I hope you know how appreciated you and your videos are. We all respect you and know it takes a long time to create these videos and they are worth every minute of watch time. Thankyou for all you do
ha, fun! I actually just had to this some weeks ago, using UV input as distortion really is one of the coolest way to create convincing distortion effects!
I have the duality of titles now: This video is called both "why can't i hold all these fire shaders?" and "how to make a BotW-style fire shader" at the same time! (I've had it tabbed for too long I guess.)
Even though I don't have a personal use for this type of information anymore, the information is just too interesting to ignore. I have to keep watching.
Congrats on the patreon boost! Looks like taking your own advice and making stuff cheap and accessible to more people has already paid off. I think that was you right? ;)
So how preformant is running a flipbook texture at a higher framerate? When infinite came out i noticed the fire animation on the armor had to have been at most 30 fps probably even 20-25, but in games like halo 3 or reach the fire texture runs at least at 60 fps for a game that on launch ran at 30 fps. Maybe they just made a better procedural shader...or there wasn't much of a point of making it a low framerate for infinite?
surely the right combination of scrolling noise textures and masks could make a flame identical to the flipbook version, its just a case of finding out that combination of shaders and math nodes to make it all work and look incredibly realistic. its a shame that the 3rd party software doesn't come with UE export options to export a nodetree to create an almost identical looking effect. that way it could be manipulated programmatically in realtime using ingame influences rather than being pre baked... Although on second thoughts those 3rd party software companies don't want to end up maintaining just a plugin after they realise their software would become largely obsolete.
...the problem is that those high-fidelity flipbooks tend to be pretty expensive to render out, which is why they're pre-rendered into an atlas in the first place. you *can* do it, but be ready for inevitable compromises unless you really just do not care about performance, which i guess if you use UE, then... fair enough
@@randomcatdude those flipbook style fire effects are created from a simulation though (as you said, very slow and expensive to render out) what I'm saying is any visual effect or simulation can be converted into an algorithm. It's just a case of working out the precise shader setup to create the look without needing to either simulate or use pre rendered. There WOULD be compromises in the same way jpeg compression can create almost any image with only slight artifacting. Creating a complex enough shader that can recreate the exact look of a pre baked fire effect in real-time is just a matter of effort and experimentation, if the third party simulation software could output an effect but as a real-time shader (with perhaps dozens or hundreds of scrolling noise textures and alpha overlays) which would give the exact look of the pre baked effect but allow realtime interaction with a physics system.
You should have a look at Fortnite's campfire effect, specifically on next gen consoles as I'm not sure if it looks the same on PC, I don't know how they did it but the fire coming from campfires literally look better than fire does in real life
So which method does FromSoft use for Elden Ring and which one does BluePoint for Demon's Souls Remake? Edit: I believe the short answer is Flipbook. But how do they make it look so good? (especially DS Remake)
They probably generated those textures in Houdini or Embergen. That's what we use in our games. There's way to achieve realistic fire with maps in a shader, but it's a lot of work!
@@GWAFEM yeah, I get that these are textures from simulation used as flipbook. But did they do anything else to enhance the effect? Also, as the video said, is it really worth using realtime shaders?
@@sharif47 Depends on your use case, realtime shaders usually have more instructions but need smaller textures meaning they use less memory than flipbooks that need to be quite high res for invidual frames to look good when the fire is big, so depending on your project you might have a lot of benefits using one vs another. For example Nintendo Switch only has 3GB of RAM which is shared between the CPU and GPU, meaning memory is luxury and realtime shaders make more sense, but for AAA games on PC and consoles, you'll just get more detail and a better feel if its simulated or hand drawn for really stylized games (Leage of Legend uses tons of hand drawn flipbooks, not just for fire but a lot of magicy stuff).
5:45 That vehicle burning in Halo infinite looks godawful. No offence to anyone making it, I'm sure it wasn't important enough to divert many resources, but it looks nothing like the vehicle is actually on fire. Just a bunch of 2D fire assets thrown at it and calling it a day. No lighting, no depth, no variation, no actual contact or scorching. Definitely a 'how not to do it'.
i find your lack of BotW fire shaders disturbing
same
same
same
same
same
I think botw's smoke makes it look more coherent and cartoony, which fits the art style a lot
Adding some heat distortion helps a lot too by adding some scrolling normal maps to the refraction node
i was just saying this to bro the other day
I hope you know how appreciated you and your videos are. We all respect you and know it takes a long time to create these videos and they are worth every minute of watch time. Thankyou for all you do
This is amazing! Been looking forward to these types of videos where you explain how the visual process of video games work.
ha, fun! I actually just had to this some weeks ago, using UV input as distortion really is one of the coolest way to create convincing distortion effects!
Nice! Excited to try the flame out. Next up for you is probably nanite particle systems integration with flip books. Good luck 😅!
Been loving your presentation
I have the duality of titles now: This video is called both "why can't i hold all these fire shaders?" and "how to make a BotW-style fire shader" at the same time! (I've had it tabbed for too long I guess.)
Even though I don't have a personal use for this type of information anymore, the information is just too interesting to ignore. I have to keep watching.
Love these kinds of videos, can’t wait to see more stuff like this :)
just discovered your channel, its really good mate, keep it up 👍
Oh hell yeah, how did I not find you before
aaaand subbed!
Amazing once again!
As a VFX artist, don't you dare look at my fire from the top-down angle.
Never wanted to sign up for someones Patreon so damn fast. haha
been waiting for some videos on valorant / botw effects!!! thank u
Flipbooks are pretty cool
The last videos have been really interesting to follow
Congrats on the patreon boost! Looks like taking your own advice and making stuff cheap and accessible to more people has already paid off. I think that was you right? ;)
They listen to my mix tape.
So how preformant is running a flipbook texture at a higher framerate? When infinite came out i noticed the fire animation on the armor had to have been at most 30 fps probably even 20-25, but in games like halo 3 or reach the fire texture runs at least at 60 fps for a game that on launch ran at 30 fps. Maybe they just made a better procedural shader...or there wasn't much of a point of making it a low framerate for infinite?
It's great when they interact w/ the wind, unless it consumes a lot of hardware resources.
MORE OF THIS
It's just awesome
This video was fire
Cool stuff but how would you make it interact with the environment? (burning grass, wood, igniting a fuse etc)
its just graphics
Great ❤ video.
Hello, Please inform me what is called Soft which is used in this video to create "Hurricane" Type thing.
I feel like this guy knows Ian Hubert lazy tutorials
The OGs know the original thumbnail
Awesome video
Can you make how was snow made in video games
where is that gdc video from, hard to find old gdc videos ;-;
I have no idea about the yt algorithm .. but i like it.. nice
🔥
It appears that the fire from breath of the wild uses marching cubes. Just by the looks. Though I may be wrong.
noice
Im Kingdoofy. Love your Patreon videos. Well worth it ❤
You havent done a video on the art style of fall guys, what do you think ?
there is a total change in thumbnail , but it looks stylized
Can somebody tell the name of that particle-related software at 4:32
At 1:00 which GDC talk is this from?
yes
VIDEO GAMES DONT MAKE FIRE , PEOPLE MAKE FIRE AND PUT IT INTO VIDEO GAMES
surely the right combination of scrolling noise textures and masks could make a flame identical to the flipbook version, its just a case of finding out that combination of shaders and math nodes to make it all work and look incredibly realistic.
its a shame that the 3rd party software doesn't come with UE export options to export a nodetree to create an almost identical looking effect. that way it could be manipulated programmatically in realtime using ingame influences rather than being pre baked... Although on second thoughts those 3rd party software companies don't want to end up maintaining just a plugin after they realise their software would become largely obsolete.
...the problem is that those high-fidelity flipbooks tend to be pretty expensive to render out, which is why they're pre-rendered into an atlas in the first place.
you *can* do it, but be ready for inevitable compromises unless you really just do not care about performance, which i guess if you use UE, then... fair enough
@@randomcatdude those flipbook style fire effects are created from a simulation though (as you said, very slow and expensive to render out) what I'm saying is any visual effect or simulation can be converted into an algorithm. It's just a case of working out the precise shader setup to create the look without needing to either simulate or use pre rendered. There WOULD be compromises in the same way jpeg compression can create almost any image with only slight artifacting. Creating a complex enough shader that can recreate the exact look of a pre baked fire effect in real-time is just a matter of effort and experimentation, if the third party simulation software could output an effect but as a real-time shader (with perhaps dozens or hundreds of scrolling noise textures and alpha overlays) which would give the exact look of the pre baked effect but allow realtime interaction with a physics system.
Music used?
You should have a look at Fortnite's campfire effect, specifically on next gen consoles as I'm not sure if it looks the same on PC, I don't know how they did it but the fire coming from campfires literally look better than fire does in real life
Is this unreal engine
which game is it that you are playing?
At 4:36 what software is this??
So which method does FromSoft use for Elden Ring and which one does BluePoint for Demon's Souls Remake?
Edit: I believe the short answer is Flipbook. But how do they make it look so good? (especially DS Remake)
They probably generated those textures in Houdini or Embergen. That's what we use in our games.
There's way to achieve realistic fire with maps in a shader, but it's a lot of work!
@@GWAFEM yeah, I get that these are textures from simulation used as flipbook. But did they do anything else to enhance the effect?
Also, as the video said, is it really worth using realtime shaders?
@@sharif47 Depends on your use case, realtime shaders usually have more instructions but need smaller textures meaning they use less memory than flipbooks that need to be quite high res for invidual frames to look good when the fire is big, so depending on your project you might have a lot of benefits using one vs another. For example Nintendo Switch only has 3GB of RAM which is shared between the CPU and GPU, meaning memory is luxury and realtime shaders make more sense, but for AAA games on PC and consoles, you'll just get more detail and a better feel if its simulated or hand drawn for really stylized games (Leage of Legend uses tons of hand drawn flipbooks, not just for fire but a lot of magicy stuff).
unity's particle system 🧐🍷
@@Stylized_Station120 Stylized_Station120 != Stylized Station
4:33 what software is thart?
A Unreal plugin called FluidNinja VFX tools. It allows you to simulate and bake simulations inside editor
YOU NEED TO WATCH THE TEKKEN 8 TRAILER
But how to make atlas texture?
If i make vdb file where i fulfil a fire-flame - can - after export - import into unreal engine - illuminate enviarement using thid flame?
Not very BOTW to me, but really interesting nonetheless
Please add "using Unreal Engine" in the video title.
Wait, is that 60fps BotW?
botw didnt try to be realistic it tried be something else and was great.
Oh, but there are more techniques for fire shaders! I guess you are honest about learning this in a week.
Lmao that's evil. Definitely right though, botw's fire shading wasn't developed by a guy with a week of theory
Or you can just take up 100% cpu and gpu usage
😮😎
5:45 That vehicle burning in Halo infinite looks godawful. No offence to anyone making it, I'm sure it wasn't important enough to divert many resources, but it looks nothing like the vehicle is actually on fire. Just a bunch of 2D fire assets thrown at it and calling it a day. No lighting, no depth, no variation, no actual contact or scorching. Definitely a 'how not to do it'.
I’m sorry but the first one looks nothing like the breath of the wild flames..
My dude, stop your patreon and make a website like CG cookie. That would be sick
Halo Infinite’s fire, not a fan of the style
Rename video to how to make fire advertisement
I missed the free flipbook ninjafluid month and I'll regret it every single second untill I bought it