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Fire Meteor

This effect include the fireball with trails, smokes,sparks,flares and  post-processing materials with pixel color offset. I use 4*4 flipbook to create smoke animation and cutout the useless pixels and less particles to avoid planes overlapping to each other. I try to use Niagara node pads to set the mass and force for the chunks instead of velocity attributes which physicaly more realistic. 

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Lightning bolt

For the lightning bolt I try to let the main focus point align on the hitpoints on the ground, and generate death event to let the light and ground traces follow the electric trails. For the lightening ribbons I try to offset to cameras to create more dynamic width scale animation.

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Ice spikes

​For the ice spikes I try to focus on more asthetic ice SSS materials and better looking growing shapes. And the challenge is the rhytm for the growing ice spikes, the ice airs and make natually blending for the snow and ice surface. For the textures for ice surface with bump offset, I try to use Substance designer to create the fractures by the nodes(Cell+Warp_EdgeDetect) and split the space with the Flood Fill node.

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Vellum destruction (Houdini-UE)

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I try to use vellum solver to created dissolve workflow for the character and animated the effects. After import into UE engine with VAT textures and meshes, I build shaders and Niagara systems. Since it's pre-baked effects, I need to think about how to dont let the effect passed off the wall. So I use GPU particles set up bounds for effects range, and if the particle position is off the range,the Nigara will kill the particles. 

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Stylized Effects

Fire Effect

Seeds Effect& Phomubus effect

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Effect design

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AIGC texture creation

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VFX in school projects

Crystal burst effects- Conjury Revell Project, PC, Steam

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For the crystal burst, I combined the distorted shock wave with the physic collision together to make sure the crystal cannot flow out the wall.

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Water shield effects+ Postprocess effect

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Crystal shatter field 

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