
Explore advanced visual effects and cinematics production in Unreal, leveraging the editor, Cascade, the material editor, Photoshop, and basic 3D modeling with your package of choice.
Discover how to build unreal cinematics with matinee, coordinating environment art, character, effects, and cameras. Practice using keyframes, time slider, and triggers to control particle emitters and lights.
Create an additive material multiplied by vertex color for dust, apply it to a dust particle system with a cylinder volume, orbit motion, and 1.5-second warm-up in matinee and kismet.
Create eight projector rays with a particle system and mesh data, using an unlit additive material, triggered by a single matinee track, with kill on deactivate for looping control.
Build a two-sided emissive projector material in Unreal using scanline textures, panners, and layered noise, then sweep lines with sine waves and camera vector dots for soft edges.
In Cascade, create projector rays with dual emitters that grow and fade, control color via Matinee parameter tracks, and add per-emitter variation using delayed lifetime and color parameters.
Create a sci-fi material in Unreal by repacking a single texture into red, green, and blue channels, then animate it with panners, UV tiling, and emissive additive two-sided settings.
Create background tech rings using a particle system, assign a material, and drive bursts and visibility with a matinee track to add cinematic depth behind the scene.
Explore holographic projections in Unreal by building two particle systems: growing rings and center rings. Tune color over life, velocity over life, rotation, and bloom for camera-aware, dynamic holograms.
Explore screen position as a key concept in Unreal materials, mapping to screen space from 0,0 top-left to 1,1 bottom-right, enabling texture samples, full-screen post-processing, and U-V distortion.
Build an icosahedron cage and apply a screen-position driven material. Use scanlines with panner and masks, and control inversion via a static boolean to adjust edge lighting in cascade previews.
Master holographic icosahedron particle elements in Unreal by configuring a single particle system with mesh data, color over life, size by life, rotation, and a central core for visual depth.
Apply a final particle touch using velocity line emitters, color over life, and surface-based sphere locations to create dynamic bursts and bright visuals in Unreal.
Advance in Unreal visual effects and cinematics production by mastering the material editor, cascade, and Photoshop, while building on basic 3D modeling skills.
Learn how the if expression enables conditional material transitions in Unreal, using A and B inputs to drive warp effects, with scalar parameters controlled via Matinee and real-time previews.
Learn to implement a stage 1 if expression in Unreal materials to reveal an edge during character transition, using gradient, hex pattern, texture coordinates, panning, tiling, emissive, and normal map.
Create and control a material transition in Unreal by using a material instance constant with a material instance actor, connected to a matinee track via a scalar parameter.
Animate the fresnel by driving a vector material parameter with red, green, and blue values, using the curve editor to keyframe blue to white and bloom.
Master screen-space distortion with the scene texture expression and screen position, then apply uv distortion and independent panners to create dynamic visual effects like smoke and fire.
Add texture and distortion using the scene texture sample, screen position, and a matinee-driven distortion amount and color controls to reveal refractive and transparent behavior on the character.
Stage 2 reveals the hologram using an inverted hexagon mask, edge glow, and panned texture distortion to transition from stage 1, controlled by new scalar parameters and matinee keyframes.
Refine stage 1 edge bending and implement scanlines to create a holographic projection, using panning texture distortion, gradients, and precise keyframe adjustments.
Reveal a character by warping in the in-game model with a diffuse/specular/normal map material and use lerp to fade emissive into those textures, tuning translucency and sorting.
Create and animate cameras, switch between shots with the director group, and animate lights via matinee; adjust world post-process settings for color direction and prepare Kismet to render.
Create and animate multiple cameras in matinee, lock them to world coordinates with keyframes, adjust field of view, and cut between cameras with the director group for a cinematic experience.
Create and sequence three Unreal camera tracks with a director group. Switch from establishing shot of holographic projector elements to a warp reveal using longer lenses for cinematic in-game cinematics.
Animate scene lighting by adding movable point lights, dialing color, radius, and brightness through keyframes in Matinee and Kismet, to create emissive glow and dynamic light shafts around holographic projectors.
Create dust particle flow toward a center using a point attractor with range and strength, then apply basic post-process tweaks like bloom, motion blur, and shadow tint.
Execute final tweaks to the Unreal VFX setup by enforcing foreground rendering, enabling motion blur on particles, and refining projector lights, radius, and dynamic shadows for polished visuals.
Set up Kismet to trigger a matinee cinematic on level load and enable cinematic mode for all players, then render as a movie or screenshots for after effects.
In this course, we take you through the process of setting up a complex - but visually stimulating - particle system that warps a character in through a teleportation device, as well as an amazing look at "phasing" the character in to view! We'll look at creating the holographic projections you see in the scene, adding texture and distortion to the sequence, and then wrap up the series with an in-depth look at setting up a basic render and animating the camera and lights so that you can make your very own cut-scenes and cinematics!
About the Instructor:
Bill has worked in the games industry for over 7 years specializing in Realtime VFX. He currently works as a VFX Artist with shipped titles including Injustice: Gods Among Us, Mortal Kombat, Batman: Arkham City Lockdown, Lego Universe, & PAIN. He also is the founder of imbueFX, a site that specializes solely on tutorials in Realtime VFX.