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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

Creating random colored particles using Dynamic Inputs

In this section, we will see how we can chain Dynamic Inputs to create randomly colored particles.

We’ll continue to use the NewNiagaraSystem particle system. We will also explore a few new UI elements added to the Selection panel that make the process a bit easier.

Let us start by double-clicking on NewNiagaraSystem to open it in the Niagara Editor. First, we need to disable a few modules in our System to prevent conflicts and enable our Dynamic Inputs to work properly. The module that we will disable is the Scale Color module in the Particle Update section. This module would otherwise overwhelm the random colors assigned by our Dynamic Inputs. There is no technical requirement for us to disable the module. We have only done so to make it easier to understand our Dynamic Input.

Figure 6.6: Disabling the Scale Color module

After disabling the Scale Color module, all the particles will be colored...

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