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

Debug Drawing

For some modules, it is difficult to visualize the properties that the module applies to the particle behavior. It may also not be very clear, from observing the resultant particle behavior, as to what is the contribution of a particular module to that behavior.

In these cases, having the capability of representing such properties in a way that is easy to debug is very helpful. For example, the direction of movement of a particle, the direction in which the force is being applied, and so on can be drawn on top of the particle system render as debug lines to make it clear to the user what exactly is happening in the system. The Debug Drawing feature is available on a few select modules.

We’ll take a look at a few examples.

For our first example, let us create an emitter called NE_DebugDemo using the fountain template.

Figure 10.23: Creating the NE_DebugDemo emitter using the fountain template

We will add a Collision module to this...