The updated Motion tools in Unreal Engine 5.5 now have collisions, making it very easy to setup simulations that were previously only achievable with standard Niagara.
Setup real-time liquid simulations & realistic bubbles, create intricate logo reveals & detailed audio visualizers. All without ever leaving Unreal Engine, or importing a single VDB or Alembic file.
To learn something new, I try to give myself a project. I wanted to learn how to use Mocap data in Unreal, and this is the end result of my first real try. Thanks to @Martholio from #FNAF for lending her voice! And to @JonathanWinbush who got me started through @SchoolOfMotion
Work in progress my next scene
The Dark Swamps
Unreal Engine 5.3 Lumen
Lighting is HDR + Directional Light
Using physical based light values
Rainstorm and volumetric mist with
Sky Creator more soon
https://t.co/D2ZNXwJ7ve
#ue5#UnrealEngine5#mood#rain#storm#wind#dark #Videogame #videogames #lighting #pcg #realism #artstation #swamp @UnrealEngine@80Level@ArtStationHQ
Jim Bachalo (LinkedIn) showcased a demo illustrating the utilization of Procedural Content Generation (PCG) as the core of real-time crowd systems.
Get useful resources here: https://t.co/cJTiCEFmlg #unrealengine5#procedural#crowdsystem#gamedev#ue5
@JonathanWinbush@Stuz0r Love this! For the Cloner bug. In the material you’re using make sure you turn on “use Niagara mesh particles” that should stop the compiling.
No explosions today to show that Motion Design, ProductViz, Archviz, and other non-gaming Unreal Engine users can also use Niagara Fluids to enhance their projects with volumetric simulations ✌️
The new @UnrealEngine Motion Design tools in 5.4 made this setup SO much easier in UE.
The streamlined layout makes keyframing, lighting, and small tweaks much less tedious than the standard UE interface.
Oh, and this took 2-minutes to render... 👀
Have you tried it yet?