Particle Effects in depth part 3: Advanced Techniques and Material Effects
Tutorial info  
Difficulty Intermediate
Updated July 13, 2022
Software
CRYENGINE 5.x

In this third and final part of the particle effects master class series, senior VFX artist Viktor Ikkes presents advanced particle design techniques. You'll learn how to define surface types and create material effects, ensuring that collisions between any two material types produce the desired reactions. Those reactions include generating particle effects, spawning decals, playing audio cues, and responses that produce the correct friction and elasticity, damage accumulation, breakages and piercings, and more. Viktor also demonstrates how to expose particle properties to the sandbox editor using attributes, how to send particles between a source and target to create effects like lightning bolts, how to debug particle effects, and more.

  • Start    Topic
  • 0:00     Introduction to material effects surface types
  • 1:15     Behavior defined in surface type settings
  • 2:09     Defining surface types in SurfaceTypes.xml
  • 3:44     Defining collision surface pairs in MaterialEffects.xml using Excel
  • 5:15     Importance of item order in MaterialEffects.xml
  • 5:31     Defining special surface types in code and referencing in MaterialEffects.xml
  • 6:09     Surface type pair collision behavior in depth
  • 7:19     Particle attributes and material effects
  • 7:28     Exposing particle properties using Attributes
  • 11:16  Target feature
  • 13:39  Using t_scale to see issues and adjust parameters
  • 14:20  Particle debugging cVars

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