You sent your trusty minion into the nearby human city to gather intel. But it’s summer.. keeping that slime hydrated is a serious commitment
Posting on my own website two days too late. Look what social media has done to my brain >:| Super overwhelmed by the awesome feedback I’m getting from everywhere. Didn’t expect the video to explode like a firework show.
If you don’t read, someone else who did can instakill you.
2. Let’s start by introducing Niagara Fluids? Could you explain the toolkit to beginners? What does it do? What are the main features?
For starters, Niagara Fluids includes templates for fire, smoke, pools of water, splashes and shallow water. It’s UE5’s answer to fluid simulation.
Niagara is the most robust, artist-friendly GPU programming framework for video games (or for anything, really). Niagara Fluids is basically a DLC that makes fluid related stuff much easier.
Forgot to upload a couple of videos here recently. Centralization is eating me alive 🙁 But my blog is always my favorite place on the entire Internet. You know you are old when writing to a plain interface gives you nostalgia 😗
Anyway here is the video and I will come back to write a breakdown when I’m not totally exhausted. May 2022 Update: Too busy =_=
The first Matrix movie shocked me as a kid. The effects was out of the world. 20 years later I’ve become the code rain master💚 Here is a quick cut of VFX I made for this demo. Can’t believe I made all the coolest shit. Hope you enjoy my childhood dream too.
Note: Repost this in 2022. (modified date so it’s still chorological correct) I still thinking the painting mechanic is really fun. Splitting into smaller blobs and very far rendering distance feels great. Will remake this into the new (March 2022) version.
I was invited to do an episode of Inside Unreal about my volumetric techniques. Here’s the VOD. Pretty pleased with what I could came up in one week. The chat was super fun and nice. I had a blast!