Particle Effects in depth part 1
Tutorial info  
Difficulty Beginner
Updated June 02, 2021
Software
cryengine 5.6

Senior VFX Artist Viktor Ikkes delivers part one of an in-depth two-part Master Class presentation demonstrating the particle effects system in CRYENGINE.

Contents:

  • 0:00:00 - Introduction & course overview
  • 0:01:08 - Using GameSDK sample assets for learning
  • 0:01:34 - tool palette layout (single monitor)
  • 0:01:59 - Opening the Woodland sample level
  • 0:02:29 -The live particle building workflow
  • 0:02:53 - Creating a new particle and adding it to a level
  • 0:03:12 - Adding a particle by dragging from particle editor vs. building components
  • 0:03:58 - Default properties of a particle emitter component
  • 0:04:14 - Methods of accessing the particle editor tool
  • 0:04:31 - Particle editor tool panel layout
  • 0:05:43 - Overview of particle editor tool panels
  • 0:06:11 - Interface - Effect Tree
  • 0:06:44 - Navigation in the Effect Graph panel
  • 0:06:48 - Customizing mouse behavior
  • 0:07:04 - Toolbar buttons in Effect Graph
  • 0:07:25 - Converting PFX1 effects to PFX2
  • 0:07:39 - Adding components to the Effect Graph
  • 0:07:51 - Using effect presets
  • 0:08:27 - Understanding components and features
  • 0:08:34 - Inserting and arranging features
  • 0:08:57 - Impact of feature order
  • 0:09:17 - Copying features across component
  • 0:09:31 - Copying feature settings across components
  • 0:10:00 - Enabling/disabling multiple versions of a feature for testing
  • 0:10:40 - Disabling, hiding, and soloing component
  • 0:11:42 - Adding features to a component
  • 0:12:44 - When feature order affects the result
  • 0:14:17 - Linking components in parent/child hierarchy
  • 0:17:25 - Summary of feature categories
  • 0:17:38 - Spawning and distribution overview
  • 0:18:09 - Movement after spawning overview
  • 0:18:28 - Projecting onto terrain or water overview
  • 0:18:39 - Initial velocity overview
  • 0:18:51 - Alignment and rotation overview
  • 0:19:13 - Rendering overview
  • 0:19:42 - Auxiliary features overview
  • 0:20:34 - 5 ways of particle rendering
  • 0:21:25 - Ribbons
  • 0:22:08 - Decals
  • 0:22:21 - GPU vs. CPU sprites
  • 0:24:01 - Location:Appearance features
  • 0:24:14 - Field features
  • 0:24:42 - Field:Color
  • 0:25:09 - Field:Size
  • 0:25:19 - Field:Size modifiers
  • 0:28:59 - Domain Scale and Domain Bias
  • 0:34:40 - Field:Color modifiers
  • 0:35:24 - Appearance modifiers
  • 0:36:16 - Appearance:Lighting
  • 0:38:06 - Appearance:Lighting - Diffuse
  • 0:38:38 - Appearance:Lighting - BackLight
  • 0:40:56 - Appearance:Lighting - Curvature
  • 0:41:41 - Appearance:Lighting - Receive Shadows
  • 0:43:16 - Appearance:Opacity - Blend Mode
  • 0:46:36 - Creating particle textures
  • 0:50:31 - Appearance:TextureTiling
  • 0:58:41 - normal maps for particles
  • 0:59:17 - Materials for particle normal maps
  • 1:01:43 - Particle glow maps

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