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)
Part 1: Introduction to Niagara and Particle Systems in Unreal Engine 5
Part 2: Dive Deeper into Niagara for VFX

Diving into Emitter-System Overrides

In this chapter, we will explore overrides in Niagara.

Overrides are used to extend or modify the behavior of existing objects in the system without making destructive changes to the original settings of the system, as well as allowing for customizations specific to a particular implementation. We will understand how to use overrides to develop a workflow where we can reuse our emitters in multiple projects.

The override workflow is useful as it extends the functionality of an existing particle system. This modified particle system can access the inputs and outputs of the original particle system and modify its behavior as needed. It also lets us design a production workflow where we can reuse existing particle systems and tweak them as required in our Unreal projects. We can have a library of basic effects and then tweak them on a per-project basis.

After that, we will also learn about emitter and module defaults and how they help while...