Silver_Dragon Posted June 8, 2017 Share Posted June 8, 2017 From Russian Forum by Chizh: https://forums.eagle.ru/showthread.php?t=188794 We are looking for a specialist (artist) for VFX effects on contract work. requirements: Knowledge of 3dsmax. Knowledge of the particle system in 3dsmax. Knowledge of any of the packages volume simulation (FumeFX, Afterburn, Houdini, etc.) What needs to be done: Draw animated textures particles for the present and future effects. To simulate the dynamics of the explosion. At the exit we would like to get something in this style: Worthy payment is guaranteed. Send mail to my email address chizh@eagle.ru Link to comment Share on other sites More sharing options...
312_JS Posted June 8, 2017 Share Posted June 8, 2017 Hope they find someone able to deliver that result. That would be fantastic! Link to comment Share on other sites More sharing options...
Czar66 Posted June 11, 2017 Share Posted June 11, 2017 (edited) The last engine had some nice smoke effects we sadly lost before the edge conversion due to incompatibilities etc... example was the dark grey smoke from damaged/destroyed aircraft. youtube video > /watch?v=cVeSDWy6WHU&t=117s The replacement is the current overly fluffy black smoke which doesn't gives much the sense on speed from the debris or the smoking aircraft. I take that a lot of current particle assets are placeholders for some much more impressive effects to come. These effects examples through the link from the russian forum are phenomenal. :noexpression: I hope ED finds the talent to get something like this aesthetics in DCS. Edited June 11, 2017 by Czar66 bugged link Link to comment Share on other sites More sharing options...
Witchking Posted June 12, 2017 Share Posted June 12, 2017 Those effects look insane. If DCS can get those kind of fx...that would just be unreal. WHISPR | Intel I7 5930K | Nvidia GTX980 4GB GDDR5 | 16GB DDR4 | Intel 730 series 512GB SSD | Thrustmaster WARTHOG | CH Pro Pedals | TrackIR4 pro | |A-10C|BS2 |CA|P-51 MUSTANG|UH-1H HUEY|MI-8 MTV2 |FC3|F5E|M2000C|AJS-37|FW190|BF 109K|Mig21|A-10:SSC,EWC|L-39|NEVADA| Link to comment Share on other sites More sharing options...
Ala12Rv-watermanpc Posted June 12, 2017 Share Posted June 12, 2017 Those effects look insane. If DCS can get those kind of fx...that would just be unreal. +10000000:thumbup: Take a look at my MODS here Link to comment Share on other sites More sharing options...
Sydy Posted June 12, 2017 Share Posted June 12, 2017 +10000000:thumbup: Holy smoke, Batman!!! :geek: Link to comment Share on other sites More sharing options...
Drag0nWIng Posted June 18, 2017 Share Posted June 18, 2017 Rn28 needs that explosion effect. this simple channel is really interesting, love it. Link to comment Share on other sites More sharing options...
j-tk Posted June 21, 2017 Share Posted June 21, 2017 Oh my God.... Those effects in game, I'd wet myself. Link to comment Share on other sites More sharing options...
boedha68 Posted June 21, 2017 Share Posted June 21, 2017 (edited) Can't we copy the file in game? The work was done... :D By the way: Chapot ED that you search for more developers! When the money comes, investments must be made to get a better and bigger product to get a significant grow of customers! :thumbup: Edited June 21, 2017 by boedha68 New system:I9-9900KS, Kingston 128 GB DDR4 3200Mhz, MSI RTX 4090, Corsair H150 Pro RGB, 2xSamsung 970 EVO 2Tb, 2xsamsung 970 EVO 1 TB, Scandisk m2 500 MB, 2 x Crucial 1 Tb, T16000M HOTAS, HP Reverb Professional 2, Corsair 750 Watt. Old system:I7-4770K(OC 4.5Ghz), Kingston 24 GB DDR3 1600 Mhz,MSI RTX 2080(OC 2070 Mhz), 2 * 500 GB SSD, 3,5 TB HDD, 55' Samsung 3d tv, Trackir 5, Logitech HD Cam, T16000M HOTAS. All DCS modules, maps and campaigns:pilotfly: Link to comment Share on other sites More sharing options...
jafa Posted June 21, 2017 Share Posted June 21, 2017 I made this little test while designing some smoke for a il2 movie a while back I DONT envy the person who gets to design these things for living they are very fickle programs to use and the rendering times and file sizes are horrendous , I strongly suspect that the final explosions once they hit the game will also be very dialed back Cheers Jafa [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Xordus Posted June 24, 2017 Share Posted June 24, 2017 wtf... that would blow my mind to launch a Maverick and have that be the resulting explosion. That can't happen fast enough for me. Ground explosions are a really underwhelming part of DCS. Link to comment Share on other sites More sharing options...
Gr00v3r Posted June 27, 2017 Share Posted June 27, 2017 Carpet bombing effects also would be great! :thumbup: Intel i7 4790K, 16GB DDR3 1600, GIGABYTE GTX 970G1, Win 7 x64, X-55 HOTAS :bye_2: Link to comment Share on other sites More sharing options...
ShalashakaDS Posted June 27, 2017 Share Posted June 27, 2017 Means very little if the damage model of ground units/buildings doesn't get an overhaul. We desperately need proper fragmentation modeling. The fact we are getting some flack guns on the asset pack gives me some hope that they might take action into it. Link to comment Share on other sites More sharing options...
Fri13 Posted June 27, 2017 Share Posted June 27, 2017 Yeah.... Let us blow buildings and vehicles to pieces and then add there a "simplified" explosions like that and more realistic smoke (than now) and.... You will get more air-quake at ground level as virtual pilots want to see all it! i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K. Link to comment Share on other sites More sharing options...
biller Posted June 28, 2017 Share Posted June 28, 2017 Well..Based on my knowledge of Particle effects.. I have to say that gun fire smoke (especially that from battleship's main gun) and dynamite explosion would achieve better result by using exported FumeFX. However, other effects could be done by simply using 2D sprites (which also affect the transparency) and very simple mesh. In unreal editor, you have a parallel particle emitter, which could put multiple particle emitter in one particle systems. It has pre-defined properties for the sprites Like the "color over life" ,which defines its diffuse color over the sprites life The "Constant acceleration", which defines its motion after spawn. And making smoke puffs are also not difficult, but tricky. Its called subUV, in which you divide a huge png image that contains 36 (any square number) states of a smoke puff in to 36 parts and put each small parts in to a smaller sprites Most of the particle effects could be done outside 3DSMAX and some fancy smoke plugins Like the afterburner exhaust, a simple cone mesh (it does not matter, when UV flattened it acts same as a plane). See the attachments With a dynamic material, which pans the alpha channel over time. You can simply making a nice-looking fire cone (https://www.youtube.com/watch?v=k__0ORI17Es, unreal fan's tutorial) That's all what I know about particle now. Hopes that will be a help to some ideas on the basic coding. What I concern is that importing advanced and complex 3D particle system will further hit the performance and make normal computer freeze. [sIGPIC]http://bbs.3gofly.com/data/attachment/forum/201307/23/133241qur1slx8ux2ev1t7tt.jpg[sIGPIC] Link to comment Share on other sites More sharing options...
ebabil Posted June 29, 2017 Share Posted June 29, 2017 event specific blast effects would be good for example, nukes: for oilfilelds maybe active volcanos: FC3 | UH-1 | Mi-8 | A-10C II | F/A-18 | Ka-50 III | F-14 | F-16 | AH-64 | Mi-24 | F-5 | F-15E| F-4| Tornado Persian Gulf | Nevada | Syria | NS-430 | Supercarrier // Wishlist: CH-53 | UH-60 Youtube MS FFB2 - TM Warthog - CH Pro Pedals - Trackir 5 Link to comment Share on other sites More sharing options...
pimp Posted July 24, 2017 Share Posted July 24, 2017 Did you all find your 3D designer yet? Would be a step closer to new explosions and on to new clouds. i9 9900k @5.1GHz NZXT Kraken |Asus ROG Strix Z390 E-Gaming | Samsung NVMe m.2 970 Evo 1TB | LPX 64GB DDR4 3200MHz EVGA RTX 3090 FTW3 Ultra | Reverb G1 | HOTAS Warthog | Saitek Flight Pedals Link to comment Share on other sites More sharing options...
MonnieRock Posted July 24, 2017 Share Posted July 24, 2017 However, other effects could be done by simply using 2D sprites (which also affect the transparency) and very simple mesh. Biller, How does this technique play with Deferred Shading/Deferred Lighting and Transparencies? In unreal editor, you have a parallel particle emitter, which could put multiple particle emitter in one particle systems. It has pre-defined properties for the sprites Like the "color over life" ,which defines its diffuse color over the sprites life The "Constant acceleration", which defines its motion after spawn. Is the Unreal editor openGL based? Thank you, Monnie Rack Rig: Rosewill RSV-L4000 | Koolance ERM-3K3UC | Xeon E5-1680 v2 @ 4.9ghz w/EK Monoblock | Asus Rampage IV Black Edition | 64GB 2133mhz | SLI TitanXP w/ EK Waterblocks | 2x Samsung 970 EVO Plus 1TB | Seasonic 1000w Titanium | Windows 10 Pro 64bit | TM Warthog HOTAS w/40cm Extension | MFG Crosswind Rudders | Obutto R3volution | HP Reverb Link to comment Share on other sites More sharing options...
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