VFX on the Partisans 1941

VFX on the Partisans 1941

VFX on the Partisans 1941

Challenge

  • Constrained resources prevented us from engaging VFX artists to expediently devise realistic VFX compatible with slow-motion and dynamic weather/day-time systems.

  • Pre-existing marketplace assets were ill-suited due to:

    • Bullet collision effects would take a long time to customize for the project: material adjustments, collision handling, project-wide synchronization of physical materials, etc.

    • Compatibility issues with slow-motion.

    • Limitations on unique explosion effects (grenade explosion, vehicle explosion, fuel barrel explosion), which, when utilizing numerous unique textures and material sets for each effect, would degrade performance and image quality.

Solution

Content Creation

  • Explosion and flame textures were generated via Houdini comprising two atlases: color and motion texture. A singular graph enabled infinite explosion variations.

  • Utilizing SideFX Labs to generate atlases, we produced output code for materials to interface with the atlases, saving development time.

  • We designed explosion effects to maximize reusability of emitters, textures, and materials.

Textures and Materials Optimization

  • We developed a suite of universal emitters and master materials with minimal switches, surpassing marketplace assets in performance.

Game Implementation

  • Leveraging the Houdini Engine, we strategically placed objects within the level considering environmental factors.

  • We’ve developed a weather manager in which all emitters spawn through blueprint actors and emitter placement is automated.

Outcomes

  • Successful creation of all required effects.

  • The establishment of automated systems for VFX emitters placement.

  • Project deadline met without the need to engage further specialists.

  • A reusable pipeline has been established for future projects.

Challenge

  • Constrained resources prevented us from engaging VFX artists to expediently devise realistic VFX compatible with slow-motion and dynamic weather/day-time systems.

  • Pre-existing marketplace assets were ill-suited due to:

    • Bullet collision effects would take a long time to customize for the project: material adjustments, collision handling, project-wide synchronization of physical materials, etc.

    • Compatibility issues with slow-motion.

    • Limitations on unique explosion effects (grenade explosion, vehicle explosion, fuel barrel explosion), which, when utilizing numerous unique textures and material sets for each effect, would degrade performance and image quality.

Solution

Content Creation

  • Explosion and flame textures were generated via Houdini comprising two atlases: color and motion texture. A singular graph enabled infinite explosion variations.

  • Utilizing SideFX Labs to generate atlases, we produced output code for materials to interface with the atlases, saving development time.

  • We designed explosion effects to maximize reusability of emitters, textures, and materials.

Textures and Materials Optimization

  • We developed a suite of universal emitters and master materials with minimal switches, surpassing marketplace assets in performance.

Game Implementation

  • Leveraging the Houdini Engine, we strategically placed objects within the level considering environmental factors.

  • We’ve developed a weather manager in which all emitters spawn through blueprint actors and emitter placement is automated.

Outcomes

  • Successful creation of all required effects.

  • The establishment of automated systems for VFX emitters placement.

  • Project deadline met without the need to engage further specialists.

  • A reusable pipeline has been established for future projects.

Challenge

  • Constrained resources prevented us from engaging VFX artists to expediently devise realistic VFX compatible with slow-motion and dynamic weather/day-time systems.

  • Pre-existing marketplace assets were ill-suited due to:

    • Bullet collision effects would take a long time to customize for the project: material adjustments, collision handling, project-wide synchronization of physical materials, etc.

    • Compatibility issues with slow-motion.

    • Limitations on unique explosion effects (grenade explosion, vehicle explosion, fuel barrel explosion), which, when utilizing numerous unique textures and material sets for each effect, would degrade performance and image quality.

Solution

Content Creation

  • Explosion and flame textures were generated via Houdini comprising two atlases: color and motion texture. A singular graph enabled infinite explosion variations.

  • Utilizing SideFX Labs to generate atlases, we produced output code for materials to interface with the atlases, saving development time.

  • We designed explosion effects to maximize reusability of emitters, textures, and materials.

Textures and Materials Optimization

  • We developed a suite of universal emitters and master materials with minimal switches, surpassing marketplace assets in performance.

Game Implementation

  • Leveraging the Houdini Engine, we strategically placed objects within the level considering environmental factors.

  • We’ve developed a weather manager in which all emitters spawn through blueprint actors and emitter placement is automated.

Outcomes

  • Successful creation of all required effects.

  • The establishment of automated systems for VFX emitters placement.

  • Project deadline met without the need to engage further specialists.

  • A reusable pipeline has been established for future projects.