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

Creating a new module

So far, we have been using inbuilt modules to create our particle effects. The real power of Niagara is unleashed when you start developing custom modules. Custom modules give you unlimited control over all aspects of your particle system. They allow you to design custom behavior for your particle system. Developing these modules requires some basic knowledge of mathematics and vectors. We covered some of the basics at the beginning of the book.

We will be creating a particle system with a custom module that detects the presence of the player and changes the size and color of particles around the player. As the player walks around the particle system, the change in color and size will follow the player. It is not possible to create this behavior by using just the inbuilt modules. To achieve this behavior, we will need to write a script in our custom module.

Figure 7.1: The effect we will have achieved by the end of this chapter

While...