YouTube2Text

Distortion shockwave effect (like Expedition 33) in Unreal Engine Niagara — Transcript

by Stupid industries · 625 words · 90 segments · language en · Watch on YouTube

Full transcript

  1. 0:00Hi everyone. These tutorials are meant
  2. 0:02to be short and sweet, focused on a
  3. 0:04single thing. Today, we're making a
  4. 0:06refractive shock wave similar to some of
  5. 0:08the ones you can find in Expedition 33.
  6. 0:10Here's a quick example of what we're
  7. 0:12trying to achieve, a shock wave that
  8. 0:14distorts what you see through it.
  9. 0:16Expedition 33 uses these extensively,
  10. 0:19and I was curious to see if I could make
  11. 0:20them by myself. The physical principle
  12. 0:23that makes a shock wave visible in real
  13. 0:25life is that air gets compressed so much
  14. 0:27that its index of refraction becomes
  15. 0:29different from the air surrounding it.
  16. 0:31In that sense, it becomes similar to
  17. 0:33looking through glass or water. Our
  18. 0:35approach is going to be very basic just
  19. 0:37so you understand how it works. You can
  20. 0:39then extend the technique to achieve
  21. 0:41more complex effects.
  22. 0:44First, we'll create a material that is
  23. 0:45just a ring with its radius controlled
  24. 0:47by a dynamic material parameter. That's
  25. 0:50pretty easy. The first step is to get
  26. 0:52the distance of the texture coordinate
  27. 0:54from the center. This gives us a
  28. 0:56gradient with zero in the middle and one
  29. 0:58at the edges. Then we use the sphere
  30. 1:01mask node to convert it into a ring.
  31. 1:03Here we use the dynamic parameter node
  32. 1:06so we can control the radius and
  33. 1:08thickness from outside the material,
  34. 1:10specifically from our particle system.
  35. 1:13We'll set some defaults just so we can
  36. 1:14visualize it in the material editor. If
  37. 1:18we plug this into the color, we see that
  38. 1:20we get a ring. Now, let's change our
  39. 1:22material settings so we can use the
  40. 1:24refraction pin. We change blend mode to
  41. 1:27translucent, lighting mode to surface
  42. 1:30translucency volume, and finally
  43. 1:32refraction method to index of
  44. 1:34refraction. Now that we have access to
  45. 1:37our refraction pin, we want the material
  46. 1:39to have the same refraction value as the
  47. 1:41air where the material is black, the
  48. 1:43value is zero, and a higher refraction
  49. 1:45index where it is red. the value of one.
  50. 1:48So we add a remap value range node and
  51. 1:50map zero to one and one to 1.54 which is
  52. 1:54the refraction index of glass. Of course
  53. 1:57we remember to set the opacity to zero.
  54. 2:00As you can see in the preview, we get a
  55. 2:02ring that sort of distorts whatever is
  56. 2:04behind it. Now let's use this in a
  57. 2:07Niagara system. We'll create an empty
  58. 2:09system and add a single looping particle
  59. 2:12emitter. This will spawn a single
  60. 2:14sprite. Let's change its scale to 50 to
  61. 2:17make it more visible. In sprite
  62. 2:19renderer, we'll use the material we just
  63. 2:21made and make sure it is velocity
  64. 2:23aligned. Finally, we need to add a
  65. 2:26dynamic material parameters module in
  66. 2:28the particle update stage. Here, we want
  67. 2:31to update the radius over time. So,
  68. 2:33we'll add a float from curve and make it
  69. 2:35go from 0 to 0.25 over the lifetime of
  70. 2:39the particle. Let's set the thickness to
  71. 2:410.05.
  72. 2:43And there you have it. It's subtle, but
  73. 2:45you get an expanding ring that distorts
  74. 2:47whatever is behind it. You can play with
  75. 2:49the values in the material to make it
  76. 2:51more or less sharp, have a higher index
  77. 2:53of refraction, add some noise, etc. One
  78. 2:56other thing that could be interesting is
  79. 2:58to use a mesh renderer with a sphere
  80. 3:00made of a material with a different
  81. 3:02index of refraction than air, and have
  82. 3:04its scale, expand with time. That's it
  83. 3:07for today. I hope you learned something
  84. 3:09without wasting time having to skip
  85. 3:11through 10 minutes of intro and
  86. 3:13unrelated stuff. Leave a comment if you
  87. 3:15have any questions or to show me what
  88. 3:17you have made with this technique. And
  89. 3:19of course, like and subscribe. Till next
  90. 3:21time.

About this transcript

This page contains the full transcript of Distortion shockwave effect (like Expedition 33) in Unreal Engine Niagara by Stupid industries, generated from the public captions YouTube serves with the video. The transcript has 625 words across 90 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.

What you can do with it

Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to translate the transcript into 100+ languages.

Free YouTube transcript tool

YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, translation to 100+ languages, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.