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所在平台: Udemy |
课程主页: https://www.udemy.com/course/embergen-ue5/
课程评论:没有评论
**课程名称:** EmberGen 体积特效与 Unreal Engine 5 **课程概述:** 本课程旨在帮助学员掌握 EmberGen 体积粒子特效的创建以及在 Unreal Engine 5 (UE5) 中的集成。课程共包含三个多小时的实用内容,将为学员在 VFX 或游戏开发领域的职业生涯提供宝贵的投资。 **课程内容亮点:** * **EmberGen 入门:** 介绍 EmberGen 界面、常用快捷键,并深入探讨节点及其属性。 * **UE5 主材质制作:** 从零开始在 UE5 中创建自定义主材质,实现 VDB 粒子颜色可调。 * **体效果创建与编辑:** * 导入自定义网格用作碰撞和粒子生成源。 * 考虑环境因素(开放世界或封闭空间)对粒子行为的影响。 * 实现粒子系统的循环播放,以便在任何环境中无缝使用。 * **VDB 导出与 UE5 集成:** * 将模拟导出为 VDB 文件,并导入 UE5。 * 进行工作室级别的灯光设置。 * 最终渲染作品,用于作品集/展示片。 **课程目标:** 本课程侧重于教授 EmberGen 的整体架构和工作机制,以及最常用的功能和属性,而非详尽介绍所有细节。学员将学习到高效的工作流程和实践方法,从而独立创作和集成体积粒子特效。
Hi, and thank you for the interest.In this course you will have over three hours of usefull information to apply in your own projects. As Unreal VDB implementation will skyrocket from now on, consider this a well placed investment in your VFX or gamedev career.First we will take a trip in the world of Embergen; after doing a short presentation of the interface and the most commonly used shortcut keys we will dive in exploring the nodes and their atributes. At this point we will build our own master material in UE5 from scratch, with some nice parameters that will allow us to adjust the colors of our VDB particles.Then we will proceed in creating and editing our very own volumetric particle effect. First we will import our custom meshes that will have a role in creating collision as well as being a source of (shape) generators for our particles. We will consider all aspects for our particles such as the environment (open world or closed space) that can impact the way our particles are behaving. Closer to the end we will make our sistem to loop so we can use them seamlessly in any environment for as long as it needs.After the polishing of our system we will then export our simulation as VDB files ready to be imported in Unreal Engine. We will do a studio lighting setup and finally we will render everything for our portfolio / showreel. Disclaimer: This course will not be in-depth covering all various atributes and what all sliders might do, but it will inform you how it all works as an architecture and as a mechanism and what are the most commonly used features and atributes, also will give you the best practices and efficiency workflows in regards to our volumetric particles.