AESA EXPERIMENTS
SUMMARY
Aesa is a character I like to use for testing out any tools or technique I'd like experiment with.
Here is a compilations of small projects I did to explore more of Unreal Engine within my personal time.
Advection Effect
Using: Unreal Engine (Niagara Particle Systems, Niagara Simulation Stages, Scratch Module, Materials), Procreate.
Procreate Animation
This small project originally started off as an animation exercise in Procreate. I drew a short animation but wanted to smooth it out procedurally later.
Niagara Particles
This project expanded further to deepen my knowledge within Unreal's Niagara Particle Systems and how to use its Simulation Stages. I chose an advection effect on a render target as it suited this character's theme.
The Simulation Stages are spread out into three custom stages: SetUpFrame, AddAdvection, FillRenderTarget. A Grid2D Collection is passed through each step, each grid index containing a pixel to set in the render target at the final stage on each frame. Each stage had to be set up manually with Scratch Pads and HLSL.
For the advection effect, all pixels are offset by a texture then added to the last frame, to create a wispy, ghosting effect. This also had the added benefit of smoothing out my low frame-rate animation.
Video Game Skills
Using: Unreal Engine (Materials, Niagara Particle Systems, Procreate)
This project's goal is to create a set of real-time VFX skills.
Custom Textures
To achieve the vibe I wanted, I drew and created some custom tilable textures through Procreate.
Real-time VFX
The first effect I wanted to do was a simple aura for a floating character. I modelled a warped cylinder to get the shape, and played with my custom textures to get a wind themed effect.
The second is a shield layered with a couple different materials to achieve the effect. All materials were parameterised to be easily adjustable and animatable. To get the fade in and out effects, I timed it all through Sequencers.















