Source Filmmaker

Source Filmmaker

I want to make beams but...
I have NO idea how.... Ive seen it done here
https://www.youtube.com/watch?v=izO8QWj3NeI

How in the world do people do it? I want to make a godzilla and a dbz sfm but I cant without energy beams of some sort.
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Showing 1-15 of 55 comments
Kumquat [Velbud] Jan 14, 2018 @ 11:12pm 
Volumentric lighting facing the camera, gradually increased in strength and bloom, then influencing min and max values for it.
episoder Jan 14, 2018 @ 11:18pm 
use particles or a huge cylinder with some bones or flexes to scale it. and apply some sort of additive ligthing or somehow animated texture.
Originally posted by episoder:
use particles or a huge cylinder with some bones or flexes to scale it. and apply some sort of additive ligthing or somehow animated texture.

.....HUUUUUUH?????
Originally posted by Velbud Phys Exp:
Volumentric lighting facing the camera, gradually increased in strength and bloom, then influencing min and max values for it.

I was told it was custom particle effects
Mittens Jan 15, 2018 @ 3:31am 
There's star wars lightsaber/laser particles on the workshop. You could edit those
Originally posted by Mittens:
There's star wars lightsaber/laser particles on the workshop. You could edit those
Not gonna cut it for what im gonna do.
Why do I NEVER get help with this?? How hard is it to make a damn beam particle????!!
Kumquat [Velbud] Jan 15, 2018 @ 5:47pm 
Originally posted by Uber gaming (YT) G.E.W.P:
Why do I NEVER get help with this?? How hard is it to make a damn beam particle????!!

There is also my method... ;) and before you pull the particle defense, I’m just going to say that all you need is to find a fire particle like the one for pyro flamethrower and then see if you can layer it with blue and done. However, the less costly method may be just to try it out using lights
Last edited by Kumquat [Velbud]; Jan 15, 2018 @ 5:49pm
Originally posted by Velbud Phys Exp:
Originally posted by Uber gaming (YT) G.E.W.P:
Why do I NEVER get help with this?? How hard is it to make a damn beam particle????!!

There is also my method... ;)
It looked like a bunch of giberish to me. I had no idea what to do. It made no sense to me. Besides how do I know itll give me what I want? Is there an example?
Last edited by Sir donks alot (rip my grandpa); Jan 15, 2018 @ 5:48pm
Kumquat [Velbud] Jan 15, 2018 @ 7:14pm 
Originally posted by Uber gaming (YT) G.E.W.P:
Originally posted by Velbud Phys Exp:

There is also my method... ;)
It looked like a bunch of giberish to me. I had no idea what to do. It made no sense to me. Besides how do I know itll give me what I want? Is there an example?

The example is the video you showed.
https://www.youtube.com/watch?v=6976QSEEzKI&feature=youtu.be
Here is a good start. For the charge up, the rules I set up were as follows:
1) To fake an Omnilight, make a volumnetric light that directly faces the camera.
2) Lower VerticalFOV, play around with HorizontalFOV.

After that, manipulate the settings as you with while keeping most of these rules almost constant. This is to create the charge. If you want to create the "exhaust," this can either be done via particles or another light. Here are the rules.

1) The first light for the charge remains facing the camera for the scene. It still has the same settings or even stronger Horizontal FOV. This can vary based on where you place the camera though. If you want the camera to view the charge as cupped, then you set an angle less than 90 degrees for the light.
2) Add a new light as volumentric and leaving the charge area, such that the exhaust goes in the direction you want it. Animate the min and max distances to your liking but ensure that the volumnetric is at relatively high intensity.

This is a very basic breakdown. All other details can be done using light models as episoder proposed or they can be done using MORE LIGHTS.

If you don't get this, put what I said to practice and try it rather than just giving up on this. If particle editing isnt a thing, then manipulating lights is the best thing. ;)
Originally posted by Velbud Phys Exp:
Originally posted by Uber gaming (YT) G.E.W.P:
It looked like a bunch of giberish to me. I had no idea what to do. It made no sense to me. Besides how do I know itll give me what I want? Is there an example?

The example is the video you showed.
https://www.youtube.com/watch?v=6976QSEEzKI&feature=youtu.be
Here is a good start. For the charge up, the rules I set up were as follows:
1) To fake an Omnilight, make a volumnetric light that directly faces the camera.
2) Lower VerticalFOV, play around with HorizontalFOV.

After that, manipulate the settings as you with while keeping most of these rules almost constant. This is to create the charge. If you want to create the "exhaust," this can either be done via particles or another light. Here are the rules.

1) The first light for the charge remains facing the camera for the scene. It still has the same settings or even stronger Horizontal FOV. This can vary based on where you place the camera though. If you want the camera to view the charge as cupped, then you set an angle less than 90 degrees for the light.
2) Add a new light as volumentric and leaving the charge area, such that the exhaust goes in the direction you want it. Animate the min and max distances to your liking but ensure that the volumnetric is at relatively high intensity.

This is a very basic breakdown. All other details can be done using light models as episoder proposed or they can be done using MORE LIGHTS.

If you don't get this, put what I said to practice and try it rather than just giving up on this. If particle editing isnt a thing, then manipulating lights is the best thing. ;)

So that thick blue beam that blew up the scout in that video...wasnt a custom particle? But lights? Then what about this?
https://www.youtube.com/watch?v=FD10h9u9G6o

Lights was used for all this? The galick gun and the kamehame has lights? What about the aura or the energy when they fly (the beam) was lighting? I find it hard to believe lighting was used for these things.

I'm sorry im just so confused right now. Is there a tutorial video somewhere or can someone make one? This is a new step for me. I learned everything about sfm just about and this is new. Sounds like some advanced stuff
Last edited by Sir donks alot (rip my grandpa); Jan 15, 2018 @ 9:04pm
Kumquat [Velbud] Jan 15, 2018 @ 9:33pm 
Originally posted by Uber gaming (YT) G.E.W.P:
Originally posted by Velbud Phys Exp:

The example is the video you showed.
https://www.youtube.com/watch?v=6976QSEEzKI&feature=youtu.be
Here is a good start. For the charge up, the rules I set up were as follows:
1) To fake an Omnilight, make a volumnetric light that directly faces the camera.
2) Lower VerticalFOV, play around with HorizontalFOV.

After that, manipulate the settings as you with while keeping most of these rules almost constant. This is to create the charge. If you want to create the "exhaust," this can either be done via particles or another light. Here are the rules.

1) The first light for the charge remains facing the camera for the scene. It still has the same settings or even stronger Horizontal FOV. This can vary based on where you place the camera though. If you want the camera to view the charge as cupped, then you set an angle less than 90 degrees for the light.
2) Add a new light as volumentric and leaving the charge area, such that the exhaust goes in the direction you want it. Animate the min and max distances to your liking but ensure that the volumnetric is at relatively high intensity.

This is a very basic breakdown. All other details can be done using light models as episoder proposed or they can be done using MORE LIGHTS.

If you don't get this, put what I said to practice and try it rather than just giving up on this. If particle editing isnt a thing, then manipulating lights is the best thing. ;)

So that thick blue beam that blew up the scout in that video...wasnt a custom particle? But lights? Then what about this?
https://www.youtube.com/watch?v=FD10h9u9G6o

Lights was used for all this? The galick gun and the kamehame has lights? What about the aura or the energy when they fly (the beam) was lighting? I find it hard to believe lighting was used for these things.

I'm sorry im just so confused right now. Is there a tutorial video somewhere or can someone make one? This is a new step for me. I learned everything about sfm just about and this is new. Sounds like some advanced stuff

Hence why I am going to repeat again; experiment. As for the ones used in the animation with DBZ, this is definitely a particle WITH lights.
Originally posted by Velbud Phys Exp:
Originally posted by Uber gaming (YT) G.E.W.P:

So that thick blue beam that blew up the scout in that video...wasnt a custom particle? But lights? Then what about this?
https://www.youtube.com/watch?v=FD10h9u9G6o

Lights was used for all this? The galick gun and the kamehame has lights? What about the aura or the energy when they fly (the beam) was lighting? I find it hard to believe lighting was used for these things.

I'm sorry im just so confused right now. Is there a tutorial video somewhere or can someone make one? This is a new step for me. I learned everything about sfm just about and this is new. Sounds like some advanced stuff

Hence why I am going to repeat again; experiment. As for the ones used in the animation with DBZ, this is definitely a particle WITH lights.

Ok which particle? Is it a unusual? A custom one? Whats the aura cause that one has my ideas on halt. Also I dont have an understanding of what you said about making it. Which settings exactly am I looking at?
Kumquat [Velbud] Jan 15, 2018 @ 10:58pm 
Originally posted by Uber gaming (YT) G.E.W.P:
Originally posted by Velbud Phys Exp:

Hence why I am going to repeat again; experiment. As for the ones used in the animation with DBZ, this is definitely a particle WITH lights.

Ok which particle? Is it a unusual? A custom one? Whats the aura cause that one has my ideas on halt. Also I dont have an understanding of what you said about making it. Which settings exactly am I looking at?

I didnt make those animations. All I can tell you is these particles look familiar, specifically that they are some that are TF2 unusual ones while others seem to be DOTA ones. And have you ever used and editted lights before? If so, then you would know what these are.
Originally posted by Velbud Phys Exp:
Originally posted by Uber gaming (YT) G.E.W.P:

Ok which particle? Is it a unusual? A custom one? Whats the aura cause that one has my ideas on halt. Also I dont have an understanding of what you said about making it. Which settings exactly am I looking at?

I didnt make those animations. All I can tell you is these particles look familiar, specifically that they are some that are TF2 unusual ones while others seem to be DOTA ones. And have you ever used and editted lights before? If so, then you would know what these are.

The aura one is obvious a enlarged unusual flame. But Dota? Oh jeez which is dota?

Never used lights. Only lately to make my sfm look better. Once for a flashlight (but it didn't work. The light did not work out for some reason) and thats it
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Date Posted: Jan 14, 2018 @ 10:58pm
Posts: 55