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

Vector mathematics and matrices and their representation in Niagara

Vector mathematics and matrices are one of those boring subjects in high school mathematics that you may have entirely skipped because you had no idea where you would use them in your daily life. Well, now you know. They are used everywhere in games and particle systems in particular. Let us take some time to brush up on our concepts, starting with vector mathematics.

What is a vector?

Let us ignore all the complicated talk about magnitude and velocity used in the standard definition of a vector and have a look at the bare essentials.

In a two-dimensional space, a vector just holds an x and y value; for example, vector a = (3, 4) where 3 is x and 4 is y.

This representation can be used to define the location or direction of an object. We can also find the speed of an object by finding what is known as the magnitude of the vector. Let us see how a vector is used to define a location and then we will see...