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

The Niagara architecture

As we saw in Chapter 1, the Cascade particle system started to show its age as the demands of the different industries using Unreal began to grow. Niagara was created to meet these demands while at the same time being powerful and easy to use.

Niagara manages to do this by incorporating the following features in its design architecture:

  • All data is exposed to the user. Niagara can use data from any part of Unreal Engine as well as from other applications. This lets the user create interesting relationships between the particle system and other aspects of the game.
  • Exposing all data can be overwhelming for the user. To make it easy for the user to work with the data, this data is classified hierarchically. This is done by using namespaces.

Figure 3.1: Parameters under the PARTICLES namespace

For example, in Figure 3.1, the PARTICLES namespace carries all the particle attributes, while in Figure 3.2, the EMITTER...