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

Understanding Particle System Concepts

Particle systems are a technique used in computer graphics to simulate a variety of phenomena, such as fire, smoke, rain, and explosions. In a game engine, particle systems are used to add realism and visual interest to scenes. The three main functions of particle systems are emission, simulation, and rendering.

Emission is the process of creating and releasing particles from a specific location or object. This is controlled through properties such as emission rate, velocity, and direction. Emission can also be triggered by events, such as collisions or user input.

Simulation refers to the movement and behavior of the particles over time. This can include properties such as gravity, wind, and turbulence, which can be used to create realistic movement patterns. Particles can also be affected by other forces, such as collisions and user-defined behaviors.

Rendering is the process of displaying the particles on the screen. This can be done...