Book Image

Build Stunning Real-time VFX with Unreal Engine 5

By : Hrishikesh Andurlekar
5 (1)
Book Image

Build Stunning Real-time VFX with Unreal Engine 5

5 (1)
By: Hrishikesh Andurlekar

Overview of this book

While no game would be complete without visual effects, the ever-evolving VFX industry churns out stellar digital environments that can make your games stand out from the crowd. Build Stunning Real-time VFX with Unreal Engine 5 is here to help you boost your creativity using Niagara to make jaw-dropping particle systems backed by the power of Unreal Engine 5—without a line of code. This handy guide for VFX artists takes you through the principles and concepts of designing particle systems and design workflows, along with the architecture of Niagara, Unreal Engine 5’s VFX system. Throughout the book, you’ll build a series of mini projects that will put your particle system knowledge to the test. As you advance, you’ll cover topics such as creating your own custom modules, debugging workflows, and controlling particles with blueprints, and conclude by working on two projects that will bring everything together into a neat package. By the end of this VFX book, you’ll have a deeper understanding of particle systems, improving your skills, portfolio, and the chances of being employed by studios using Unreal Engine 5.
Table of Contents (16 chapters)
1
Part 1: Introduction to Niagara and Particle Systems in Unreal Engine 5
7
Part 2: Dive Deeper into Niagara for VFX

What are Events and Event Handlers?

As we write complex particle systems, for them to work, we will need to have multiple emitters in a system interact with each other. For example, when creating a firework effect, when the particles that streak into the sky from the ground die, they should spawn a secondary sparkling effect. With raindrops, when each water particle hits the ground, it should spawn a splashing particle effect. Events and Event Handlers enable us to achieve these kinds of effects. Particles generate specific Events that occur in the lifetime of the particle. Event Handlers listen for those Events and respond to them. The response may be in the form of property or behavior changes or the spawning of particles. For example, in the case of raindrop effects, the water particle, on hitting the ground, generates a Collision event. This triggers the Event Handler to spawn secondary particles, which create a splashing effect.

Events work only with CPU simulations. We also...