Unreal 5 Niagara – Advanced Niagara
Unreal 5 Niagara – Advanced Niagara, available at $19.99, has an average rating of 4.85, with 51 lectures, based on 15 reviews, and has 380 subscribers.
You will learn about 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 This course is ideal for individuals who are Anyone looking to expand their abilities using Particle effects in Realtime and Games projects It is particularly useful for Anyone looking to expand their abilities using Particle effects in Realtime and Games projects.
Enroll now: Unreal 5 Niagara – Advanced Niagara
Summary
Title: Unreal 5 Niagara – Advanced Niagara
Price: $19.99
Average Rating: 4.85
Number of Lectures: 51
Number of Published Lectures: 51
Number of Curriculum Items: 51
Number of Published Curriculum Objects: 51
Original Price: $99.99
Quality Status: approved
Status: Live
What You Will 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
Who Should Attend
- Anyone looking to expand their abilities using Particle effects in Realtime and Games projects
Target Audiences
- Anyone looking to expand their abilities using Particle effects in Realtime and Games projects
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:
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Runtime Virtual Textures,
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Render Targets, Collisions,
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Textures,
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Mesh Vertices and UVs,
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Splines,
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Player Data,
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Signed Distance Fields and
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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.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Course Files
Chapter 2: Rain Interactions
Lecture 1: One Large Rain System
Lecture 2: Spawn Rate By Volume
Lecture 3: In Line Spawn Calculations
Lecture 4: Attached To Player
Lecture 5: Collisions
Lecture 6: RVT Heightmap Data
Lecture 7: RVT Heightmap Kill Module
Lecture 8: GPU Cost Comparison
Lecture 9: Landscape Data Interface
Lecture 10: Render Target Setup
Lecture 11: Render Target Height Kill
Lecture 12: Rotate Render Target
Lecture 13: Quantised Sampling
Lecture 14: Spawn on Depth Buffer
Lecture 15: Rain Conclusion
Chapter 3: Advanced Sampling
Lecture 1: Flowmap from Terrain Height
Lecture 2: Align Particles to Z Height
Lecture 3: RVT Material
Lecture 4: Edge Detection
Lecture 5: Align to Landscape
Lecture 6: Spline Sampling
Lecture 7: Spline Position
Lecture 8: Final Position Binding
Lecture 9: Spline Conclusion
Lecture 10: Mesh Tangents
Lecture 11: Mesh Tangents and UVs
Lecture 12: Flow from Textures
Lecture 13: Textures SDFs
Chapter 4: Sign Distance Fields – SDFs
Lecture 1: SDF Intro
Lecture 2: SDF Shapes
Lecture 3: SDF Combine
Lecture 4: Wobbly Material
Lecture 5: Capture SDF Render Target
Lecture 6: SDF Niagara System
Lecture 7: Distance Field Avoidance
Lecture 8: Scratch Pad Distance Field Sample
Lecture 9: Sphere Trace Distance Field
Lecture 10: SDF Conculsion
Chapter 5: Mesh Distance Fields – MDFs
Lecture 1: MDF Introduction
Lecture 2: Custom Structs and Enums
Lecture 3: Spawn on Distance Field
Lecture 4: Projected Forces
Lecture 5: Finalise Initial MDF System
Lecture 6: MDF Setup Linear Force
Lecture 7: MDF Avoid Surfaces
Lecture 8: NPC Setup
Lecture 9: Player Avoidance
Lecture 10: Time Based State Machines
Lecture 11: Fade Over Time and Conclusion
Instructors
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Thomas Harle
Realtime VFX Artist
Rating Distribution
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- 2 stars: 0 votes
- 3 stars: 1 votes
- 4 stars: 2 votes
- 5 stars: 12 votes
Frequently Asked Questions
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You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
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