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Explosion with Embergen and ue4

Decided to go back to Embergen after long time, this is day one trying out some nice explosions

Day 3
Edit the Trails, they where whay too big and low resolution. beside that, they were just sprites, exchanged them with a tileable texture and a ribbon. further added another event that creates some flying sparks

Explosion Day 2
only 2 hours time today
Added dust, redo some placing, shading and timings
editing materials

Result of Day 1 in UE4, created first animation sprites Niagara systems and materials. currently facing some shading and sorting issues

Embergen work, created 3 textures, the main mushroom from front and from top, and some side mushrooms

I added some fresnel to the Material so I can blend based on camera angle and clip the side view when viewed from top and the top view when viewed from the side.

this gave me the base atlas_ sheet, vector maps and some mask map

this gave me the base atlas_ sheet, vector maps and some mask map

the main mushroom got the integrated flip book motion vector node to soften the flip book animation a bit, so this way I can use a 5x5 1k texture for the big main explosion

the main mushroom got the integrated flip book motion vector node to soften the flip book animation a bit, so this way I can use a 5x5 1k texture for the big main explosion

the side mushrooms and the flying debris will get  a normal simple  material.

the side mushrooms and the flying debris will get a normal simple material.

the niagara systems are some simple systems until now

the niagara systems are some simple systems until now

I split them into 2 systems to deal with some sorting issues ( the small side particles are getting chopped away by the big explosion, to prevent this, I created a second niagara system and compose it inside Sequencer, the integrated niagara sorting is :/

I split them into 2 systems to deal with some sorting issues ( the small side particles are getting chopped away by the big explosion, to prevent this, I created a second niagara system and compose it inside Sequencer, the integrated niagara sorting is :/

which gives me this texture, I will make it tileable in photoshop and use it as a smoke ribbon for my directional smoke ribbons

which gives me this texture, I will make it tileable in photoshop and use it as a smoke ribbon for my directional smoke ribbons

I went a bit excessive with the niagara system. This might be a cinematic or unique explosion. for multiplayer games this might be a bit expensive. 
I think about doing a biot more passes on optimisations here

I went a bit excessive with the niagara system. This might be a cinematic or unique explosion. for multiplayer games this might be a bit expensive.
I think about doing a biot more passes on optimisations here

created this scene in embergen. a 2048x1024 resolution camera with a high rising pillar of smoke