Jonathan Lindquist
@TechArtJon
Chief Technical Fellow, Duck Shake Games | Former Principal Technical Artist, Epic Games
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Check out this real-time Niagara sim! It uses Position-Based Dynamics, static volume textures to recreate the character's mesh, dynamically evaluated constraints and simulation stages. HQ: vimeo.com/425280683 #UE4Niagara #RealTimeVFX #UnrealEngine #Techart #VFX
Check out this behind the scenes look at some of the techniques that were used to bring The Matrix Awakens to life :) youtu.be/alQEf454PjU?t=… #UE5 #GameDev #VFX #techart #UnrealEngine #realtimevfx
How do we know what is real? Pre-download ‘The Matrix Awakens: An Unreal Engine 5 Experience’ for @PlayStation 5 and @Xbox Series X/S for a glimpse into the future of interactive storytelling and entertainment with #UE5: unrealengine.com/wakeup
Unreal Engine 4.26 has just been released and along with it comes a ton of new effect examples. Crack open the "Content Examples" project's "Advanced_Niagara" hallway to give them a spin :)
I'm excited to share our first #UE5 demo. The tools that were written to support advanced flocking sims and insect swarms will be included in future Niagara releases. #ue4niagara #gamedev #realtimeVFX youtube.com/watch?v=qC5Kta…
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YouTube
Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on...
Distance fields are used in this test to transition points between a coarse grid and a regularly sampled isosurface. #UE4Niagara
This video may provide a little insight into how Fortnite's clouds are generated. A Zbrush-generated cloud texture is deformed via a rotate-about-axis derived distortion field. The sampled normals are equally rotated to compensate for the displacement.
Fortnite contains quite a few weapons :|. Manually capturing screenshots for each would be daunting. Luckily, this blueprint is able to cycle through each weapon in the game, frame the shots and capture high-res images for you :). #gamedevelopment #techart
We made a cinematic during Fortnite's first few months of development. During that time this automated rigging system was written. Simulate a soft body simulation in 3DS Max, run the script and convert the motion of key verts into bone-driven auto-rigged in-game anims #techart
Local space decal and gradient projection system's are useful when working with movable objects. This blutility converted a volume's transform into the mesh's local space before feeding it to the shader. Which allows the material to generate an internally projected decal.
This updated hologram effect was created with UE4's Niagara. A higher quality video can be found here: vimeo.com/295854817 #UE4Niagara #techart #gamedev #UE4 #UnrealEngine
This demo show's how up-to-date mass calculations can affect inertia. New Niagara modules can estimate a particle's mass using the particle's dimensions and an average material density. Rock, metal, wood, water and other presets are included. #UE4Niagara #TechArt #UE4
Support for static mesh morph targets has been added to Niagara. This allows artists to easily handcraft 3D particle distributions, attach particles to animated meshes and more. #UE4Niagara #techart #UnrealEngine
Scene capture actors render the scene's depth, color and normal information which is then used to reconstruct the environment within a Niagara particle system. Kinetic and potential particle energy is visualized as emissive light. The visuals will be tweaked. #UE4Niagra #techart
This Niagara demo can be examined in UE4's content examples project. #UE4Niagara #gamedev #techart
We're able to blend distinct and complex particle behaviors together by transferring particles between separate emitters. In this experiment, a particle spawns in an emitter, ages, dies and sends it's payload and a spawn event to a subsequent emitter. #UE4Niagara #techart
This rope simulation experiment was generated with UE4's Niagara. #UE4Niagara #techart #UnrealEngine #gamedev
This flocking system was written using UE4's Niagara particle editor. #ue4Niagara #gamedev #techart #UnrealEngine
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