Unreal 5.1 - Creating cinematic VFX from scratch. Chapter 3: Explosions!

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In this chapter of the cinematic VFX tutorial series we'll see a detailed breakdown of a multi-layered effect completely done in Niagara, to complement the lightning ball from the previous episodes.

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after I watch EP2 for 5-7times finally I completed that now start Ep.3 thx great youtuber like you

super-fctz
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Thank you Enrique for sharing your knowledge with us. Your videos are great. Keep it up!
God bless you!

mahdi
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Really great tutorial, I enjoy your content and presentation style

SyraeTheHealer
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I have a few questions:

1. I wasnt able to get the decals to spawn properly on the ground with your particle settings. I used a "Cube" mesh from the list and applied a material that we created in the previous step (the animated one), but I never could get it to be seen on the ground...
2. I really had no clue how you did all these parameters for the Gas and Fluid volume at the end..I checked previous videos from you but it didnt look like you explained those before so I wasnt able to recreate them.

Info: im not trying to create a cinematic effect, its supposed to be used in runtime as an explosion VFX and even without the decals and gas/liquid it looks really amazing and has been a great learning experience for me so far! But all these custom parameters that I cant naturally set inside the particle effect are too overwhelming for me as of now :)

jinzanity
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Any chance you can do an advanced course in Udemy or Patreon etc ?
The fx look awesome 😎

jomesias
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haha checked the whole video 23456 times and waited for the electrical tendrills.

Luciferdelight
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I am totally stuck at on the PlasmaShockwave part... I get a transparent/reflective sphere but not the effect you are getting with multiple of them expanding outwards... I've pretty much copied all of your settings at this point. any tips?

joshuahoang
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1:10 how do you set event in isLightningActive

TomskinLow
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Bro made Houdini stuff without Houdini

PommeDeter