Website powered by

(2022) Anime Look Stylized Explosions

NOTE
I can't make much time now, so I'll post small breakdowns little by little. Thanks for the understanding.
-------------------------------------------------------------

Although it is still not as good as 2D animation, the advantage of 3D is that it can be viewed from all directions, also making it easy to add randomness and interaction.
I think it will look 3D in VR because it is constructed with a 3D mesh.

No textures are used except for translucent wind FX.
Also, all but this wind FX are opaque with Masked Blend.

with UE5 Niagara

<3D Smoke with Voronoi noise>
The procedure for making smoke shapes is almost the same as in the following video (Blender).
https://www.youtube.com/watch?v=eL6O3qN-d4E&t=142s
Displacement of the vertices of the sphere mesh using Voronoi noise.

Unreal Engine's Noise node has many parts that cannot be controlled from the outside, so it is necessary to write HLSL in the Custom node. This allows for fine control of the noise behavior from within Niagara using Dynamic Params.

Unreal Engine's Noise node has many parts that cannot be controlled from the outside, so it is necessary to write HLSL in the Custom node. This allows for fine control of the noise behavior from within Niagara using Dynamic Params.

These flames and smoke are also 3D polygon meshes. (Used Houdini)

It is just a frame-by-frame output of the animated meshes, one per frame.

The blast is made to affect an existing explosion a bit.


The detonation position is passed to the NPC (Niagara Parameter Collection) in the blueprint at the time of detonation.

The detonation position is passed to the NPC (Niagara Parameter Collection) in the blueprint at the time of detonation.


Descriptions are in process.

Descriptions are in process.


Descriptions are in process.

Descriptions are in process.