Unreal Engine 5 - Hits and Impacts Effects | Gabriel Aguiar Prod | Skillshare

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Unreal Engine 5 - Hits and Impacts Effects

teacher avatar Gabriel Aguiar Prod, Game Development

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:40

    • 2.

      Impact, creating some textures and particles

      11:29

    • 3.

      Flipbooks, Decals and Variations

      12:58

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About This Class

This class is about the creation of an Impact Effect with Unreal Engine 5.

What you'll learn:

  • Learn how to create an impact.
  • Learn Niagara for stylized effects.
  • Learn Visual Effects for Games.
  • Learn how to create textures with Material Maker.

Requirements:

  • Unreal Engine: Basic to Intermediate
  • Material Maker: Basic
  • Unreal Engine 5.8 or higher

Who this course is for:

  • Game Developers
  • Unity Beginners and Veterans
  • Unreal Beginners and Veterans
  • VFX Artists
  • 3D Generalists
  • Programmers
  • Illustrators
  • Animators
  • Digital Artists in General

Feel free to contact me here or on any social media below:

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Meet Your Teacher

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Gabriel Aguiar Prod

Game Development

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The Gabriel Aguiar Prod. Academy focus on creating high quality courses related to Game Development.

We are a small group of instructors eager to share their knowledge on topics related to Visual Effects, Character Creation, Programming and Game Development in general.

We are eager to share our knowledge here with straight to the point courses. 

Feel free to contact us if you have any doubts.

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Level: Intermediate

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Transcripts

1. Introduction: Today, let's see how to create some awesome impacts in Unreal. We're going to make a very simple impact that you can incorporate in your game easily. We're going to have a look on how to create these texters and we are going to use Nagra. Hi, I'm Gabriel Lega, founder of the Gabriel Lega Broad YouTube Channel, where we teach visual effects for games in Unity in real and in GoTo. And we also have one of the biggest libraries of visual effects assets ready to be used in games. I'm also the founder of Golden Bug studies where we are developing rabbit stale. So without further ado, let's get on with it. 2. Impact, creating some textures and particles: We want to begin by creating an Agra system with right click here. We can select the minimal limiter let's rename it to NS impact. Double click to open it up. And in here, the first thing we want to do is to add the spun burst instantaneous so we can see particles going on. We can even increase the count to six because this is going to be for our main impact. So it's going to be really fast, which means in our initialized particle, we can say the lifetime is random 02-0 dot 35, more or less. Besides this, we also want it to be random on the size. So let's say it's random non uniform on the sprite size mode. This will stretch or squeeze the impact itself. We are going to use a bunch of triangles, so they are all going to be random. As a matter of fact, down here on the Sprite render, we actually need a new material, very simple material. So with the right click, let's create a new material, call it simple. Double click to open it up. Let's just say it's additive N lit. And all we need here is to sample a texture, which is going to be our main texture for the impact. And then we can create two multiply nodes and the particle color, so Nagar can communicate with this material and tint the impact, basically. The first connection is to theissive color. We can multiply RGB with RGB and then Alpha with Alpha and the second connection is to the opacity. We basically are going to create a triangle text similar to this one. We have material maker, but you can get it for free. It's a super tool to create textures. And once you have it, you can open it up and with right click, you want to search for shape. It's going to be a polygon, but only with three sides. We can decrease its size to 05 more or less, and that's it. We want a transparent background. So let's use a colorized node so we can see the Be as an Alpha value of zero. This way, it becomes transparent. To export it, we can go ahead and click right here, call it triangle, select the destination, and make sure it's a PNG image PNG. So it preserves the transparent background. So let's save this material, and as a good practice, let's create an instance of this material. We can call it MI on the square triangle. So we can then use it here on our Niagara. Let's add a little bit of motion to this by using a scale sprite size on the particle update. So we can say that it starts small and then it grows. We can even go down here and multiply this curve, which will basically increase the size of the triangles randomly 120-200. This is what we get at this point. So yeah, there are random triangles up here, some are stretched, some are squeezed. For preview purpose, let's actually say this system loops for each second, basically. So we can keep it on a loop so we can preview it because we want to adjust this curve. We basically actually want this to grow in the beginning and then to shrink immediately. It will be much more impactful as you I don't think we need to adjust the Pivot of the quad by decreasing the Y axis to zero dot three. This is why the triangles will always pound from the center and the impact will look much better. As for the color, on the initialized particle, color mode can be a direct set. We already have this color that we tested, but feel free to test another color. We are basically increasing its intensity. If we actually see it on the scene, we already get a very interesting kind of stylized anim impact just by using these triangles and randomly spunding them. So let's add a few more touches in this. Let's rename these two triangles, duplicate this, and it's going to be for our impact beam. We basically want a flash in here. Now, for the burst, we only want one particle. And it doesn't need to be random, it's lifetime. It's going to be extremely fast as well like 02, and the size, it can be uniform, a value of 500 more or less, which basically means in our scales size, we can remove this uniform curve scale, say it's one only. So does it affect the size of the impact beam. But in terms of curves, for now, that seems okay. As for the material, we can actually duplicate this one, the instance because we want to change the texter to this one. It's also very easy to create material maker. We're going to create the simplest texture Eva with a shaped nodule set to circle. We can increase its size to 08 and increase the feather to zero at seven more or less. And then with a Gaussian blur, we can blur it. We just need to change the grid size to 1024 by 1024 and then connect these to a colo ze, where the black key has an Alpha value of zero, so it's transparent background. And then you can export this as a PNG. Now that we have assigned the text to our material, we can assign the material right here, and it should look something like this. Oh, yeah, as a matter of fact, we need to reset the pivot on the impact beam, so it goes to the center. Alright, looking good. It's already very impactful. And as you can see, we have a glow at the center now. It also helps blending the triangles together. We can add some sparks now, some particles. Basically, we can use any meter here. One of these templates is the directional burst. Let's solo this one. First thing we need to say is that the emitter will base itself its life cycle mode on the system, on the Niagara system, and not on its own, right? So here we go. We have these particles right here. First, we can rename them to particles and the scare dots. And then we can immediately remove the gravity force, the scale color, and scale sprite size based on speed. Then there are way too many particles. Let's decrease the count to 20 or 30 on the spa burst. They leave a little bit too much, so maybe zero or three and 1 second is enough. Then we can copy the color from the triangle. And paste it right here on initialized particle. Let's rest here the mass mode. Since we are not using gravity, it doesn't really matter. We don't want them to be stretched, so let's say it's random uniform 20-50 more or less. One last thing we need to adjust is alignment. They are being aligned with the velocity. We actually don't want that. We just want them to align with the camera. So let's say alignment is unaligned and it's going to face the camera in facing mode. They are moving in a cone shape, and that's because in the ad velocity, it's set to a cone. But we can say it's from a point and it will go everywhere. In our case, that's better. Since it's an impact, we want particles to go everywhere, as you can see. They slow down, that's because of the drag. We can adjust it right here in case we want less or more drag. But one thing we really need is to control their size. Let's use a scale sprite size and the curve goes from big to small in a straight line to look much better as you can see. Now it's beginning to look like a more elaborate impact, but just with these three elements, it looks fantastic already. And now, yes, we can add some stretched particles, some sparks, something really impactful in terms of particles. For example, duplicating this one and call them particles stretched. Let's solve this one, and the changes we need to make are minimal, for example, increase the lifetime so they can reach a little bit further. In here, you can even switch to a different color, for example. And if we want them to be stretched, all we got to do is say that the sprite size mode is non uniform, so we can stretch them on the X and on the y axis with this value one dot five and ten, and then increase their velocity speed on the add velocity. If we want them to be random in terms of size, we can do it on scale sprite size by saying the uniform curve scale is random 15-30, for example. And now they keep on being stretched, but they have a random size. They are all vertical. Remember, that's because of the alignment. It's set to unalign If we set it to velocity align, they will follow their velocity vector, as you can see. Another detail we can add is a little bit of noise, right? It's like turbulence, so they don't go in straight line. This curl noise force can be controlled with a curve. If you convert right here. So basically, it's crazy at the beginning, and then they slow down, but maybe they need to slow down a bit early they're at seven. If we increase the scale curve, the noise becomes much stronger because we are scaling the curve to something like 10,000 or 1,000. But we can also decrease the frequencies. Now in terms of drag, we can have a lot more since they are moving a lot in the beginning. This way we get the swirl of particles going crazy. We can also fade them out if we use a scale color with a gradient where the last key is black and transparent. Then, for example, we can use the MI beam, our material, right. And if we show everything, this is what we get. You see, we have a little touch now of swirling stretched particles. You obviously don't need the noise if you don't want, if you just want them to go straight, but that's an idea for you. Another element we can add is a shock wave. Let's copy the impact beam, create a duplicate, right. And here we are going to need a new text. We are basically going to use two circles and substract one from the other. So let's begin with a shape, a circle, a lot eight more or less for the size, zero for the feather. And let's kind of create a duplicate of this by using a transform. We are going to scale it down to zero t 75. But then we are going to use a math node substract original one from this one that is from transform this way we get a ring. Now, if we have a ring, we can use a blur, for example, fast blur and there we go. We have a shock wave looking good. All we need is to remove this black background. Let's use a colorized node and set the black key as an alpha of zero, so the background becomes transparent. With this last node selected, let's make sure we export this called the Shockwave as a PNG. Once we have that we can duplicate the MI beam called MI and the squared shock wave, and then switch the texture with the circle. Here we go. Let's assign it right here on the spite render of the Shockwave. Off the box, this already works, but we can make some improvement. Maybe it can leave a little bit more, so it feels more impactful. And as for the color, you can make it blue or orange or any other color, but it can have a different color. Maybe it's also a little bit bigger. Now, as for the scale sprite size, it should be the opposite. It should grow instead like this. We can select all of these keys, by the way, and then we right click, say Alto so we can have the handles, and basically it grows faster in the beginning and then it slows down, for example. That creates also a very good feeling. Now, since it's disappearing out of nowhere, we can smooth that out with a scale color. And if you first covert this to a float, and then the float to a curve. Now we are basically fading it out, and we can control these handles so it fades out faster in the beginning and then it slows down. And by the way, if you don't want this to be so visible, you can control the scale curve right here, like a tiny value 005, and it will become more transparent. And here we go. We have a very interesting impact just with a couple of elements, layering them properly and adding a couple of curves here and there, and the texture work also makes it look awesome. 3. Flipbooks, Decals and Variations: Let's see how to add some smoke to this. We can first create the text, material maker. It's actually a very interesting process. For example, we can use let's search for FBM and use this node right here, the three D texter FBM. If we select is the preview we have, and we can adjust the scale to four. Let's cut F but with a lot more iterations, so it's a little bit more detailed, like eight. From here, we can apply this text basically. And we are essentially going to animate the eighth by using a math node where it's going to keep on adding time this velocity. We can use the dollar sign, time, multiply it by zero at one, and it will animate the text, as you can see. You can make it slower or faster. It's up to from here, we can begin to shape this, for example, with a circum, essentially by connecting these directly to the edge map and increasing the value to two dot seven, so it's smoother, and that's it. We could leave it as it is. It would look good. We could connect to a colorized node and clamp some values. But we can take this a step further. If you connect these to a power node, which is inside a math node, create this very opaque filling. And then with another math node, we could animate this on the B value little bit faster this time, and then connect a line from here to a text three D apply and connect the result to the eighth math. What this will do is distort the smoke animate the smoke even further. And then all we need is to connect this to a shape, one, one, multiply these two together with a math node and then use the colorized node. You could directly jump to the loized node before using the power node and it will look good as well. Let's begin clamping some values. For example, dark values, we could clamp them, and then we could make the white values even more pronounced by pushing this key to the left. Let's just make sure that black E has an Alpha value of zero, so it's transparent and that's it looking good. The way we export this is up there on this button instead of image is animation. And in here, we can select the resolution. 1024 by 1034 is enough, and we can select where it begins, the frame it begins and where it ends. As a matter of fact, it's the second, two, and 3 seconds. And then on many images we want to output, in this case, 16, so it will be four by four as a PNG. Here we go. We have each sprite individually, and to put them together as a flipbook, we can use glue it. You can literally search Google for glue it, and then download it's free. And once you open it up, you can press the ad button, navigate to your smoke images and add them all. Number of columns is four. You can press the glut button. Here we go. Now, save it we can called smoke flip book and the score four by four. So you know the columns and the rows are simply smoke flipbook 01. You probably should decrease the resolution because it's huge flipbook, by the way. Now, once we have the texter, let's go ahead and copy the shock wave, call it smoke. And in here, we can duplicate this material for the MI and the scare smoke flipbook. And we can assign right here our smoke look good. Let's just switch the blend mode to translucent so we can render dark values. Back in our Niagara system, we can assign the smoke right here. And for the flip book to work, we first need to enable subUVo on the X and four on the Y, which is the size of the flip hook, and now maybe it can live a little longer. And we can also have a random uniform size as well and make sure the sprite random mode is set to random. Now, as you can see, this is not being animated. We need on the particle update a subUV animation module. We just need to assign the sprite render right here, and here we go, it's being animated. We can also specify the hand frame range right here. Basically how many frames this flipbook has, but it starts counting at zero, so it's 15. And as for the scale color, let's revert the scale RTB changes we made and focus only on the scale Alpha. We can convert it to a curve, so it fades out, but it fades out later. Around Zo at four, zero at three. As for the spa count, we don't need that many. Maybe two is enough. And here we go. That's what we get. We have several layers of details. So let's add a couple more here. For example, we could add a decal. Let's copy the shock wave, rename it to decal dark, it's actually fairly easy. We can go down here, remove the sprite renderer and replace it with a decal render. We just need a new material. So let's duplicate this and the square simple material and rename it to M and the square decal. Let's open it up. And in here, we want to say that the material domain is deferred deco intranslucent blend mode, so we can render dark colors. From there, here's what we need to change. The particle color is going to be replaced by decal color. Replace the connection up there to the RGB and then down here to the Alpha. And then we can connect this up there on the base color, and we could, as well, replace this texture with the beam 01. So as a good practice, let's create a material instance for the MI on the score Deco 01. We're going to drag it out of the original materials. Here we go. And this is the one we are going to use here on the decal dark. And now this works like a decal. Let's just make a few adjustments. For example, we don't need the scale bright size. And we can say it lives longer like 2 seconds, and it's going to be completely dark. Let's reset here the sprite size mode and the sprite size rotation mode as well. Because what we need on the particle spa is an initial decal orientation. That's what the decal needs to orient itself. From here, let's do a simple trick here where we create a new or existing parameter. We are going to set a parameter. And the parameter we want to set in here is the decal size. That's something that it's useful to control. For example, we can say it's 1,000 and then down here for the color. We actually don't need to scale the RGB. Let's reset that. Let's scale the Lp only with a curve. Let's say the first ket holds for a little while, it's full opacity and then it begins fading out. If you select these keys with a clique, we can say Auto. So we have these handles and it becomes smoother. We can even say that it starts fading out faster from this point here. And now, every time this impact triggers and there's a ground nearby, it will adapt to that ground perfectly, as you can see, and that's really a plus. That's awesome, actually. We can even add another decal now for a decal bright, where basically it leaves a little bit less like a second. And the color, we can copy this one, for example, and paste it right here. Oh, and it doesn't need to be bigger than the Dickel dark, right? There's a trick here where we can control the scale RGB with a float. And if we say it's two, it's going to be double the brightness. But now on the scale Alpha, we can say that this key right here goes to the beginning but then we can add another key right around zero dot 15 more or less, and we can say that its value is only zero dot one. So it basically begins super bright, and then it begins fading away. You can fix the handle at the beginning, so it fades a little bit earlier. Here we go. Oh, and let's just say that the decal dark on the decal render is rendered below. So let's say the order here is minus one, and this is what we get. We get a really bright decal at the beginning, and the cool thing is that the adapts to any ground below it, which is awesome, right? That's how deckle works, and now you know how to set them up on Niagara. Now, for example, we could add more details like a flipbook. We are going to see a very simple technique on how to create a flipbook. Let's duplicate here the smoke meter and call it flipbook. For now, it's the smoke exactly, and in here, we want to duplicate the I triangle and call it iFlipbook 01, open it up and the texter we are going to assign. We can create it on this website, which is awesome. It's the effect texture maker, and you can create a bunch of texts here online. Let's increase the resolution to 2048 by 2048 on the type, there's so many stuff in here. For example, if we use the energy type and enable animate, this is what we get. From here, we can extract a couple of things. For example, we can play here with these parameters and say that the thickness is much smaller like 02, for example, we don't want any color in this case, something like this. And then we can go down here and play with the tune settings. If the dark values is set to one, it pretty much disappears. But if we start decreasing the light ones to around zero at eight, we have a much simpler text. It's completely white. I know there's no gray scale in here, but we can play here with a color balance, decrease the shadows to minus one. On the mid tones, we can say it's minus zero dot seven and then increase a little bit highlight to zero at one. Got a very simple text, I know, but this is quite useful sometimes to prototype stuff or test things out. We can say the dimension is six. It's going to be six by six, time, a second and a half, time length, one, and the time step, let's decrease it to zero.03. And now we can save spreadsheet with Alpha. That's very important with Alpha. Once you save it, this is what you get. So as you can see, it's six by six. It's quite bright at the beginning, but there's a few elements in there that are interesting. We could even use a four by four, and it would look awesome as well. For example, if we import that flipbook to our project, we can assign it here to the flipbook material and then assign it here to the Sprite render of this emiter. For example, we could copy this really bright color, the orange one, paste it here. Yeah, the flipbook is not working properly, so we need to adjust it on the Sprite render and say it's actually six by six, the sub image size. In here, we can even control the range. In this case, we can increase it to 35, the end frame range. Now let's just decrease the spun count to one, and maybe it can be faster lifetime, something almost like an impact, right? 06. And as for the size. A little bit small, like 600. And if we unsold this, this is what we get. Really interesting stuff. We can even say that it fades in at the beginning, so we don't get that much brightness from the flip book, right? It fades in and then it fades out quickly like this. And if you go to our scene, this is what we get at this point. So as you can see, we create a flip hook very quickly, and it adds a really nice touch to our impact. Another detail, another idea for you, and now you know about that website, Fc Textor Maker, which can be quite useful. Now, in terms of creating other versions, it's actually fairly easy since we are using Niagara. For example, if we go over here to our user parameters, we could expose the color, rename it, for example, to color 01, and then use the exact same color we are using right now, go copy it. We already know the values, but it's this bright orange. And then all we need, for example, on the triangles on initialized particle is replace this color with a color 01, right? And you can do this process for every meteor that is using this color or that you want to use this color, like the impact beam, the particles dot, the particle stretched is another color. You can create a new one. You can search for linear color. Here we go. Rename it to color 02, base the RGB values here, and then on the particle stretched, assign it right here, Color 02, assign it to the shockwave as well. The smoke is black as well as the decal dark. We are not going to expose them, but feel free to do so if you think you need. On the deckle Bright, we are using the cool 01, and on the flipbook, we are also using the color 01. This way, if, for example, we go back to our editor, we have now color 01 and color 02 exposed. And for example, we could duplicate this. Let's just add the first impact and change these colors to something totally different. Like, for example, the first color could be a bright blue and the second color, a bright purple around these values, and we get a very different feeling. You can even go on and create a third version. Something green and then a little bit of yellow like poison or something like that. So that's how amazing Niagara can be. If we expose values, we can control a lot of parameters. And if you don't want these to loop, by the way, you can go back in here to our Nagra system. And in this blue panel, we can go to system state and say the loop behavior is only once. This way it doesn't look forever, right? We can then trigger with the auto activate to see it play, and that's it. So I hope you have enjoyed these lessons. If you want to learn more about visual effects, we have plenty of them. Feel free to browse our profile, and I hope to see you soon. Thanks. Bye.