I'll update the status for FAB as soon as I know more.π¨
In the meantime, I'm gonna be on full awareness mode for feedback/issues or request as well as working on the future updates and potential video content π₯
Cheers! #TheVFXSandbox
@thevfxsandbox.bsky.social
I'm a VFX artist and I started this project for the purpose of creating Educational content for VFX creation in Unreal Engine.
I'll update the status for FAB as soon as I know more.π¨
In the meantime, I'm gonna be on full awareness mode for feedback/issues or request as well as working on the future updates and potential video content π₯
Cheers! #TheVFXSandbox
πHello! Today is release day! π
I have some good and bad news, 
- The good news: it's OUT! on Artstation store! π₯³π₯³π₯³
www.artstation.com/marketplace/...
-The bad news: it's been pending forever on FABβ and still is as I'm writing this message π«  but I'm sure it's going to be unlocked soon!
Hey VFX people Happy week end! I'm inaugurating my Youtube channel.It's only the beginning of my journey! π
Talking about some details I haven't talked about yet π€«
#TheVFXSandbox
www.youtube.com/watch?v=Qa_T...
 Hello Everyone, Big news: Iβm finally revealing more about The VFX Sandbox project ππ₯
I've posted a detailed explanation on artstation blog about my motivations and the goal of the project β¨
  Here is the link:
www.artstation.com/blogs/tl_f/o...
#TheVFXSandbox #RealtimeVFX #UE5
It was an intense project to do during the course of the weekend. The unreal project files will be available on the release of my project on the 21st of September. π€
Stay tuned for more content reveals and experiments and have a great productive week! πΈ
I exported the FBX Simulation to Blender and used OPEN VAT tool. It's much less trouble in setup and export than Houdini, and I use it exclusively for fracture RBD and generating Vertex Animation Texture.
Link to the tool openvat.org
I used Houdini to get a very clean fracture geometry and it's easier than in Blender. Essentially you displace vertices outward and apply Voronoi Fracture to restore their position.
Sohey explored this technique. I had to do a couple of adjustments to my use case vimeo.com/233305131
On the other hand, for more artistic control, you can paint an impact frame. I actually made one in Substance designer using Impact Textures as a base...
But I felt like having an engine solution instead of using a overlay faked frame as it is also the case in Honkai Star Rail.π€
Here is my shader setup to work with impact frames. You have to be extra careful with values as the artistic control here can get very limited and add several constraints.
If your scene gets overwhelmed by effects and emissive values you might have to setup extra steps to mask out undesired parts.
 Hello fellow VFX Artistsπ
I hope you had a very productive weekend!π
I was reverse engineering a famous effect this weekend. learning new techniques.π οΈ
It's been a lot of PΜ΅aΜ΅iΜ΅nΜ΅  Fun to work with Houdini again!
Here's the breakdown π
#RealtimeVFX #VFX #UE5
- Material Breakdown for the glitch effect using substance 3D Designer.This example is for one frame, you can repeat it 3 times with different noise input and seed variations.
31.08.2025 20:24 β π 1 π 0 π¬ 0 π 0- One trick that I liked using is done in Substance designer to make this glitch animation,Here is the animated version of the skull I used and the Material breakdown on how to achieve it. π οΈ - Breakdown below -
31.08.2025 20:24 β π 1 π 0 π¬ 1 π 0Last repost before revealing brand new content! π
This effect was based on working with splitting color channels, π΄π’π΅ a.k.a chromatic aberration. I learnt a lot of tricks around this thematic and I'm planning to show all of them in the future!
#RealtimeVFX #UE5
Extra: Originally I wanted this project to go bigger and have some French team references π«π·β¨, but in the end I didn't find anyone among my friends who had the time to work on it with me.
Thanks for reading and Cocorico! π
5: Then in the detail panel, you should not render this in the main pass, but render it in the custom depth pass (3rd screenshot). With these settings, you should be ready to go! πͺ
25.08.2025 00:35 β π 0 π 0 π¬ 1 π 04: Now the tick boxes nightmare π. First, activate in your project settings "Custom Depth - Stencil Pass".
For the masking mesh, you don't need anything specific in the material, but you do need to tick in the material "Allow Custom Depth Write".
3: Small note: From personal research, you have to fake everything β skybox, lights, etc. β as I encountered some issues with rendering, specifically with anything related to light distance. It's easier to draw these scenes if you have all of them in different stencil IDs.
25.08.2025 00:35 β π 0 π 0 π¬ 1 π 02: The shader is pretty straightforward. You use a stencil ID and compare if they match with the Custom Depth Stencil value that we will set a bit later. Here I picked 50, so any object with that ID later will get rendered through the mesh/sprite used to mask the scene with that ID.
25.08.2025 00:35 β π 0 π 0 π¬ 1 π 01: Without the emissive panels -> it's mostly used to hide the sharp transition. π
25.08.2025 00:35 β π 0 π 0 π¬ 1 π 0This weekend I've been cooking a small project π§βπ³π³!
I found inspiration from Rematch and I'm trying to reproduce their masking effect with stencils and a custom depth map. It can get very messy as it's a lot of tick boxes, but here is a breakdown π€.
#RealtimeVFX #VFX #Rematch #UE5
5. Cube Array gives a nice layering to the scan deployment.
It is a cube with only the extruded edges remaining. For the spawning, it's a simple logic of adding an offset for each index and then apply that same principle to also build height. It's the same logic as a flip-book.
4. My favorite trick for effects is about using distortion to boost the scan effect deployment with just a simple gradient.
I used Refraction with Texture 2D Offset settings:
3. I used a bounding box setup to mask out the border of the mesh from the scan effect part - I can control the sharpness and give it this energy deploying feelingβ‘
and it's very easy to setup π€βοΈ
2. This setup allowed me to test my trails efficiently and adjust the path with float curves in the module parameters.
----> just plug it into your Particles.Position in output!π
1. I used a custom HLSL to distribute to the targets evenly based on their particle index. It's very efficient for portfolio and prototyping ----- πcode belowπ ------ .
22.08.2025 14:23 β π 0 π 0 π¬ 1 π 0βοΈIt's the weekend βοΈ! 
I'm gonna share with you some secrets about this scan effect I made a couple of month ago down this Thread π
In the meantime I wish you a great weekend!
β¨Happy Monday!β¨ Todayβs a big day for me and my project. I'll announce what itβs all about on September 21st π₯ 
In the meantime, Iβll be reposting some of my personal previous work.
#RealTimeVFX #UE5 #VFX