Also, using the programmable Niagara VFX tool, the team created various interactions that simple effect assets cannot create, as well as events that could create timed effects linked to simulations like wind and gravity. It was especially useful for creating a water plugin that produced flotation, air bubbles, and ripple effects that could not only understand where the water’s surface was, but make sure each particle reacted in the right way to timed events.Niagara was used again on electrical effects, encompassing everything from volts shooting across a wire to chaotic beams radiating from a box. The former was created with the help of spline tracking. Dofala used the Spline Component as an input to get the normal and direction vectors, before using them as their particle transform standard for noise.

The Material Editor was used to create and simply apply most of the shaders with node configurations, without HLSL Scripting, for dissolve effects. In addition to this, the Sobel filter was used to create colorful outlines that would appear when lights were close; fisheye lens effects were applied by applying a UV distortion to scene color; and the Poseable Mesh was used for an eye-catching afterimage effect that saw a robot speed-streaking across a field.

Source: Unreal Engine Blog

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