We usually write about what we learn,
so hopefully you can learn too!
#00 - Scratching the main concepts for VFX
This is one of the trickiest parts to make in Decentraland, since the engine don't allow the use of particles or any kind of post effect.
In order to tackle this, we have to decompose which effects we want to create, and decompose them in their basic parts to be able to recreate them with the means we have at our disposal.
At the end of the process we had a list of effects, that we could do mixing three main concepts, that are animation, transparency planes and the basic shapes.
We learned that this simple concepts mixed allowed us to recreate a variety of effects, that looked difficult to achieve without the help of the particle system or effects.
For each effect we implemented these concepts, for example for the fire on the we created a gradient to create a transparency map, then to do the twinkle we animate so planes in the animation tab on Unity.
The animatons aren't too complex, just animations of scale, rotation and position. And surprisingly got a variety of effects. In this article I want to show some of them. Since the procces is really similar, so I'm not going to dwell in the process of how we did them.
#01 Post Effects in Decentraland
Art Stations (goto)
Tomb Chaser (goto)
Momus Collection (goto)
One of the main problems we found is that you can't animate texture in the decentraland engine. So in order to create this effect we put several layers one of top of the other.
And of the top layers we put transparent texture of flow of the river, finally we animate the scale from 0 to 1 on loop to create the illusion of flowing river.
In here we created the opposite effect of the light by creating a dark gradient in a transparency map, we can create a dark ambient on the exterior.
South Transit System (goto)
To create the effect of trail on the train, is like we create the planes of lighting. However this time we put the plane on the tracks to bring a gleam effect.
These were some of the effects that we used on the scenes we developed on Decentraland, using the principles we knew worked on the platform, and twist them to improve our scenes and give them an extra, as you know the devil is on the details.