Real Time VFX - Latest topics https://realtimevfx.com/latest Latest topics Wed, 22 Apr 2026 07:34:23 +0000 Master Material VFX *FREE USE* UNITY Resources & Knowledge Hi everyone,

I want to share with you a free-to-use asset. It’s a shader that I’ve been adding features to whenever I needed them until it reached this point. This shader is intended solely for educational purposes; it is NOT OPTIMIZED and may cause some issues if you use it in projects, but it has been very helpful to me for working on and creating my own effects.

Here’s a video where I demonstrate the features—there’s no audio or anything; it’s just a guide in case you don’t understand what I’m explaining in this blog post.

- YouTube

We’ll start from the top and work our way down.


<This is the basic setup for your material>

Cull ----> Render one face or both

BlendMode ------> Controls the blend factor of each component going into the blend

Wrap ------> If u want the texture tiled or not

Depth Fade -----> Jarring edges where translucent objects intersect with opaque surfaces

Offset Camera -----> Move The mesh in front of the camera


Main Text -----> Texture

TO_Main -----> Tilling and offset of the texture

Rotate -----> Rotator of the Texture ( 1.57 = 90º / 3.14 = 180º )

OffsetCustomVertex -----> Activate this to control the offset manually in the custom data

ColorIn ----->1st color blended

ColorOut ----->2nd color blended

ColorInBack -----> 1st color blended in the back face

ColorOutBack -----> 2nd color blended in the back face

RGB Channel -----> to use the RGB

Alpha Channel -----> to use the Alpha

Vertex Color -----> The particle system can put the color on your texture

Polar Coordinates -----> Activate the polar Coordinates of the texture


DissolveText -----> Texture used to dissolve the main

TO_Dissolve -----> Tilling and Offset of the Dissolve texture

BlueChannelDissolve -----> If u have a dissolve texture in the blue channel of the texture you can activate it

DissolveLerp -----> Lerp between the main texture or the dissolve texture to dissolve it

SmoothDissolve -----> smooth edges in the dissolve


Flow Map -----> Texture to distort the main

TO_FLow -----> Tilling and Offset of the Flow Map

PowerFlow -----> Power of the distorsion


Mask -----> Mask texture

PowerMask -----> Power of the texture

RotatorMask -----> Rotate the UVs of the mask

Pan_UV_Mask -----> Panner the texture

TO_Mask -----> Tilling and Offset of the mask

Multiply/SubtractMask -----> Change the operation of the mask, the subtract give you a different result

GradientMask -----> Activate the gradient mask, used only if you dont have a gradient texture or you need to used together with the mask texture

Gradient X/Y -----> Change the gradient in the different coordinates

Control Gradient Left/Down -----> Control the gradient

Control Gradient Right/Up -----> Control the gradient


<This texture only i use it to do a different gradients and make the color less flatten>

RampColor_On -----> Activate the check if u want to use it

RampColor -----> The texture of the ramp color, you can use a color or a gradient to do different effects

TO_RampColor ----->Tilling and Offset of the Ramp

UVTexturedRampColor -----> This check allow the texture to put the colors playing with the gradient of the texture ( An example, if u have a gradient that has red and goes to green this gonna take the black and white of the main, so the black part will be red and the white green, if the main has a gradient it gonna do the lerp.)

PolarCoordRampColor -----> Activate the Polar Coordinates of the UV

PowerRamp -----> Intensity of the Ramp

RotatorRampColor -----> Rotate the UV


<As the name says is a texture i use to add to the main and give it more randomized>

AddedText_On -----> Activate the check if u want to use the added texture

AddedTexture -----> Texture

ColorAdded -----> Color of the texture

TO_AddedText -----> Tilling and Offset of the Added Texture

PanningAddedText -----> Panner of the texture only works X and Y

IntensityAddedTexture -----> The Intensity of the texture

RotatorAddedText -----> Rotate the UV

PolarCoordAddedText -----> Activate the polar Coordinates


Fresnel_ON -----> Activate the check if u want use the fresnel effect

RimMin -----> Adjust the minimum of the Rim

RimMax ----->Adjust the maximum of the Rim

RimSmooth -----> Smooth the edges of the Rim

SubtractFresnel -----> Do the One minus to the Fresnel

RimIntensity -----> The intensity of the Rim


If you want to dissolve the texture from the particle system remember activate this option

And check the Custom Data module

X -----> Dissolve

Y -----> GLow

Z -----> Offset Main X

W -----> Offset Main Y

Remember if u want to use Z and W activate the check box “OffsetCustomVertex” in the main Part


Note: " This shader might be a bit complicated for beginners but dont hestiate to ask any doubt"

Download Link: https://drive.google.com/file/d/1JoIH4lS7Y45Y2gNe9e7aj6-mHjuynSy2/view?usp=sharing

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https://realtimevfx.com/t/master-material-vfx-free-use-unity/30824 Wed, 22 Apr 2026 07:34:23 +0000 No No No realtimevfx.com-topic-30824 Master Material VFX *FREE USE* UNITY
TAA issue with dithering (masked materials) in UE5 General Discussion Hi!
First time writting here, I’ve been reading this forum dialy for years and it has helped me a lot to improve as VFX artist, but never comented due being log out XD

So I was doing a certain VFX (in which I can’t elaborate too much in the details due job reasons) and I’ve been stuck for some hours with a wall, basically for this effect I need it to be masked, so I am using a DitherTemporalAA with my mask as Alpha threshoold to handle the Opacity Mask.

The issue? We work with Temporal Anti-Aliasing as our rendering method and it produces a ghosting effect with the dither pattern. If I change the render method to FXAA (like you can see in the video that is a recreation with a Shader made just to showcase this issue) this issue is solved, but I can’t change the aliasing method of an entire project just for one effect… so I’m wondering if there’s any way to solve this issue or it’s just a live with it situation.

- YouTube

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https://realtimevfx.com/t/taa-issue-with-dithering-masked-materials-in-ue5/30822 Wed, 22 Apr 2026 06:45:31 +0000 No No No realtimevfx.com-topic-30822 TAA issue with dithering (masked materials) in UE5
In UE5, How can I make a similar effect to the Pikmin 3's "Juice filling bottle"? General Discussion I want to make something similar for my Ue5’s project’s Widget; I know that you probably need to use a material and you don’t actually have to create something that simulate the juice, but I never worked with materials (or Niagara effects, or in general anything of this kind) so I really don’t know how to even being to get something similar.

Video of Pikmin 3’s Juice effect (or whatever it is):

- YouTube

If you can’t see the video, it’s basically a widget of an empty bottle, then a stream of juice falls into the bottle, and depending on the amount the bottle fills up while animating, waving and leaving drops and etc… in all direction (in few words behave like a fluid would do normally); Also it mixes the colors of the juices if you have two different ones, but instead i want the liquids to be separated (think oil + water, they are in the same bottle, but you can clearly see the separation of the two colors).

I would appreciate if anyone could help into either explaining how to do this directly, or how to at least learn how to work with materials (if that’s what it probably is in Pikmin 3).
Anyway thanks for the help in advance (also sorry, if this isn’t the right place for this question, it’s my first time here)!

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https://realtimevfx.com/t/in-ue5-how-can-i-make-a-similar-effect-to-the-pikmin-3s-juice-filling-bottle/30810 Mon, 20 Apr 2026 17:05:12 +0000 No No No realtimevfx.com-topic-30810 In UE5, How can I make a similar effect to the Pikmin 3's "Juice filling bottle"?
Niagra Ribbons Mess General Discussion Hey there, I am trying to get a ribbon to follow per parent particle. Any help would be appreciated!

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https://realtimevfx.com/t/niagra-ribbons-mess/30804 Mon, 20 Apr 2026 08:26:13 +0000 No No No realtimevfx.com-topic-30804 Niagra Ribbons Mess
[Release] Musa Tactics: Combat VFX & Skill System UE5 Breakdown VFX Marketplace Hi everyone!

I’m excited to share my latest work, Musa Tactics. :crossed_swords: Following my previous “Paladin” series, this project focuses on the swift and lethal spirit of the traditional Korean warrior, the Musa. Unlike the support-oriented Paladin pack, this system is purpose-built for Direct Strike Dealers (DPS) who demand high-speed combat and aggressive visual impact.

:tv: Preview Video

- YouTube




:sparkles: Key Technical Highlights

  • 100% Niagara-Native: Built from the ground up for UE 5.4 – 5.7, leveraging the full power of Niagara for maximum flexibility and performance.
  • Production-Ready System: Includes 14 functional Blueprints (Skill casting, Projectile logic, and Hit detection), making it a complete combat framework, not just a collection of sprites.
  • Musa-Specific Mechanics: Features specialized logic for Dynamic Weapon Swapping, Crystalline Empowerment, and persistent Sword-Wind Trails that scar the battlefield.
  • Extreme Optimization: Meticulously crafted with efficient vertex counts (25 - 3,000 per mesh) and optimized texture usage to ensure high FPS during intense combat sequences.

:bar_chart: Technical Specs

  • Niagara Systems: 12 (CPU/GPU Hybrid)
  • Master Materials: 30 (with 4 Material Functions)
  • Blueprints: 14 (Combat & Skill Logic)
  • Textures/Meshes: 24 Textures / 9 Static Meshes

:rocket: Launch Celebration & Special Deals

To celebrate the launch, I’m running a special promotion on Rinban Academy:

I’d love to hear your feedback on the timing and the “hit-stop” feel of the effects.
Stay tuned for more updates!

#UnrealEngine niagara vfx realtimevfx #GameDev #MusaTactics #RinbanAcademy ue5

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https://realtimevfx.com/t/release-musa-tactics-combat-vfx-skill-system-ue5-breakdown/30794 Sat, 18 Apr 2026 06:44:44 +0000 No No No realtimevfx.com-topic-30794 [Release] Musa Tactics: Combat VFX & Skill System UE5 Breakdown
PBJayz- Portfolio Work - Fairy Wind Blast Personal Work WIP, I made some concepts as well.
I was gonna make an animation, but 240ish frames to draw for all these parts sounded time consuming, so maybe in the next one. Might see what other animated concepts do to make the animated concept a bit faster for myself. Maybe work in 2s instead.




Also changing the bg for this one, idk if ill keep it just black, but maybe something that isnt a ground would be better (My last 2 pieces have an earth grass terrain)? I also notices i used a ribbon in this one and was like, i havent used that in so long thats very off for me. So i went in and made my FB trails for the bigger movements for the wand.
ezgif-1053069bc7701b81
Next up is the spell that appears in front of the character.

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https://realtimevfx.com/t/pbjayz-portfolio-work-fairy-wind-blast/30787 Thu, 16 Apr 2026 22:57:18 +0000 No No No realtimevfx.com-topic-30787 PBJayz- Portfolio Work - Fairy Wind Blast
How to use the unity Timeline General Discussion I’m leaning how to do stylized VFX in unity and I’m at the point of where I want to learn how to use the timeline in unity but it’s a bit confusing so I was wondering if anyone had any advice on where I should start at.

Ps. Any advice helps thank you
unity
Unity Help
vfx

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https://realtimevfx.com/t/how-to-use-the-unity-timeline/30784 Thu, 16 Apr 2026 18:09:11 +0000 No No No realtimevfx.com-topic-30784 How to use the unity Timeline
Optimization of Materials for Particles in Niagara Unreal Engine Help Hi everybody, I am new to vfx and I am trying to understand optimization techniques for particle systems in Niagara.

I have some water splashes and I am checking the impact they have in the shader complexity view. If I use a translucent lit material the impact is absolutely terrible, I can make that a bit more performant by changing the material to unlit but it is not a radical change for the better.

The best option for performance seems to be to use an unlit masked materials but that is terrible for how the effect actually looks as the masked material does not do opacity fades but hard cutouts.

ISSUE 1:
I am not happy with how the splash looks when changing the material to masked and it also introdues some weird shadow artifacts. I disabled shadows in the material and in Niagara, including any lumen related shadows but the artifacts remain.

ISSUE 2 :
Performance-wise I know that I can try to optimize the material, I know I can use cutout textures in the particle system and I know I can make my particle system GPU based. Are there any resources you can recommend to learn more about optimization? It is hard to find good information in this topic.

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https://realtimevfx.com/t/optimization-of-materials-for-particles-in-niagara/30783 Thu, 16 Apr 2026 16:04:06 +0000 No No No realtimevfx.com-topic-30783 Optimization of Materials for Particles in Niagara
[HIRING] Senior VFX Artist - Unknown Worlds (Subnautica 2) Jobs Hi all!
We’re looking for a Senior VFX Artist to join the team at Unknown Worlds on Subnautica 2!

Application:

Gameplay Teaser:

- YouTube

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https://realtimevfx.com/t/hiring-senior-vfx-artist-unknown-worlds-subnautica-2/30779 Thu, 16 Apr 2026 09:28:40 +0000 No No No realtimevfx.com-topic-30779 [HIRING] Senior VFX Artist - Unknown Worlds (Subnautica 2)
Short term with possibility for long term Jobs Hi!

I am the director of Patch W Games (leading a team of 9) and am looking for a vfx artist that would be willing to do some work for 700 dollars. It is a low amount of money, but this could be an opportunity to become part of the team when we try to secure funding. We are aiming to offer a 4-5 month contract (4400 a month) to whoever decides to join us.

About the team: We are making a dating hack & slash lead by the narrative designer of Eternights (it made 4+ million dollars in revenue. The team is a collection of industry veterans and talented upstarts. The project has been in development for about 2 1/3 years

About the work: We are doing a stylized lowpoly style mixed with paper.

If that sounds interesting to you, please reach out!

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https://realtimevfx.com/t/short-term-with-possibility-for-long-term/30777 Wed, 15 Apr 2026 16:05:56 +0000 No No No realtimevfx.com-topic-30777 Short term with possibility for long term
New week, new question! Laser VFX - multiple lasers focussed on a single point General Discussion

dark-souls-dodge

Im looking to make something simular to this very small gif with a dark souls laser attack.
But instead of one laser I want 4/5 starting from different points but the end point being the same.

How would you guys attack an effect like this?

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https://realtimevfx.com/t/new-week-new-question-laser-vfx-multiple-lasers-focussed-on-a-single-point/30769 Tue, 14 Apr 2026 11:05:23 +0000 No No No realtimevfx.com-topic-30769 New week, new question! Laser VFX - multiple lasers focussed on a single point
What are the Core Pilars for a good Portfolio? General Discussion I saw this post by Abe Leal and was wondering what the VFX artist equivalent would be, e.g what fundamental aspects of vfx should you cover as a junior to show a range of knowledge?

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https://realtimevfx.com/t/what-are-the-core-pilars-for-a-good-portfolio/30759 Sun, 12 Apr 2026 10:12:56 +0000 No No No realtimevfx.com-topic-30759 What are the Core Pilars for a good Portfolio?
Regulus: Sketch # -Silly Blockout_LBD_MP4-ezgif.com-video-to-gif-converter

Hi everyone!

I decided to participate in another challenge! I had difficulties to find an idea for this theme. I’m not sure if my idea is enough “silly” but I said to myself to give it a go! The essential is to create something and to practice :smile:

This time I only have a rough sketch in my sketchbook, so I’m posting directly the block-out step! I preferred to have something concrete before publishing!

- YouTube

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https://realtimevfx.com/t/regulus-sketch/30753 Fri, 10 Apr 2026 19:04:45 +0000 No No No realtimevfx.com-topic-30753 Regulus: Sketch #
IlluGen → UE5 | Building Real-Time VFX Assets from Scratch General Discussion Howdy folks! :wave:

Creating this thread as a natural extension of the blog post I wrote about IlluGen as a Real-Time VFX artist. If the blog was the “here’s how the tool fits into a production pipeline” overview, this is the hands-on companion to it — concrete assets, start to finish, IlluGen straight into UE5 in one go.

Each video covers a specific asset type: simulation in IlluGen, export, then live in Niagara. No detours. Just the pipeline.

Videos so far:

#01 — Butterfly Flipbooks :arrow_forward: https://youtu.be/gfbzA85llqE

#02 — Growing VAT Roots :arrow_forward: https://youtu.be/Bw9lQ0iHZ5U

More coming. Requests welcome — drop them below and I’ll work them into the series.

Tagging @JangaFX as their tools are just awesome.

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https://realtimevfx.com/t/illugen-ue5-building-real-time-vfx-assets-from-scratch/30744 Wed, 08 Apr 2026 12:56:00 +0000 No No No realtimevfx.com-topic-30744 IlluGen → UE5 | Building Real-Time VFX Assets from Scratch
Feedback for water emerging effect General Discussion https://gyazo.com/05ce0a73c7d63de1f0c85cfe65cfa3c0

A whale-like creature (bit larger) will jump half out of the water straight up.

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https://realtimevfx.com/t/feedback-for-water-emerging-effect/30740 Tue, 07 Apr 2026 19:57:50 +0000 No No No realtimevfx.com-topic-30740 Feedback for water emerging effect
Scene depth, lit opaque. Ocean help General Discussion Is it possible to somehow show whats under a plane with an opaque material?

I want to see a creature under the sea, i want it to be like a dark shadow u can see moving if its fully submerged. However the sea is opaque so I can see through it, making the sea transparent makes the sea look uglu.

What would you guys do for a problem like this?




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https://realtimevfx.com/t/scene-depth-lit-opaque-ocean-help/30739 Tue, 07 Apr 2026 14:06:10 +0000 No No No realtimevfx.com-topic-30739 Scene depth, lit opaque. Ocean help
Orbs made in Unreal Engine with Materials and Niagara Particle System Resources & Knowledge Hello, I am fairly new to game VFX but here are some tutorials I made for beginners like me.

- YouTube

- YouTube

- YouTube

- YouTube

- YouTube

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https://realtimevfx.com/t/orbs-made-in-unreal-engine-with-materials-and-niagara-particle-system/30738 Tue, 07 Apr 2026 10:55:23 +0000 No No No realtimevfx.com-topic-30738 Orbs made in Unreal Engine with Materials and Niagara Particle System
How to make this portal material on a plane? General Discussion - YouTube

Hello, so I have been trying to create a portal like the reference video. The main goal is to have a flat plane and make the material look like a wormhole/portal.

I have been able to make portal using a wormhole mesh but I want it on a flat plane like above.
I tried using bumpoffset but it doesn’t keep hole in center and moves.
I used parallaxocclusionmapping node and it works the best but this is an expensive node from what I know. So I have been trying to make something simpler.

I have also tried using bumpoffset and stacking rotating texture at different heights but still same issue, the center hole (black color) does not stay in center when moving at different angles.

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https://realtimevfx.com/t/how-to-make-this-portal-material-on-a-plane/30735 Tue, 07 Apr 2026 09:38:02 +0000 No No No realtimevfx.com-topic-30735 How to make this portal material on a plane?
IlluGen in a Live AAA Pipeline — Textures, Meshes & Niagara Systems in One Workflow Resources & Knowledge Howdy folks!

Working on a AAA project in Unreal Engine 5, I recently integrated the JangaFX Elemental Suite (EmberGen, IlluGen, and LiquiGen) into our production pipeline — and it pretty much replaced what previously required four separate tools: Substance Designer, Blender/Maya, and Houdini.

The goal wasn’t to simplify for simplicity’s sake. It was a deliberate systems decision: fewer switch between tools means faster iteration, a lower barrier for the rest of the team (especially our more junior and art oriented members), and a more maintainable pipeline over the life of the project. One suite, one consistent workflow, one place to look when something breaks.

The results were concrete: we produced a full set of production-ready assets including textures, meshes, and Niagara systems, all authored within the Elemental Suite and integrated directly into our UE5 pipeline. The workflow was recognised during a project-wide monthly update, which confirmed it wasn’t just a personal efficiency gain but a visible improvement at the team level.

I wrote a quickstart guide on ArtStation for VFX artists curious about IlluGen specifically — covering how to approach it coming from a real-time production background rather than a simulation background. Link below. Happy to answer questions in the thread about the broader pipeline integration as well.

Oh and I also provide an extensive package of IlluGen files that covers various assets, such as VATs, Meshes (soulercoasters, tornado, etc) & textures (noises, basic shapes, complex, patterns).

Blog Link: ArtStation - IlluGen - QuickStart (as a Real-Time VFX Artist)

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https://realtimevfx.com/t/illugen-in-a-live-aaa-pipeline-textures-meshes-niagara-systems-in-one-workflow/30729 Mon, 06 Apr 2026 11:43:21 +0000 No No No realtimevfx.com-topic-30729 IlluGen in a Live AAA Pipeline — Textures, Meshes & Niagara Systems in One Workflow
A 6-Concept Roadmap to Semi-Realism: Showcased by Student Work VFX Marketplace - YouTube

Unreal Engine Game VFX Mastery — Rinban Academy

“Transform your imagination into reality. See the power of our students’ work!”

Hello, this is Rinban! :raised_hand_with_fingers_splayed:

Are you looking for the ultimate Unreal Engine Game VFX course? Stop searching. This is a comprehensive VOD-based curriculum featuring high-quality Korean instruction with full English subtitles, making it accessible to artists worldwide.

Witness the incredible transformation of our students from beginners to industry-ready professionals. Master 6 core concepts and unlock 2 additional bonus levels upon completion! :rocket:


[ArtStation Promo Body]

Master the industry-standard Semi-Realistic Game VFX with Unreal Engine 5 and Niagara. This is a self-paced VOD course designed to take you from Junior to Senior level.

:clapper: Promo & Student Showcase: https://youtu.be/wUfxDJr7fS0?si=M0hhLByeXLM2L5Mh

:fire: 6+2 Concept Roadmap: Master Every Element

  • Level 1. Wide-Area (AoE): Master large-scale battlefield impacts and ground-shaking logic.
  • Level 2. Projectile Systems: Craft high-speed energy bolts and precision-guided projectiles.
  • Level 3. Sword Attributes: Develop heavy-hitting blade trails with unique elemental properties.
  • Level 4. Lightning & Combat: High-voltage strikes and dynamic battle-ready electricity.
  • Level 5. Fire & Ice: Contrast destructive pyromancy with crystalline freezing effects.
  • Level 6. Electric & Wind: Master fluid aero-dynamics and sparking electric systems.
  • :gift: BONUS Level 7 & 8: Exclusive advanced content added recently to push your portfolio further!

Why Rinban Academy?

  • Format: High-quality VOD Lectures (Learn anytime, anywhere).
  • Language: Taught in Korean with Professional English Subtitles.
  • Massive Volume: 334 Lectures | ~182 Hours of pure Unreal Engine 5 & Niagara expertise.
  • Direct Support: Exclusive Discord community & Portfolio feedback for students.

:speech_balloon: For more information and detailed inquiries, join us here: :point_right: Rinban Academy


[Purchase Options]

:gem: Full Package — 8 Levels (Best Value)

  • 1 Year Access | Discord Community | Portfolio Feedback
  • Price: ₩3,760,000 (Fixed KRW — Huge advantage as USD rises!)
  • Link: 린반 아카데미

:credit_card: Flexible Pass (Manual Payment — No Auto-Charge)

Supports Global Credit Cards (Visa, Mastercard, JCB) & PayPal. Credit cards are recommended for lower FX fees!





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https://realtimevfx.com/t/a-6-concept-roadmap-to-semi-realism-showcased-by-student-work/30728 Mon, 06 Apr 2026 08:36:57 +0000 No No No realtimevfx.com-topic-30728 A 6-Concept Roadmap to Semi-Realism: Showcased by Student Work
Looking for work - remote (anywhere) or Studio in Canada Jobs Looking for opportunities as a Real-time VFX Artist.

Available for remote work (worldwide, freelance) or on-site roles in Canada.

I have 3–4 years of experience in AAA game development, with credits on two AAA titles, while also being comfortable working in smaller, flexible indie teams.

Strengths:
• Houdini-based simulations (RBD, Vellum) and real-time integration
• Creating grounded and stylized/supernatural VFX
• Implementing effects directly in Unreal (Blueprint-driven workflows)
• Procedural tool development (Houdini HDA, environment/prop tools)
• Optimization for real-time performance
• Strong collaboration with design and environment teams

I can handle both the artistic and technical sides of VFX, from creation to in-engine implementation, and adapt to fast iteration cycles common in indie projects.

Demo reel is available

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https://realtimevfx.com/t/looking-for-work-remote-anywhere-or-studio-in-canada/30722 Sun, 05 Apr 2026 05:49:39 +0000 No No No realtimevfx.com-topic-30722 Looking for work - remote (anywhere) or Studio in Canada
Paladin Tactics: Combat VFX & Skill System — UE5 Breakdown VFX Marketplace Paladin Tactics: Combat VFX & Skill System — UE5 Breakdown

For the past 8 years, I’ve focused entirely on production work without releasing any public assets — mainly due to security concerns around proprietary pipelines.

- YouTube





The goal was to build a support/paladin-class combat skill system the way it’s actually done in a game studio — structured, scalable, and immediately usable in a real production environment.

The hero of this project is the VFX. To keep the focus there, backgrounds and characters were kept intentionally minimal and cost-efficient, so the effects can play out naturally within a real gameplay loop — not just in an isolated preview window.

The system is built entirely in Niagara + Blueprints on vanilla UE5 (no engine modifications), covering:

Assets included:
→ 24 Blueprints · 24 Niagara Systems · 11 Static Meshes
→ 45 Textures · 52 Master Materials · 17 Material Instances
→ Post-process FX: Zoom Blur / Vignette / Dark Transition / Grid Scan

  • All states structured as Casting → Active → Impact → End
  • Keys 0–7 pre-mapped for immediate in-editor playtesting
    Supports Unreal Engine 5.4 – 5.7

If this is useful for your project, check the link below.
:shopping_cart: Available on Fab (Unreal Marketplace)
https://www.fab.com/ko/portal/listings/b973c139-ded1-4732-971b-431c027393ee/preview

Due to popular request, the asset is now also available on Rinban Academy!
Since Fab doesn’t support direct coupon distribution, I’ve set up an alternative listing where you can get it at a lower price.
:gift: ~$35 USD discount coupon — issued automatically when you sign up for Rinban Academy :money_with_wings: Cheaper than buying on Fab directly
:point_right: 린반 아카데미

Why this pack is different from other VFX assets on the market:

Most game VFX asset packs look great in previews — but once you actually drop them into your project, they rarely fit. Wrong scale, wrong timing, no gameplay context. You buy them and never use them.

This pack was built differently.

It was designed around a real gameplay scenario — a defined character class (paladin/support) with a full combat loop — using the same workflow and knowhow applied in actual game production. Every effect is split by state: Casting → Active → Impact → End. You just plug it in. It works.

Characters and environments are intentionally kept minimal — because VFX is the hero here. The background exists only to give the effects context, not to compete with them. And despite the full scope of content, the entire package is under 300MB.

This is a production-ready pack built to actually be used — not just previewed.

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https://realtimevfx.com/t/paladin-tactics-combat-vfx-skill-system-ue5-breakdown/30718 Sat, 04 Apr 2026 11:35:06 +0000 No No No realtimevfx.com-topic-30718 Paladin Tactics: Combat VFX & Skill System — UE5 Breakdown
Valeriia: Sketch # -Silly Heyo! :snail:

I spent a long time thinking about what kind of VFX I could come up with for the April challenge and I got an idea! I was very impressed by the rat effect from “Plague on the Tail”
so i want to make a vfx inspired by this only with snails XD
Slimak2

Today I created a base and am starting to create 3D models.
Wish me luck with this difficult task :saluting_face:

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https://realtimevfx.com/t/valeriia-sketch/30714 Fri, 03 Apr 2026 21:00:21 +0000 No No No realtimevfx.com-topic-30714 Valeriia: Sketch #
Dragon Attack, Houdini and Niagara Forever Personal Work I have a project I’ve been working on for several weeks, with an uneven workload. It’s for a very small studio, an internal showcase, and the employer allowed me to share my progress.
This is a dragon attack in two stages: a weak attack and a strong one. To get started, I created the dragon and the animation, using this as a reference for the effect RIOT Character Effects | UNREAL.

Honestly, I don’t do animations like this, so I just had to figure out how to do it quickly. The animation and rigging itself took about 6 hours. I’ll share my progress below.
pr

frame

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https://realtimevfx.com/t/dragon-attack-houdini-and-niagara-forever/30704 Thu, 02 Apr 2026 18:57:11 +0000 No No No realtimevfx.com-topic-30704 Dragon Attack, Houdini and Niagara Forever
Fire spread decal combine to one Resources & Knowledge Hello, I am attempting to do something advanced, well, what I think is advanced, I’m trying to blend these decals in a Niagara system together, so when they come close togethert, they don’t overlap, they combine to create a bigger scortch mark without the emissive rings inside the other decals. Are there any tutorials out there that can help me? I hope I have explained myself well here

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https://realtimevfx.com/t/fire-spread-decal-combine-to-one/30702 Thu, 02 Apr 2026 13:46:23 +0000 No No No realtimevfx.com-topic-30702 Fire spread decal combine to one
In-Game VFX Reference Website References Hey everyone,

I wanted to share a helpful resource for real-time VFX reference.
This is a website where you can browse real-time VFX reference videos captured directly from in-game footage.
All videos are recorded in-game, making them useful for practical production reference.
You can quickly find specific effects using the tag filter on the left sidebar.

Hope you find it useful!

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https://realtimevfx.com/t/in-game-vfx-reference-website/30699 Thu, 02 Apr 2026 02:53:42 +0000 No No No realtimevfx.com-topic-30699 In-Game VFX Reference Website
Small Waterfall (Looking for Feedback) Personal Work Hi everybody, I have been working on this waterfall for a bit and I feel like I am reaching a point of calling it done but I would love to hear your feedback on how to improve it or if you see anything that stands out as a mistake.

- YouTube

Thank you for your time!

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https://realtimevfx.com/t/small-waterfall-looking-for-feedback/30696 Wed, 01 Apr 2026 15:57:23 +0000 No No No realtimevfx.com-topic-30696 Small Waterfall (Looking for Feedback)
Tearing Meat Effect Personal Work Hello! This is my first post.

https://www.artstation.com/artwork/YGw0eb

Created as a test for Vertex Animation Textures (VAT).
The approach separates the skin and flesh: only the outer skin is driven by VAT, while the inner flesh is built and animated independently. To enhance the sense of thickness, vertex color data (e.g., thickness) is used to modulate texture color variation, helping the surface appear more volumetric.
Since the VAT uses a Soft Body setup, interpolation is possible, allowing for a reduced frame count. The VAT texture size is kept at approximately 1MB.
The flesh portion is handled using UV-based morphing.

I’m not very familiar with this, so I apologize if I’ve made any mistakes.
If I come up with any more ideas, I’ll post them here.[quote=“KayY, post:1, topic:30689, full:true”]
Hello! This is my first post.

https://www.artstation.com/artwork/YGw0eb

Created as a test for Vertex Animation Textures (VAT).
The approach separates the skin and flesh: only the outer skin is driven by VAT, while the inner flesh is built and animated independently. To enhance the sense of thickness, vertex color data (e.g., thickness) is used to modulate texture color variation, helping the surface appear more volumetric.
Since the VAT uses a Soft Body setup, interpolation is possible, allowing for a reduced frame count. The VAT texture size is kept at approximately 1MB.
The flesh portion is handled using UV-based morphing.

I’m not very familiar with this, so I apologize if I’ve made any mistakes.
If I come up with any more ideas, I’ll post them here.
[/quote]

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https://realtimevfx.com/t/tearing-meat-effect/30689 Wed, 01 Apr 2026 06:41:48 +0000 No No No realtimevfx.com-topic-30689 Tearing Meat Effect
[HIRING] UE5 VFX \Tech artist — OddMeter Jobs


ODD METER (Full-time / Freelance)
Senior / Highly promising Middle level specialist

Job Description:
Odd Meter Studio is seeking an exceptional FX Artist to work on a new project – an action combat game in a realistic style with a strong focus on believable environmental interactions and cinematic quality.

Responsibilities:

  • Developing effects for combat systems – attacks, reactions, interaction with the environment and characters.
  • Working with complex systems of effects and materials and their interplay – wind, dust, water, mud, blood, vegetation.
  • Working with plugins (Prismatiscape and others) and interacting with the Unreal Engine 5.
  • Optimizing in-game effects.

Requirements:

  • A portfolio/showreel with examples of high-quality work.
  • Advanced proficiency in Unreal Engine 5: excellent knowledge of Niagara, Material Editor, and familiarity with Chaos.
  • Experience with standalone DCCs such as Houdini / EmberGen / Substance Designer.

To apply for this vacancy, please submit your application here:
https://hh.odd-meter.com/apply.php

There are also many other open vacancies!

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https://realtimevfx.com/t/hiring-ue5-vfx-tech-artist-oddmeter/30685 Tue, 31 Mar 2026 15:26:04 +0000 No No No realtimevfx.com-topic-30685 [HIRING] UE5 VFX \Tech artist — OddMeter
Root Motion isn't working in Animation Montages General Discussion Heyy! I have a question regarding Root Motion.

So I made this character BP to play some Animation Montages. It’s the default UE mannequin btw. And I have made some montages from its anims as well. They have Root Motion enabled. Then I made a basic Animation Blueprint for the character too. The problem is when I play the montages the character doesn’t move. Basically the root motion isn’t working properly. I have also ticked the Root Motion Mode in the ABP to Root Motion from Everything. Nothing seems to work. Does anyone know what the issue might be?

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https://realtimevfx.com/t/root-motion-isnt-working-in-animation-montages/30680 Tue, 31 Mar 2026 03:34:39 +0000 No No No realtimevfx.com-topic-30680 Root Motion isn't working in Animation Montages