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 explosion 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 explosion 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 involved significant changes. One example was that I initially envisioned a mushroom cloud explosion, but I removed the stem from the mushroom cloud before assigning any material to those parts, realizing it wouldn't be noticed anyway. This approach of working more loosely benefited me and reduced my tendency to second-guess my direction. I believe 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.