I've never really made an effect using flipbooks so I thought I'd try learning the workflow used in the Games industry in creating a fluid simulation and make flipbooks out of it. I went through the Imbuefx tutorial on Fluid Dynamics and Explosions in UDK:
https://www.youtube.com/watch?v=3kJr5wC_oyY&list=PLoAbgsIP97amgAQgdg2dwJLIE1FEVBg2H I adapted the particle to Niagara.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRzRp9In_YjvIRYpP32UuNRD1yCq1eW82RsVB9skJcJuSoksNxFypQRY-_re4qzDP31xX8x6cH7OGZLzkQLgFMq_z29AyyomTh97lo1NUBwDUq5Ij6OsUmSLHF_HG1SeoZEdIjWpwn24-U/s1600/Explosion+Particle.gif) |
Final Explosion Particle made in Niagara |
On another note, Maya's method of fluid simulation and rendering has been really frustrating. All I wanted to do was to just make a flipbook but the process was agonisingly slow. Anyway, I pushed on as I felt it was important to learn with it being a standard technique used in industry. Hopefully, I'll move onto something a lot more simpler and faster in the future like Embergen by JangaFX (currently under development.) Embergen might be a blessing for VFX artists around the world who just need to make flipbooks. 😊
https://jangafx.com/
Maya 2018 doesn't use mental ray and it now uses Arnold which slows things down. When I finally got the hang of Arnold, I thought I'd only need to render the Density but then I realised I need to do another render pass for the colour! It took 3 days for it to render in HQ!
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHF9zt9Rq5AiuL1DR1aKz97fd_wdGbD6mhy_UnMa8o1gy6jbBJPsXTp8PGlGh3cFmLUvl3ZrOT4v1fbxfKGGcxMwSGmzf0K9iNYb_PeYXosXDjiMGQLtZ-tX5VdLFz7lFXK81Oaini2tHd/s400/Alpha+Pass.jpg) |
Density |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim1sfRUbMlqnUE-lvLz0FA_Z8NjrXeHKwUBpjFzND4YevEhzLCAFHOPyvZBaFLoLTiwlxyoL79OR2PlJN6_DyAvmvDHSShBPDb0F-dgSlm7M5GARA0OrF1UmcjMzpZcVrJnHP7Ja81UiT3/s400/Colour+pass.jpg) |
Colour |
After the annoying Maya part, it was smooth sailing ⛵. I put the images into after effects to add finishing touches to create the flipbook. Then I made a greypack through RGB channels via Photoshop.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEaM8CPvmig8nW1umQkgfrO22vl3rxG0VbjeZqVx-keVEM0RZPRXrS56hxrd3_K4tMXeSQWkw6K1BhdhHkw4x7l6oKzWnudJWho9yyuI6WaF41WQO353uvmYu1q07-1BVrH9TCb7eCuRFJ/s320/T_Explosion_8x4.jpg) |
Final Flipbook packed into RGB channels |
Next, I imported it to UE4. The tutorial was using the traditional Cascade particle system but I adapted the FX to Niagara. Both Cascade and Niagara involved similar principles so it wasn't too much of a problem. It was actually quite fun.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhocszZElX30ScYG1byR4PtSOKKcBoNogWInmJqPrwAiXPA-5A3dzg2HxNfvDtLdu8xYuHwC7Bi9WB1NZYvxX52Xtm7YmNp9zNz9uQNc4n695IPPoDavCfVHljiTaVCegEz9l7qmEL1505N/s640/Niagara+UI.jpg) |
Niagara Particle System UI. On the right it uses modules like cascade and at the (where the timeline is) are the emitters also from the cascade |
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