Ghost/supernatural effects (aura, tendrils, smoke, particles)
Some cool ghost/supernatural effects would be great
peter zvoz 17 days ago
2D Elements (Footage of fire, smoke, dust, etc.)
Ghost/supernatural effects (aura, tendrils, smoke, particles)
Some cool ghost/supernatural effects would be great
peter zvoz 17 days ago
2D Elements (Footage of fire, smoke, dust, etc.)
More Variety of tutorials
I feel like there is a main focus on how to use the assets on Adobe After Affects, and as a person who refuses to work with Adobe, I would like to request tutorials for different sites such as NUKE, Mocha FX, Filmora, And Da Vinci Resolve
Owen Sherrod About 2 months ago
Website Feedback
More Variety of tutorials
I feel like there is a main focus on how to use the assets on Adobe After Affects, and as a person who refuses to work with Adobe, I would like to request tutorials for different sites such as NUKE, Mocha FX, Filmora, And Da Vinci Resolve
Owen Sherrod About 2 months ago
Website Feedback
Davinci Plugin
A plugin for Davinci Resolve / Fusion. It would be great to have a plugin to import media from the cloud as proxies or so.
Max Schaeffer About 1 month ago
Feature Request
Davinci Plugin
A plugin for Davinci Resolve / Fusion. It would be great to have a plugin to import media from the cloud as proxies or so.
Max Schaeffer About 1 month ago
Feature Request
Top Down Rain Assets?
Bit of an odd one but ran into the need on an indie feature a couple years back. We had a camera angle looking straight down at the ground and actors in a scene where they requested rain to be added. I haven’t found anything from anyone that offers that angle. So just some options of rain falling from that angle and if possible, top-down rain impacts? whether that’s more of a splash or darkening the ground layer, the more options the better!
Marcus Blair 18 days ago
2D Elements (Footage of fire, smoke, dust, etc.)
Top Down Rain Assets?
Bit of an odd one but ran into the need on an indie feature a couple years back. We had a camera angle looking straight down at the ground and actors in a scene where they requested rain to be added. I haven’t found anything from anyone that offers that angle. So just some options of rain falling from that angle and if possible, top-down rain impacts? whether that’s more of a splash or darkening the ground layer, the more options the better!
Marcus Blair 18 days ago
2D Elements (Footage of fire, smoke, dust, etc.)
Cheaper prices
In no way shape or form is it reasonable to charge this much money for so little. these are great VFX assets, but barely anyone can afford them. You guys would probably even make MORE money if you had cheaper prices, because more people would be able to get them
Owen Sherrod 2 months ago
Website Feedback
Cheaper prices
In no way shape or form is it reasonable to charge this much money for so little. these are great VFX assets, but barely anyone can afford them. You guys would probably even make MORE money if you had cheaper prices, because more people would be able to get them
Owen Sherrod 2 months ago
Website Feedback
Better gun hits blood elements
Please give more accurate gun hits blood elements from the front and other angles. Most of the action vfx blood hits are not accurate when someone is hit with a bullet!
Vidhun Ghai 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Better gun hits blood elements
Please give more accurate gun hits blood elements from the front and other angles. Most of the action vfx blood hits are not accurate when someone is hit with a bullet!
Vidhun Ghai 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Bullet Hits High On Wall w/ Debris Falling To Ground Plane
One of the biggest issues we run into with stock elements is debris falling out of frame, or debris landing on the ground two feet below the wall impact. We are always looking for elements in which a bullet hits a wall (various angles), falls 8-10 feet, and lands on a ground plane. This would be useful in shots where the exterior facade of a building is being shot at, which comes up a lot in war and shootout scenes. Thanks! :)
Jesse Speer 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Bullet Hits High On Wall w/ Debris Falling To Ground Plane
One of the biggest issues we run into with stock elements is debris falling out of frame, or debris landing on the ground two feet below the wall impact. We are always looking for elements in which a bullet hits a wall (various angles), falls 8-10 feet, and lands on a ground plane. This would be useful in shots where the exterior facade of a building is being shot at, which comes up a lot in war and shootout scenes. Thanks! :)
Jesse Speer 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Blood pools
A variety of blood pooling on the ground from overhead and various angles. Still and flowing with nice light reflecting in them. Street blood pavement blood concrete blood wood floor blood etc etc
Buddy Gheen (Malcolm French) 3 months ago
Blood pools
A variety of blood pooling on the ground from overhead and various angles. Still and flowing with nice light reflecting in them. Street blood pavement blood concrete blood wood floor blood etc etc
Buddy Gheen (Malcolm French) 3 months ago
3D Trees and Foliage
Multiple tree types with variations in size, shape, and density. The assets should be optimized for easy placement, scaling, and rotation to fit different scenes. This would allow for quick environment building in Blender and UE.
David Lugo About 2 months ago
VDBs (3D smoke, clouds, explosions. etc)
3D Trees and Foliage
Multiple tree types with variations in size, shape, and density. The assets should be optimized for easy placement, scaling, and rotation to fit different scenes. This would allow for quick environment building in Blender and UE.
David Lugo About 2 months ago
VDBs (3D smoke, clouds, explosions. etc)
Decade Specific Crowds like people from the 1850s and 1900s.
Those of us producing history programming would love to be able to add “virtual people” and crowds to historical photographs to help bring them to life.
Athens Ohio (City of Athens Ohio) 3 months ago
Decade Specific Crowds like people from the 1850s and 1900s.
Those of us producing history programming would love to be able to add “virtual people” and crowds to historical photographs to help bring them to life.
Athens Ohio (City of Athens Ohio) 3 months ago
Car Tire Spray
Water spray or light smoke/mist from a car driving or driving fast on a wet road.
Zachary VanHoy 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Car Tire Spray
Water spray or light smoke/mist from a car driving or driving fast on a wet road.
Zachary VanHoy 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Falling ROPE/Rappelling
I am looking to CGI/Practical Effects SWAT operators Rappelling out of a Helicopter. I need to get some Elements of Rope being thrown out/Falling, and under tension in a 3d model form - to allow it to be composited under real footage and cgi 3d models.
Corey Sexton - viperwavstudios 3 months ago
3D Models (Cars, weapons, equipment, other objects)
Falling ROPE/Rappelling
I am looking to CGI/Practical Effects SWAT operators Rappelling out of a Helicopter. I need to get some Elements of Rope being thrown out/Falling, and under tension in a 3d model form - to allow it to be composited under real footage and cgi 3d models.
Corey Sexton - viperwavstudios 3 months ago
3D Models (Cars, weapons, equipment, other objects)
Urban city assets 2D
Street lights at night, billboards, downtown lights at night, neon signs of different varieties like bar, tavern, nightclub, jazz club.
Ron Simmons 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Urban city assets 2D
Street lights at night, billboards, downtown lights at night, neon signs of different varieties like bar, tavern, nightclub, jazz club.
Ron Simmons 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Burning tires
Rolling burning tire, static burning tire, a few burning tires in a batch. This type of asset could help with scenes of protests. Since actually burning tires on set is dangerous and unhealthy.
Daniel 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Burning tires
Rolling burning tire, static burning tire, a few burning tires in a batch. This type of asset could help with scenes of protests. Since actually burning tires on set is dangerous and unhealthy.
Daniel 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
'Cumulative' Displaced/Lingering Environment Dust
Example: the exterior facade of a building is being shot up by a machine gunner, each bullet hit on the facade throws out it’s own localized dust/debris/smoke, but because they’re obviously separate elements, the individual puffs of dust do not add up into a larger cloud of lingering dust in front of the building, that kinda lingers in the air after the shooting stops. The closest elements I’ve seen that could work for this are the Isolated Fog and Displaced Fog, but the problem with those is that all the smoke/fog is either blown into frame from the side, is emitted from a single source as a burst, or is already expanded and lingering in the air. This makes it very difficult to make it look like the smoke cloud has been built up from many sources. I’m wondering if you could make some large lingering fog clouds that emit from different sources over time, and accumulate into a single larger cloud. I’m imagining a black environment, with a few fog machines behind the back black wall and facing camera so they can emit fog forward (toward camera) into the area in front of the black backdrop. Maybe three or four fog machines along the bottom of frame, each of which gently injects some fog into the scene in a random order over time. This element, in additional the individual bullet hits, would create a more global kicking up of fog that increases as the building gets shot up, but is not blowing in from the side, or animating it’s scale to appear to be growing. For bonus points. Some fog machines could be staggered across the back wall, some high up, some lower down. Short bursts of fog/smoke would act as bullet hits, and the lingering fog from each source would combine nicely. (Sorry, this is a weirder request! Hope it makes sense lol) Thanks!!
Jesse Speer 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
'Cumulative' Displaced/Lingering Environment Dust
Example: the exterior facade of a building is being shot up by a machine gunner, each bullet hit on the facade throws out it’s own localized dust/debris/smoke, but because they’re obviously separate elements, the individual puffs of dust do not add up into a larger cloud of lingering dust in front of the building, that kinda lingers in the air after the shooting stops. The closest elements I’ve seen that could work for this are the Isolated Fog and Displaced Fog, but the problem with those is that all the smoke/fog is either blown into frame from the side, is emitted from a single source as a burst, or is already expanded and lingering in the air. This makes it very difficult to make it look like the smoke cloud has been built up from many sources. I’m wondering if you could make some large lingering fog clouds that emit from different sources over time, and accumulate into a single larger cloud. I’m imagining a black environment, with a few fog machines behind the back black wall and facing camera so they can emit fog forward (toward camera) into the area in front of the black backdrop. Maybe three or four fog machines along the bottom of frame, each of which gently injects some fog into the scene in a random order over time. This element, in additional the individual bullet hits, would create a more global kicking up of fog that increases as the building gets shot up, but is not blowing in from the side, or animating it’s scale to appear to be growing. For bonus points. Some fog machines could be staggered across the back wall, some high up, some lower down. Short bursts of fog/smoke would act as bullet hits, and the lingering fog from each source would combine nicely. (Sorry, this is a weirder request! Hope it makes sense lol) Thanks!!
Jesse Speer 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Impact Debris Moving AWAY From Camera
Think specifically of elements such as Exploding Debris Vol. 2 and Ground Bursts. We have many cases of bullets being fired from behind camera, which would cause debris to fly forward (away from camera). I’ve noticed that little-to-no elements have debris moving this way, which can make some of these debris packs no worth purchasing.
Jesse Speer 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)
Impact Debris Moving AWAY From Camera
Think specifically of elements such as Exploding Debris Vol. 2 and Ground Bursts. We have many cases of bullets being fired from behind camera, which would cause debris to fly forward (away from camera). I’ve noticed that little-to-no elements have debris moving this way, which can make some of these debris packs no worth purchasing.
Jesse Speer 3 months ago
2D Elements (Footage of fire, smoke, dust, etc.)