Week 1
This is my second attempt at an obstacle course:
The main method I used to make this level is activating physics simulation for my objects
Note:
What is an actor in Unreal Engine?
Is a fundamental building block used to create interactive elements within a game or application. Actors are objects within the game world that can be placed, manipulated, and interacted with. characters, objects, lights, cameras, triggers, and more.
Here is an example of commonly used type of actor:
Static mesh which represent static objects in the game world, such as buildings, rocks, trees, and other environmental elements.
What is a component in Unreal Engine?
Is a modular piece of functionality that can be attached to actors to add specific behaviors, features, or functionality to them. Components are reusable and can be shared across multiple actors, allowing for efficient development and organization of game logic.
Here are two common types of components:
Collision component defines the collision shape and behavior of an actor, allowing it to interact with other actors in the game world.
Week 2:
This week’s lecture was all about texturing. I learned how it works in Unreal Engine 5. Knowing how I texture, I can now render significantly more realistic scenes. This is the process of doing so:
The texture maps I used all come from “Poly Haven”.
For my final project, I aim to combine multiple image mapping textures with a multiply node to form unique textures for my scene that can allow me to have control over multiple factors in the texture such as how dirty it is, how light passes through it and which one of the multiple image textures is dominant or co-dominant over the other or others.
Here are some more martials I created in Unreal Engine, I used texture maps from Poly Haven:
Week 3:
In this week I learned how to make a landscape in Unreal Engine 5.
To make such a large model, I used features that go as the following:
-Sculpting tools
-Texture painting
-Geometric brushes for a model within the landscape
-Foliage
I will demonstrate how I used them now:
There are 2 ways to make a landscape, 1-manually by sculpting it from a flat plane or automatically by importing a height map.
This is the manual way:
This is the height map method:
This was my second attempt at a cabin in a landscape:
Week 4:
I learned of the different types of lighting in Unreal Engine 5 and how I could use them to my best advantage.
These are the different types of lights and their use:
1-Directional lights: A source that emits light in a specific direction uniformly across the entire scene, simulating the light coming from a distant source such as the sun. It provides consistent lighting across the entire scene without any attenuation over distance, making it suitable for simulating daylight or moonlight.
2-Spot light: A source that emits light in a specific direction within a cone-shaped area, simulating a focused beam of light. Unlike directional lights which emit light uniformly in a particular direction, spot lights have a defined origin point and a cone-shaped beam that extends outwards, with control over parameters such as cone angle, attenuation, intensity, and color.
3-Point light: A source that emits light uniformly in all directions from a specific point in space, creating an omnidirectional lighting effect. Unlike directional lights, which emit light in a specific direction, and spot lights, which emit light within a cone-shaped area, point lights radiate light outward in all directions from a single point.
4-Rect light: A source that emits light from a rectangular-shaped area. This light type is designed to provide a large, uniform distribution of light, similar to fluorescent or LED panels in real life. Rect Lights are particularly useful for illuminating large indoor spaces or architectural scenes where soft, even lighting is desired.
5-Lumin light: A global illumination system introduced in Unreal Engine 5. Lumen is designed to provide dynamic, realistic lighting in real-time without the need for pre-computation or baking.
Note: there are 2 types of illumination in Unreal Engine “Brute force” which offers quality and “Final gather” which offers performance.
Using my newfound knowledge on lighting in Unreal Engine 5, I constructed a scene with the unique different types of lights that I mentioned above. This is my result:
This scene is based on Len Kamenski’s “Dragon Seed Saga” Iron Man run.
Week 5:
In today’s lecture I learned the following and their function: sequencer, cameras and post processing in Unreal Engine 5.
My goal was to set up a short scene of my project. In this case I picked last week’s work. (First images above these texts).
Sequencer: used to make cut scenes and cinematic in Unreal Engine using a timeline like Adobe Premier Pro. It can also animate characters, cameras, properties and many more using key-frames. To start key-framing add a level sequence from the cinematic menu. Then save it on your hard-drive.
Unreal Engine also provides me with different kinds of cameras to create a full cut scene within my sequence.
The process of creating a sequence:
This was my first test run’s final product:
Blueprints: allows me to render my scene in real time.
A trigger box is an intractable object which allows the player to “trigger” all kinds of things. In my case I set it to real time render.
Post processing volume: an area you can add which acts as a sub world with its own features that does not effect those same features within the actual scene. I can also key-frame its attributes so my scene changes certain features midway through my sequence.
For this scene’s final result,
-I will have them move into a post processing volume cube.
-I will animate my camera’s movements within the scene.
Week 6:
Blueprints:
The objective: Create a simple single layer water material as shown in the
next slide.
The objective: attempt to customize it further, with parameters to
-create 2 other unique water materials.
– A parameter to change the color of the water.
– A parameter to change the speed of the waves.
– Explore Scattering Coefficient
This is my process:
Week 7 bonus work:
Create a simple toon shader post processing material.
-Refer to the next slide on how to achieve this!
– Remember to set the material domain and blendable
location in the details panel of your material!
-Remember to set your post processing volume to infinite
extend unbound to apply to the entire scene!
Week 8:
Particle systems
The Niagara Particle System: is a powerful visual effects system within Unreal Engine that allows developers to create complex and dynamic particle effects. It offers a node-based interface for designing particle behavior and interactions, enabling developers to create a wide range of effects such as fire, smoke, explosions, weather, and more.
Key features of the Niagara Particle System include:
Node-based Workflow: Niagara provides a flexible and intuitive node-based interface for designing particle systems. This allows developers to visually create and manipulate particle behavior without needing to write complex code.
Real-time Interactivity: Niagara enables real-time interactivity and responsiveness in particle effects, allowing them to react dynamically to changes in the game environment, user input, or other factors.
Scalability: Niagara is designed to scale efficiently across different platforms and hardware configurations, allowing developers to create high-quality particle effects that perform well on a wide range of devices.
Performance Optimization: Niagara includes tools and features for optimizing the performance of particle effects, such as LOD (Level of Detail) settings, culling options, and efficient memory management.
Extensibility: Niagara is highly extensible, allowing developers to create custom modules, effects, and behaviors to suit their specific needs. It also supports integration with other Unreal Engine systems and features.
Overall, the Niagara Particle System in Unreal Engine 5 likely builds upon these features while also introducing new capabilities and improvements to enhance the creation of immersive and visually stunning particle effects in games and interactive experiences. For the most up-to-date information and details on the Niagara Particle System in Unreal Engine 5, I recommend consulting the official Unreal Engine documentation or community resources.
Practicing the Niagara particle system: