- All pyro elements were created in Embergen
- Some misc elements were created in Illugen and Substance Designer
- Environment by Epic Games
Bits of knowledge/ tricks from working on this:
- It’s foolish to try to do all ‘spark’ elements as individual sparks – textures encode so much information you’d otherwise spend hours emulating with particle behavior and overcomplicated shader logic.
- Animating things that happen really quickly becomes much easier if you work in frames rather than seconds. For Niagara I created a simple dynamic input script that divides the particle or system age by 60 and used that as the index for my curves.
- Sorting particles/ renderers in the right order is integral for the feeling of depth. Give it some thought early.
- It is possible to use the original sprite renderer SubUV functionality (therefore preserving the option for sprite cutouts, reducing overdraw) for flipbooks AND motion vectors. Requires creating your own motion vector flipbook material function, however.
- Six point lighting for lighting smoke sprites is cool, but the end goal is to have a good looking effect, not good looking individual elements. Be wary of testing the look of your smoke and dust in isolation.