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Unreal 5 Niagara - Advanced Niagara

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Thomas Harle

7:13:04

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  • 1 - Introduction.mp4
    06:05
  • 2 - Course Files.html
  • 3 - One Large Rain System.mp4
    08:46
  • 4 - Spawn Rate By Volume.mp4
    13:47
  • 5 - In Line Spawn Calculations.mp4
    05:26
  • 6 - Attached To Player.mp4
    04:33
  • 7 - Collisions.mp4
    12:58
  • 8 - RVT Heightmap Data.mp4
    06:11
  • 9 - RVT Heightmap Kill Module.mp4
    10:04
  • 10 - GPU Cost Comparison.mp4
    04:35
  • 11 - Landscape Data Interface.mp4
    03:28
  • 12 - Render Target Setup.mp4
    06:51
  • 13 - Render Target Height Kill.mp4
    08:16
  • 14 - Rotate Render Target.mp4
    09:07
  • 15 - Quantised Sampling.mp4
    08:52
  • 16 - Spawn on Depth Buffer.mp4
    06:29
  • 17 - Rain Conclusion.mp4
    08:44
  • 18 - Flowmap from Terrain Height.mp4
    16:24
  • 19 - Align Particles to Z Height.mp4
    08:24
  • 20 - RVT Material.mp4
    10:04
  • 21 - Edge Detection.mp4
    08:43
  • 22 - Align to Landscape.mp4
    08:09
  • 23 - Spline Sampling.mp4
    10:00
  • 24 - Spline Position.mp4
    09:21
  • 25 - Spline Conclusion.mp4
    06:10
  • 26 - Final Position Binding.mp4
    08:33
  • 27 - Mesh Tangents.mp4
    04:24
  • 28 - Mesh Tangents and UVs.mp4
    13:40
  • 29 - Flow from Textures.mp4
    12:00
  • 30 - Textures SDFs.mp4
    11:36
  • 31 - SDF Intro.mp4
    09:18
  • 32 - SDF Shapes.mp4
    09:39
  • 33 - SDF Combine.mp4
    08:17
  • 34 - Wobbly Material.mp4
    05:52
  • 35 - Capture SDF Render Target.mp4
    05:03
  • 36 - SDF Niagara System.mp4
    09:24
  • 37 - Distance Field Avoidance.mp4
    10:31
  • 38 - Scratch Pad Distance Field Sample.mp4
    09:46
  • 39 - Sphere Trace Distance Field.mp4
    09:41
  • 40 - SDF Conculsion.mp4
    15:25
  • 41 - MDF Introduction.mp4
    02:01
  • 42 - Custom Structs and Enums.mp4
    05:42
  • 43 - Spawn on Distance Field.mp4
    09:08
  • 44 - Projected Forces.mp4
    11:45
  • 45 - Finalise Initial MDF System.mp4
    13:26
  • 46 - MDF Setup Linear Force.mp4
    04:11
  • 47 - MDF Avoid Surfaces.mp4
    12:37
  • 48 - NPC Setup.mp4
    04:50
  • 49 - Player Avoidance.mp4
    07:31
  • 50 - Time Based State Machines.mp4
    08:18
  • 51 - Fade Over Time and Conclusion.mp4
    08:59
  • Description


    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

    Who is this for?


  • Anyone looking to expand their abilities using Particle effects in Realtime and Games projects
  • What You Need to Know?


  • A good understanding of Niagara and Unreal (ideally finished the Introduction to Niagara Course)
  • More details


    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. 

    Who this course is for:

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

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    Thomas Harle
    Thomas Harle
    Instructor's Courses
    I have over 12 years experience as a Realtime VFX artist working in Video Games on projects such as Gears of War Remastered and the Sniper Elite series, including over 5 years of teaching Unreal at a Masters Degree Level.I have an active Youtube channel where I create tutorials for Game Development as well as longer courses.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 50
    • duration 7:13:04
    • Release Date 2024/03/11