Elemental Launch VFX

𝙁𝙞𝙣𝙖𝙡 𝙀𝙛𝙛𝙚𝙘𝙩
Here are all components put together.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
Here are the elements of the second half of the sequence layer by layer.
I initially thought about doing a full mushroom cloud but I figured the stem is unnecessary due to the perspective.

𝙍𝙤𝙘𝙠 𝙇𝙖𝙪𝙣𝙘𝙝
There are only 4 elements as part of the first part of the sequence. Here are all of them layer by layer.

𝙍𝙤𝙘𝙠 𝙇𝙖𝙪𝙣𝙘𝙝/𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩

When I was creating the projectile for my Naturalization VFX, I discovered this shape after eliminating the noise from one of the shapes. I liked it as a stylized cloud.

𝙁𝙧𝙖𝙘𝙩𝙪𝙧𝙚 𝙎𝙞𝙢𝙪𝙡𝙖𝙩𝙞𝙤𝙣
I simulated the ball's fracture in houdini.

𝙁𝙧𝙖𝙘𝙩𝙪𝙧𝙚 𝙎𝙞𝙢𝙪𝙡𝙖𝙩𝙞𝙤𝙣
I simulated the ball's fracture in houdini.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
This is the logic behind the "Mushroom Clouds". I like to control most of my effects using dynamic parameters as everything becomes very fast to tweak.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
This is the logic behind the "Mushroom Clouds". I like to control most of my effects using dynamic parameters as everything becomes very fast to tweak.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
I created the patterns and masks for the mushroom in Substance Designer so that I could easily change it as I went on.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
I created the patterns and masks for the mushroom in Substance Designer so that I could easily change it as I went on.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
Working procedurally with textures in designer is great way to get multiple versions to test with very fast. While I'm no expert on the software I am able to create the things I need in it.

𝙁𝙞𝙚𝙧𝙮 𝙞𝙢𝙥𝙖𝙘𝙩
Working procedurally with textures in designer is great way to get multiple versions to test with very fast. While I'm no expert on the software I am able to create the things I need in it.

Elemental Launch VFX

After working on the naturalization VFX, I felt the need to practice my ability to create impact VFX since I had felt stuck re-iterating on it for quite some time. Initially, I wanted to produce four Impact VFX, one for each element. However, due to time constraints, I scaled it down and opted for just two: Earth and Fire. As with most of my projects, I aimed to include a bit of Houdini to further practice the software, so I incorporated a simulation of the sphere breaking to add a climax to the ball's elemental journey.

- 𝙏𝙖𝙠𝙚𝙖𝙬𝙖𝙮𝙨 -

I worked in a more refined direction during this project compared to my previous two. I did not experiment as much and when I did, it was large changes. One example was that I first imagined a mushroom cloud explosion but I removed the stem from the mushroom cloud before I even gave any of those parts a material since I realized it wouldn't be noticed anyways. This approach of working more fast and loose was better for me and made me second guess my direction less often and I think the result is better because of it.

- 𝙄𝙛 𝙄 𝙝𝙖𝙙 𝙢𝙤𝙧𝙚 𝙩𝙞𝙢𝙚 -

I would go back and add the remaining elements to complete the initial idea.

I would also like to incorporate a larger impact on the environment and breaking apart the ground to make it feel more impactful.

I'd also like to make the ball more visually interesting, I opted for just using a flat color on it since I did not want to put much focus on the actual ball but rather the effects. In hindsight I think a dynamic changing mesh with a trail could have improved the overall sequence.