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