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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

Exploring key particle concepts

In this chapter, we will understand the key functional concepts of particle systems and how they are implemented in the particle systems in Unreal. All particle systems will invariably have some variation of the following functionalities built into them:

  • Emission
  • Simulation
  • Rendering

Each one of these functionalities will have some variables that will be exposed to enable the user to tweak the behavior of the particle system. Most software has this functionality built in a monolithic element with limited ability to customize it. In Unreal, it is built into modules that are stacked on top of each other. The modules have exposed variables, which can be used to tweak the module’s effect on the behavior of the particle system. These modules are roughly grouped into three broad functionality groups: Emission, Simulation, and Rendering.

Figure 2.1: The Niagara Emitter node grouped into three functionalities...

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