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  • Book Overview & Buying Build Stunning Real-time VFX with Unreal Engine 5
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Build Stunning Real-time VFX with Unreal Engine 5

Build Stunning Real-time VFX with Unreal Engine 5

By : Hrishikesh Andurlekar
4.8 (19)
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Build Stunning Real-time VFX with Unreal Engine 5

Build Stunning Real-time VFX with Unreal Engine 5

4.8 (19)
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)
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1
Part 1: Introduction to Niagara and Particle Systems in Unreal Engine 5
7
Part 2: Dive Deeper into Niagara for VFX

Tutorial – how to create fireworks

In the following tutorial, we will create fireworks using all three event modules. Let’s get started:

  1. Let us create a new folder called EventDispatcher and in this folder, let us create two emitters. Let us name the first emitter Receiver and the second emitter Sender.

Figure 9.1: Creating two emitters called Receiver and Sender

We will use the Fountain template for the Sender emitter.

Figure 9.2: The Fountain template for Sender

And we’ll use the Omnidirection Burst template for the Receiver emitter.

Figure 9.3: The Omnidirectional Burst template for Receiver

We have named these emitters in this way so that we can understand which emitter will generate the Events (Sender) and which emitter will receive them (Receiver). Feel free to use any names you find convenient as they have no bearing on the functionality.

Figure 9...

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