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Unreal or not Unreal?


Everyone seems to look for people who have experience in Realtime VFX. I did these studies in VFX for Games 1 class at Gnomon.

I thought that, compared to Houdini, Real-time FX is really all about faking the complexity!

Game FX can be so design-heavy since the technical approaches are limited. That's why so much coolness can be done in a very short period of time to help telling the stories.


I found the interface for particle FX quite confusing in Niagara. Is there a way to keep everything in a node network? I was taught adding parameters but since the version changes so fast in Unreal, some options are taken out and it's a lot of roadblocks everywhere to learn the interface.


Currently finding someone who keeps up with Niagara and is willing to answer some questions.

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