Turned On VFX
The task for this project was to promote the "Turned On" brand through a short animation. As an additional challenge, I decided to make it a real-time animation combining multiple effects that could be used in a game. This involved creating the effects using several specialized tools and then combining the results into Unity.
The fractured text effect is a Houdini rigid body simulation played in reverse and at a lower speed; baked as an animated FBX to import into Unity.
The materialisation of the pieces of text is an animated shader that scans a greyscale noise map generated in Substance Designer which is used inside Unity to indicate which parts of the mesh should be transparent, emissive or diffuse.
The particles are done using Unity's built in particle system. Every piece of text generate their own particles relative to their velocity.
The bright wires on the ground were done using a shader similar to the text's, but using a different pattern to reveal emissive parts. The textures for the floor and the button were created in Substance Painter, and the mask for the circuit pattern was done in Illustrator.
- Unity
- Houdini
- Substance Designer
- Substance Painter
- Photoshop
- Illustrator