus on the post processing effect that I wanted to trigger when the player looks at Medusa. To do this I utilized this tutorial to get me started, and mended it to fit my needs.
- I also worked on a HUD display to slowly appear with the post processing effect by linking both of their alpha values together
- With the effect, I want to add an SFX that sounds like rocks cracking, but during my testing, I realized the way I triggered it made the fx play every tick that the player was looking at Medusa, so the fx played about 5 times a second, and sounded incredibly bass boosted. So, I'll need to continue looking into that next week.
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| Within the blueprints of the HUD Widget, we get Medusa from her blueprint and set her alpha value to the widget value, 'A' |
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| Create a bind within the widget menu, and link the value, 'A' to the alpha channel |
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| Now within our Medusa blueprints, if 'Should Glow' is true, it triggers a timeline to gradually increase the alpha value to 1, making the post processing effect visible |
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| To link up Medusa's eyes with her animations, set the parent socket to a joint. Braden helped set me up for this by preparing joints located at her eyes. |
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| To create distortion, I used a normal for a stone texture and plugged it into the WorldAlignedTexture node, which spreads it along all surfaces. |
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| This controls the color of the effect, and gradually changes based on the distance away from the player. |
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| This is the overlay I'm using in the HUD, that appears with the post processing effect. I will do another pass on the image to add more details, this is currently being used as a placeholder. |
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| My work logged into Perforce |
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