• Register

Eden Star is a dark, Sci-fi AAA+ take on the 'mine, create, survive' gameplay found in popular voxel-based creation games. The world of Pharus 7 boasts ultra interactive destructible environments, innovative combo-driven physics based combat, non-grid based creation features, all wrapped within an ever expanding universe.

Report RSS De-materialisation (Behind the Scenes VFX part 2)

Marcin 'Alivender' Dudkowski reveals a disintegration effect and the techinique behind it.

Posted by on

Hello everyone! Marcin Dudkowski here again. Last time I posted, I talked about my visual effects compositing pipeline. Today I have more behind the scenes information and also something interesting to show you.

Do you remember the IKA Alien from our previous post? It has been mentioned that it feeds on matter. More to the point, in Eden Star you, as a player, will also be able to de-materialise objects , although for a different purpose. One of my responsibilities at Flix Interactive is to make sure this process looks powerful and beautiful. Here is a prototype:

To keep true to the "behind the scenes" promise, I am going to explain how this effect is created and controlled. At the very core of it lies a synergy of lights, particle systems and animated materials. The latter is built upon a system of masks, which I want to talk about. I am going to get quite technical from this point on. Tread carefully :)

De-materialisation masks

The image above depicts Unreal3's material editor with the aforementioned functionality stripped to bare minimum for better understanding. To produce required monochromatic masks I am comparing a simple black to white gradient texture against a 0 to 1 parameter (here called "Progress"). The "If" nodes then translate them into pure white on the left of the point where the parameter is of equal value to the gradient, and pure black on the right.

By adding a tiny value ("EdgeWidth"=0.02) to one of the gradient instances I am able to produce a "Darker Mask" with a small offset. I can then extract said offset by subtracting one mask from the other. From this point I have a set of textures I can use to create a glowing disintegration edge, and to turn any object fully visible on one and fully invisible on the other side of it.

Now, changing the values of the "Progress" parameter would visually wipe the entire material into the strangulating clutches of nothingness... ehkm, in an organized and orderly fashion. However, using a more erratic texture instead of a simple gradient will produce more interesting results. From this point, all that is left is adding a bunch of embers, glow-dust, lights, god-rays etc. and the effect is ready :)

This concludes my mini-tutorial on the disintegration effect for Eden Star. I had to keep it rather short, but I hope at least some of you found it enlightening. Sharing my knowledge has always brought me great pleasure, so if you guys have any questions about visual effects in general, please do not hesitate to ask me. I will respond to everyone. Let's fill this comment section below :)

Thanks for reading! I am leaving you with an image update on my work on the scene I showed you in my last post. Till next time!

Eden Star in Space

Post comment Comments
Zumf
Zumf - - 27 comments

Niiiice

Reply Good karma Bad karma+3 votes
DaveBelcher
DaveBelcher - - 20 comments

Very cool stuff, nice work!

Reply Good karma Bad karma+5 votes
0rpheus
0rpheus - - 433 comments

The effect looks really awesome!

Reply Good karma Bad karma+3 votes
Guest
Guest - - 688,627 comments

Oooh pretty O_O

Reply Good karma Bad karma+3 votes
KydaConcepts
KydaConcepts - - 1 comments

That's a killer effect for a rock lol can't wait to see what's coming!

Reply Good karma Bad karma+4 votes
Zumf
Zumf - - 27 comments

'Space' rocks.

In space.

Reply Good karma Bad karma+2 votes
Bermuda01
Bermuda01 - - 43 comments

great effect...

is the terrain in this demo also included in the final game? is it voxel based? are there bump maps?

Reply Good karma Bad karma+2 votes
Jonny_T Creator
Jonny_T - - 118 comments

It's not voxel based, instead we work with Apex and other available tools instead!

Reply Good karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: