Unreal Engine 5 - Sci-Fi Barrier - Niagara Tutorial

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today let's see this sci-fi barrier in unreal very commonly used to protect players or for a force field of some kind and today I'm going to show you a simple version of this as usual we made quite a few variations and they are all available on the marketplace or on my patrons page as a matter of fact this is actually part of this huge sci-fi pack links below so let's jump right into this all right so let's begin by creating a new Niagara system with right click in effects an empty system that we can rename to nesor sci-fi barrier in here with right click we can add an empty meter and rename it to mesh it's going to be the mesh for the barrier essentially which means down here on the render we going to replace the Sprite render with a mesh render so we can emit meshes and in here I'm going to this mesh right here which essentially comes from this tutorial the exact same mesh where I use blender to create the barrier I left the link below it's for you but what matters is the mesh itself once you have the mesh what really matters now is that we go to the emitter update and use a spound burst instantaneous so we can emit one particle and here we go we have the mesh now down here we want to enable material overwhite add a new material and this is where we are going to need to create a new material essentially so on the folder with right click I'm going to create a new material and call it the mcore barrier material for example open it up and first thing we want to say is that the blend mode is additive from there we need a text sampler Tod for our main text and in here I'm going to use this dots texture which essentially a made on material maker it's very easy and very straightforward and I highly recommend it to use material maker to create text and once you have downloaded which is available on each doio you can open it up and this is material maker I already have some nodes here but essentially what we want to do is search for a pattern generic yes indeed with this pattern right here we want to increase the X and Y tiling like 16 by 16 for example and that's essentially it now all we got to do is remove the black background and the way we do it is with a colorized node the first key which is black should also be with Alpha at zero as you can see now black is completely transparent and that's going to be useful for us for our sci-fi barrier between these two if you don't want these dots to be round you can use a step node by the way every time you select a node you can preview what it is doing right and in this case the value if it's smaller the dots are going to be bigger and the wide will control how smooth they are by the way replace connection to colorize and with the colorize node selected now on this preview to the window with right click we can go to export and select for example 2048 by 2048 and then you can export this directly to your project call it the dot 01 text or something like that export as a PNG yes indeed all right so now that we have our texture the dots text we can assign it here and we want to connect the RGB to theive color and here we go this is what we have at this stage now there's a couple ways of doing this but I like to use a dynamic parameter node to control the text tiling on the X and on the Y so we can adjust it to the barrier and for this to work we need to join the X and Y we are going to use an aen note and then we need the text coordinates essentially the UVS if we multiply these two together and connect these to UVS of the main text on the dynamic parameter now we can control the tiling of this text as you can see I'm going to leave it at one and one looking good now let's copy all of this contrl c contrl v I'm going to rename this to the noise text so it can kind of break that pattern you see and I'm going to use this noise texture right here which by the way you can create a very similar one in material maker as well essentially I began with searching for noise and using the fbm noise there's plenty of nois by the way and it cre inreasing the scale to eight in the X and in the Y and then I use the tones to control how much black or Whit I want right I don't want that many blacks by the way and that's essentially it now I simply exported this texture as a PNG to the project all right so now that we have this noise texture we can connect this to the emissive color I just want to show you that the dynamic parameter node should have the parameter index set to one it's very important and let's just rename this two noise text styling X and Y and now we want to use these two parameters down here for the noise text speed in the X and noise Tex speed in the Y and for these two new parameters we are going to need the time note let me push this all the way back and we are going to create two multiply nodes while holding M and then clicking with left Mouse button and then speed X goes to this B right here and speed y goes to the B right here once again the way this works is that we need to join them and we are going to use an a pen manyu or an a pen would work as well and we want to add this RG to the tiling just like this and then replace this connection to the UVS of the noise text and here we go it's already moving because by default speed X and speed Y is set to one now how do we join all of this together we can do it right here here with a multiply note by multiplying the main text with the noise text and then replacing the connection to the emission and here we go it's just a nice trick to break the dots pattern essentially it will add a really nice touch another fantastic detail that we can add is a glowing border to our barrier so let's create a new parameter 2D and call it the Border text and this time we are going to use this text right here which again all I did was follow this tutorial essentially we extracted the UVS and then painted the Border in crit or in Photoshop you can do the same and then once you have this texture let me just connect this to theive color so we can see what's happening what we want to do is create a constant Vector 4 convert it to a parameter and call it the Border color and if we multiply these two together replace this connection to the emissive and for example choose an orange color like 5 for R 0.85 for the G and 0 5 for the B we get this nice orange glowing right now how do we add this to the rest of what we have here well first we need to subtract the Border exactly like this as you can see now the border is gone from that equation and then we need to read it again but first what we can do is copy this border color call it the well the center color for example and switch it to a blue color color and then multiply these two together with all of this done now we can read add the border with its own color and as soon as we do it and replace the emissive color connection here we go this is how it's looking now I'm just going to create a material instance because I like to use instance instead of the original material and on the barrier itself on the nagra system on the mesh render I'm going to use it right here and and here we go as you can see the dots are stretched so on the particle update or on the particle spawn the update will keep on updating these values by the way we want to say that the main text styling is 1.6 for the X and one for the Y at least I found these values to work better looks rounder and now yeah the noise styling can be one for the X and one for the Y and the speed something like 02 for the Y will add a nice touch as you can see obviously the blue is with too much saturation but you get the idea now a cool thing we can do is for example control its size right here on the initialized particle that's why it's useful to use the system you could do that here or if you want to animate this on the particle plate you could use a scale mesh size where for example you can make a vector from this that's the name but essentially it will separate each axis and now we can say the Z is controlled by a curve let me just say the X and Y is one and you can create an interesting motion with only the Z where you say that the first and last key are zero but then you add a key marless around here with a value of 1.2 so it grows really fast in the beginning like Bo and then you can add another key at Z one and more or less near the end at 095 you can say it's still one by the way let's select everything and with right click say it's Auto so it becomes smoother and then you can obviously adjust these handles however you want but essentially this is the motion you get by playing with the z-axis as you can see it's really cool you can do this in the x or in the Y AIS and see how it looks for example I'm going to copy this Z curve let me just convert X to a curve and then paste it right here and now I'm going to select these three keys press F to focus on them and I'm going to push them a little bit to the front off set them I'm going to copy this and paste it on the Y but first I need to convert this to a curve and here we go we get a very interesting motion just by playing with these curves and you can obviously try different feelings and different colors once again this is all part of the Sci-Fi pack that I made available on the marketplace and on my Patron's page it's a great sci-fi collection links below by supporting me on the patreon page you get access to plenty more assets that you can use in your games I want to say thank you to each Patron that supported me last month and as usual a quick shout out to the top tier patrons which are Alberto sjer alexe Alan aler Andre reer aat tobali Ben Basel cyber cradle Daniel Schmid David Molina di Marcus Lua Alma Frosty 40 grab lab ingward popup Ivan jobi Jared Billy jelly mesh Jonathan Carlson Casey Miller Lee and old Matt M Mike Bell Nathan peeken aurion Mayu prips radioactive bullfrog Revenant games Ray RV are Shan agil Studio pra th P whatever Mar Will Zur V dong sh MJ Kim and Sango thank you all very much for your support and I hope to see you all on the next one thank you bye [Music]
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Channel: Gabriel Aguiar Prod.
Views: 3,139
Rating: undefined out of 5
Keywords: unreal engine, unreal engine tutorial, unreal engine 5, niagara, unreal engine particle effects, niagara tutorial, game effect tutorial, vfx, tutorial, unreal engine effects, unreal engine magic effects, unreal engine niagara, unreal engine vfx, visual effects, ue vfx, ue5, niagara effect, ue, particles, fx, shield material, shield, barrier, sci-fi, scifi, shield niagara, barrier niagara, shield tutorial, ue5 shield, sci-fi barrier, scifi barrier, scifi shield, sci-fi shield, effect
Id: omkwqdWMB_U
Channel Id: undefined
Length: 11min 44sec (704 seconds)
Published: Tue Apr 23 2024
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