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Unreal 5 Niagara – Advanced Niagara

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Published 12/2023
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 9.45 GB | Duration: 7h 13m

Your complete course for expaning Niagara in Unreal Engine 5

What you’ll learn
Learn Advanced Techniques for working with Niagara Particles
Setup Data Interfaces to read from Collisions, RVTs, Render Targets, SDFs, Mesh Distance Fields and more!
Understand how we can process data into useful forms like Flowmaps and Collisions Avoidance
Learn to build our own modules using Scratch Pad to further extend Niagara’s abilities

Requirements
A good understanding of Niagara and Unreal (ideally finished the Introduction to Niagara Course)

Description
Welcome back to part 2 of this Unreal Engine 5 Niagara Course – Advanced Niagara. In this course we expand upon the topics we covered in Part 1 and start to utilise Data Interfaces to import data into Niagara from elsewhere in the engine. By sampling: Runtime Virtual Textures, Render Targets, Collisions, Textures, Mesh Vertices and UVs, Splines, Player Data, Signed Distance Fields and Mesh Distance Fields we’re able to create very complex motions and interactions – fully expanding the Niagara Toolkit to create dynamic and interactive Systems. Over the course of 7.5 hours, all broken down into bite size 10-15 min videos, we cover everything mentioned above and more in this advanced deep dive into vfx and tech art. Each chapter contains many examples, full of handy comments, as well as a many corresponding video lectures that explains in full detail what is being done and why – so you’re learning both the techniques being used and building up a base of background knowledge of first principal concepts, allowing you to build up your own effects in future. With industry standard practices from my 15 year career, including 5 years of teaching Game Art at a Masters Degree level, this course will cover all various uses of Particle effects and Renderers – this course will fully equip you to add some Visual Effects life into your realtime scenes in Unreal Engine 5.

Overview
Section 1: Introduction

Lecture 1 Introduction

Lecture 2 Course Files

Section 2: Rain Interactions

Lecture 3 One Large Rain System

Lecture 4 Spawn Rate By Volume

Lecture 5 In Line Spawn Calculations

Lecture 6 Attached To Player

Lecture 7 Collisions

Lecture 8 RVT Heightmap Data

Lecture 9 RVT Heightmap Kill Module

Lecture 10 GPU Cost Comparison

Lecture 11 Landscape Data Interface

Lecture 12 Render Target Setup

Lecture 13 Render Target Height Kill

Lecture 14 Rotate Render Target

Lecture 15 Quantised Sampling

Lecture 16 Spawn on Depth Buffer

Lecture 17 Rain Conclusion

Section 3: Advanced Sampling

Lecture 18 Flowmap from Terrain Height

Lecture 19 Align Particles to Z Height

Lecture 20 RVT Material

Lecture 21 Edge Detection

Lecture 22 Align to Landscape

Lecture 23 Spline Sampling

Lecture 24 Spline Position

Lecture 25 Spline Conclusion

Lecture 26 Final Position Binding

Lecture 27 Mesh Tangents

Lecture 28 Mesh Tangents and UVs

Lecture 29 Flow from Textures

Lecture 30 Textures SDFs

Section 4: Sign Distance Fields – SDFs

Lecture 31 SDF Intro

Lecture 32 SDF Shapes

Lecture 33 SDF Combine

Lecture 34 Wobbly Material

Lecture 35 Capture SDF Render Target

Lecture 36 SDF Niagara System

Lecture 37 Distance Field Avoidance

Lecture 38 Scratch Pad Distance Field Sample

Lecture 39 Sphere Trace Distance Field

Lecture 40 SDF Conculsion

Section 5: Mesh Distance Fields – MDFs

Lecture 41 MDF Introduction

Lecture 42 Custom Structs and Enums

Lecture 43 Spawn on Distance Field

Lecture 44 Projected Forces

Lecture 45 Finalise Initial MDF System

Lecture 46 MDF Setup Linear Force

Lecture 47 MDF Avoid Surfaces

Lecture 48 NPC Setup

Lecture 49 Player Avoidance

Lecture 50 Time Based State Machines

Lecture 51 Fade Over Time and Conclusion

Anyone looking to expand their abilities using Particle effects in Realtime and Games projects

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