
Nick Seavert
@nickseavert • 5,984 subscribers
Founder & CEO @JangaFX Bird and manufacturing enthusiast
Shorts
Videos

Extreme viscosity in LiquiGen. Can't wait to have our HQ meshing in the same build!
Nick Seavert80,214 views • 1 year ago

Working on a news letter article about Diablo 3 VFX techniques and how you can take them a little bit further. In this case we're using a custom nonlinear gradient to define the volume of our smoke. We take D3's psuedo volumetric smoke techniques and make it react to the suns position and color.
Nick Seavert23,875 views • 3 months ago

Breakdown of my fire anomaly made with IlluGen, EmberGen, and #UE5. Be sure to watch with audio. This should paint a clear picture of how IlluGen can greatly speed up your real-time VFX workflow. This is just a glimpse at how powerful IlluGen really is. Let me know if this type of breakdown is something you'd like to see more of. #realtimevfx #gamedev
Nick Seavert25,539 views • 8 months ago

Quick breakdown, with project files, on how to make erosion based liquid animations similar to Sea of Thieves & The Last of Us The gist is you export 255 frames of alpha from LiquiGen then in Illugen use the sheet encode node to accumulate these frames. From there that accumulated erosion map can be thresholded in-game to playback a rough approximation of the liquid animation with far less memory usage. Project Files for LiquiGen and IlluGen: #rtvfx #gamedev
Nick Seavert14,189 views • 3 months ago

Built a simple flare generator in IlluGen today. Really fun to play around with the procedural nature of the tool and just make some cool things! Infinite variations and really easy to find something to leap off of quickly. If you want to give the generator a shot in IlluGen, feel free to download it here:
Nick Seavert24,559 views • 8 months ago

For years I've wanted to be able to make looping, tiling smoke textures from EmberGen. IlluGen finally allows me to do that without even having to think about how to do it. I made a square, looping smoke simulation flipbook in EmberGen. I imported it into IlluGen as a flipbook, ran a sheet decode on it to give me individual frames, used a Voronoi tile node and re-encoded the sheet for an absolutely perfect tiling, looping simulation.
Nick Seavert26,778 views • 10 months ago

Working on a lightning strike spell with IlluGen and UE5. The lightning and shock rings were created in IlluGen and are mesh flipbooks with the animation frame data stored in vertex color alpha channel. Will do a breakdown video next week. #realtimevfx #gamedev
Nick Seavert12,318 views • 7 months ago
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