Orbital Laser
Large Tank Explosion. Made in houdini using pyro.
Destructible assets are easily swapped out during construction for easy iteration.
On construction the asset is altered due to various parameters.
Assets are triggered from the laser once. components are swapped out and the VDB plays.
Then multiple options can activate due to input settings of the asset. Like a burst light and explosions spawned in from data channels.
Orbital Laser is controlled using a trace from the players camera and the target location is a combination of the laser’s vector and the player’s trace.
Noise Textures are used and scaled by the laser’s length measured from the Niagara system.
World Space noise is used to add deviation into the material. This gives the laser a more chaotic motion.
Two colors are used from a material collection. Noise is brought into world position offset to add some wobble.
Niagara Data Channels handle all of the Niagara effect spawning. This one in specific handles the laser’s various emitters.
These Data channels are written to in the blueprint of the asset. The laser blueprint is pulling in trace data and scale.
We then read the data coming in and it is set into the output context for use inside the emitter modules.
Lots of emitters were used to achieve the effect.
The data channel is selected inside the Niagara system for use.
Diffuse texture sheet for an explosion flipbook made in houdini
The temperature/emissive portion of the same texture sheet
Unreal master material for explosions.
One of the explosion networks in Houdini
Unreal master material for smoke.