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  • Hello and welcome to Inside Unreal, where you can see how to make content using Unreal

  • Engine 4 tools and technology.

  • I'm Zak Parrish and I'm joined today by Epic Games senior visual FX artist Tim Elek.

  • Hi Tim.

  • Hi Zak.

  • Now, you worked on several of the environmental and weapon effects in Epic's Infiltrator tech

  • demo is that correct?

  • Yes.

  • Can you talk to us about some of the effects that you worked on?

  • I created primarily environment effects and weapon effects, muzzle flashes, impacts, tracers.

  • And then the environment effects would typically include water, smoke, any kind of haze or

  • atmosphere.

  • We're going to be splitting this up into two separate parts. We're going to do one part

  • with some of the effects that you worked on and then we'll save some for another video.

  • So what are we going to take a look at in this first video?

  • In this first video, we're going to look at muzzle flash.

  • First I'm going to open the effect in Unreal Cascade. And here you can see there are quite

  • a few components to this effect.

  • And I really only want to pay attention to this one element here, which is this large

  • conical shape coming out of the end of the muzzle.

  • I think this is one of the most important elements to this effect because it really

  • helps show the power and the size of the projectile that's probably coming out of the end of this

  • weapon.

  • And then another element that we have which is new to Unreal Engine 4 is the ability to

  • emit light into the world using our particle lights. These particle lights are controlled

  • using traditional Cascade modules.

  • Light properties are all based off of the initial size and color of the actual particle.

  • Very nice. Are there any other elements to this muzzle flair that really start to make

  • it pop, that really bring it to life?

  • Sure. Another thing that I really think is important to this effect is the distortion

  • that we're using in the world. This is using the refraction in our material, which is a

  • new feature in Unreal Engine 4.

  • We had distortion in Unreal Engine 3 but we have refraction in Unreal Engine 4 now.

  • I really feel like this helps connect the effect to the world and just sort of pushes

  • the pixels around and gives you a sense that it's part of the environment.

  • If I re-enable all of the different elements, you can see the muzzle flash has some venting

  • coming out of the sides. There are several different components that really help show

  • you that this is also an automatic weapon.

  • Yes, that just looks like it should be loud and powerful and able to stop a raging elephant.

  • I also notice that it looks like we have some shell casings flying out of the side of the gun.

  • Yes, the shell casings are being emitted through the effect which is great because now I can

  • control those all in one location.

  • So, you're saying that the muzzle flash and the shell casings coming out are all part

  • of the exact same effect?

  • Yes, the shell casings are in local space so they inherit the transforms of the weapon.

  • And then I just offset their positions so that they eject from the right location on

  • the side of the gun.

  • If I fly up over here, you can see our giant robot. And he's just pouring shells out into

  • the environment.

  • He burned through the ammo.

  • Using a CPU system, I can track the position of these shells, and then emit smoke from

  • each shell as it's falling through the world.

  • I see this guy also has tracer fire as well.

  • Yes.

  • Now is that part of his muzzle flash effect or is that separate?

  • The tracer is bundled with the muzzle flash. It helps us show the direction without having

  • to add another component and track two items in Matinee. You can just fire off one effect.

  • Ok, so these are some of the impact effects that we're seeing at the very tail-end of

  • Infiltrator when the flying robot is shooting at the ground?

  • Yes. And typically when we're creating an impact effect, there are a couple of things

  • we keep in mind. We think about the size of the projectile and also think about the surface

  • that the projectile is impacting.

  • So here we have concrete. The first thing I did was create some meshes that came from

  • this concrete on the ground.

  • They have the same materials so they'll have the same visual qualities. And I'll emit that

  • concrete with Cascade.

  • Because the concrete has a lit material on it, it's accepting the lighting from the world

  • as well as the lighting coming from the particle system.

  • I notice you're also kicking up a lot of, I guess it would be more dust than it is smoke

  • as the concrete gets pulverized. Is that actually being lit in the world?

  • Yes, all of the dust is being lit by the lights in the world. You can see here that I added

  • a purple light to the side of this effect so that you can get the effect of the lighting

  • on the smoke and the dust.

  • You know it's funny, you had to move the camera over before I noticed, but there's also a

  • lot of gravel being kicked up.

  • Yes, all of these little tiny chunks are translucent particles using a translucent material. So

  • they'll get illuminated and lit just like the meshes do.

  • And they'll actually collide and bounce along the ground based on the surface normal and

  • the depth buffer.

  • So, those are just little sprites? They aren't really tiny meshes?

  • Yes, they're just all small sprites along with the sparks. And they're all using our

  • GPU particle system as well as the new depth buffer collision.

  • In the vista shots of Infiltrator, you'll notice there's a lot of traffic and robots

  • moving around.

  • In this case, I'm just emitting the robot mesh that the modelers created. And I'm attaching

  • lens flares and particle lights to the robot so that as they move through the world, they're

  • actually illuminating all of the geometry.

  • And you can see more of them here in the background. We used those extensively in the vista shots.

  • They just add an extra detail to the world.

  • That is too cool.

  • Well, thank you very much for your time and thank you all for joining us. And we will

  • see you all on the next Inside Unreal.

Hello and welcome to Inside Unreal, where you can see how to make content using Unreal

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