Sunday, January 17, 2021

The Sacrifice Devlog 006: Portal Opening Sequence and Sprucing (17/01/21)

Been while, had to do some vfx for a uni project but i'm back now. I've been chipping away at the project in bits here and there, putting together the portal opening sequence and ading some basic lighting.

Here's the portal as is:


When I was setting up this effect, I wanted to try and get the timing down and have the portal feel good and punch when it opens, so I tried a couple of tricks and I think they worked out. 

First off, I used a lot of curves to control the panning of my textures, and had the lightning frequency build up to the punch, starting slow then getting really quick at the end. I found having lots of elements building up and all culminating at the same point worked well to give the anticipation to the effect I wanted.

Heres the main punch of the sequence frame by frame:

The first thing I do is have the black hole bit (that at this point is a glowing mass of energy) scale up fast for a frame or so, to give a bit of anticipation. Then I spawn a mesh covering the hole of the frame, completely blacking it out, followed by blinding white on the next frame. The final frame of the transition I just spawn the portal. 

While it would have been possible to have the portal open by scaling the custom depth mesh, I felt having it be an instant in a flash felt a lot better.

Finally, I spawn some rim clouds to give a but more poof to the effect.

Once the portal is fully open, I spawn some dust particles and a small rim mesh to give a bit more of a sense of speed to the portal


On top of the portal, you might also notice I added some lights and better particles to the remnant pools. This is just preview lighting at the moment, but when I've got all my meshes and whatnot in the scene I'm gonna get to work on lighting properly.

I might also add a wibbly energy rim for a bit of secondary motion.

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