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Complete VFX Niagara in Unreal Engine 5

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Learn real time VFX and Niagara in Unreal Engine 5 from scratch.


01 - Introduction
  • 001 Introduction
  • 002 Overview
  • 003 Note.html
  • 004 Creating your first niagara system
  • 005 Initialize Particles
  • 006 Dynamic input curve
  • 007 Burst particles
  • 008 Start creating the Missile effect
  • 009 Creating the Trail
  • 010 Adding capsule explosion
  • 012 Homework.html
  • 013 Download Unreal Engine Project Fog stage.html
  • 014 Shape location
  • 015 Kill particles in volume
  • 016 Adding velocity to spawned particles
  • 017 Forces in particle spawn and particle update

  • 02 - Stylized fire
  • 001 Downloadable resources.html
  • 002 Creating the emitter for fire
  • 003 Creating the material

  • 03 - Creating smoke effects
  • 001 Downloadable resources for this section.html
  • 002 Creating simple smoke
  • 003 Creating smoke from a sequence

  • 04 - Creating Stylized Explosion
  • 001 Downloadable resources.html
  • 002 Creating the fire burst
  • 003 Creating the Fire material
  • 004 Creating the smoke burst
  • 005 Adding the trails

  • 05 - Magic Portal
  • 001 Downloadable resources.html
  • 002 Portal intro and breakdown
  • 003 Creating the spiral texture
  • 004 Setup the spiral emitter
  • 005 Creating the ring texture
  • 006 Creating the radial smoke
  • 007 Creating the particles

  • 06 - Working with meshes in Niagara
  • 001 Emitting meshes
  • 002 Multiple meshes and Velocity alignment
  • 003 Intro to mesh trails
  • 004 Mesh-trail-FBX.zip
  • 004 Modeling the trail meshes in Maya
  • 005 Creating the Capsule material
  • 006 Creating trail material and particles
  • 007 Controlling the texture speed
  • 008 Twisted mesh

  • 07 - Energy Ball
  • 001 Adjust the exposure of the scene
  • 002 Creating fresnel effect for the sphere
  • 003 Creating the sphere emitter and assign material
  • 004 Creating the projected lightning on the sphere
  • 005 Creating Emitter for projected lightning
  • 006 Creating the inside lightning
  • 007 Creating the outside lightning
  • 008 Creating the outside lightning Large
  • 009 Adding particles

  • 08 - Dynamic Parameter and particle nodes
  • 001 Understanding the dynamic parameter
  • 002 Creating the material
  • 003 Adding variation using dynamic parameter
  • 004 Particle position
  • 005 Particle direction and radius

  • 09 - Shield Effect
  • 001 Downloadable resources.html
  • 002 Creating the first layer
  • 003 Creating the second layer
  • 004 Creating the ground smoke material
  • 005 Creating the particle smoke

  • 10 - Atom
  • 001 Creating the electrons and ribbons
  • 002 Creating the Nucleus

  • 11 - Creating Materials and shapes for FX
  • 001 Ring effect
  • 002 Flower-Deer-shapes.zip
  • 002 Polar coordinate and two side texture
  • 003 Lerp

  • 12 - Water
  • 001 Water section resources.html
  • 002 Water Stylized A
  • 003 Creating water shader
  • 004 Creating Ripple Shader
  • 005 Creating splash particles

  • 13 - Stylized Nuke Explosion
  • 001 Download the project.html
  • 002 Creating the meshes
  • 003 Creating the fire material
  • 004 Creating the ground smoke material
  • 005 05_animating the head of the explosion
  • 006 06_Adding Glow on the head of the explosion
  • 007 07_Animating the Body
  • 008 08_Animating the smoke
  • 009 09_Creating the shockwave material
  • 010 10_Creating the shockwave effect

  • 14 - Scratch pad
  • 001 Your first scratch pad
  • 002 Creating custom input
  • 003 Custom output
  • 004 Sine and cosine

  • 15 - Slashes
  • 001 Downloadable resources.html
  • 002 Intro to slash effect
  • 003 Creating the slash texture
  • 004 Creating the slash material
  • 005 Creating the first slash emitter
  • 006 Importing the character animation
  • 007 Attaching the slash to the character
  • 008 Creating flying slashes

  • 16 - Fire Slash
  • 001 Fire-Slash-Finished.zip
  • 001 Intro to fire slash
  • 002 Creating the ribbon emitter
  • 003 Creating slash texture
  • 004 Ribbon material
  • 005 Inherited particles
  • 006 Power Up particles
  • 007 Power Up flare
  • 008 Power UP distortion emitter
  • 009 Power UP distortion emitter ground
  • 010 Blending the animations in sequencer
  • 011 Adding glow effect and final touches

  • 17 - Ice attack
  • 001 Intro to Ice attack
  • 002 Ice attack resources.html
  • 003 Creating the meshes
  • 004 Creating the material
  • 005 Creating ice attack emitter
  • 006 Erode the mesh
  • 007 Adding glow
  • 008 Ice fragments
  • 009 Ember
  • 010 Ground ice material
  • 011 Ground Ice emitter
  • 012 Dissolve particles
  • 013 Dissolve ice fragments
  • 014 Creating the smoke
  • 015 Attach the effect to animation sequence
  • 016 Camera shake
  • 017 Optimize the effect

  • 18 - Radial ice attack
  • 001 Radial emitter
  • 002 Radial fragments
  • 003 Fade fragments
  • 004 Ember
  • 005 Ground ice
  • 006 Radial ground ice

  • 19 - Summon
  • 001 Summon Intro
  • 002 Summon section resources.html
  • 003 Import the animation to niagara
  • 004 Creating summon material
  • 005 Fire material
  • 006 Convert the skeletal mesh to Alembic
  • 007 Fire spark
  • 008 Parallax occlusion mapping
  • 009 Ground trace
  • 010 Importing the cast animation
  • 011 Ring Fire

  • 20 - Muzzle Flash
  • 001 Creating the texture in Krita
  • 002 Setup the emitter for the muzzle flash
  • 003 Creating the back muzzle
  • 004 Creating the sparks
  • 005 Muzzle smoke

  • 21 - Fluids
  • 001 Intro to Niagara Fluids
  • 002 Particle source and Resolution
  • 003 Creating fluid emitter from scratch
  • 004 Flame Thrower
  • 005 Improving the simulation and fixing the gaps
  • 006 Creating your first explosion
  • 007 Intro to ground explosion
  • 008 Ground explosion main
  • 009 Creating the shockwave
  • 010 Sparks
  • 010 spark-Texture.zip
  • 011 Caching the fluids

  • 22 - Disintegration
  • 001 Intro to Disintegration
  • 002 Disintegration-Resources.zip
  • 002 Importing the character and creating the erosion
  • 003 Setup the particles and the blueprint

  • 23 - Tips and tricks
  • 001 Waveform
  • 002 Sprite facing
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