Unreal Engine 5 Niagara - Create EPIC Healing Beam FX Tutorial
Автор: CGHOW
Загружено: 2025-07-31
Просмотров: 2221
Create a stunning green healing beam FX in Unreal Engine 5 with this quick, step-by-step tutorial! Using Niagara, you will learn how to build a glowing vertical beam, animated ground rings, pulsing light, and upward particle streaks. This video is perfect for creating magical healing spells or RPG abilities. It is beginner-friendly and packed with pro tips for game VFX artists. Subscribe for more Unreal Engine Niagara magic! ✨🟢
What You'll Learn in this Tutorial:
Glowing Vertical Beam: Discover how to create a powerful, glowing vertical beam that serves as the core of your healing spell.
Animated Ground Rings: Learn to add a sense of impact and energy with animated rings that expand across the ground from the base of the beam.
Pulsing Light & Upward Streaks: I'll show you how to layer in pulsing light and upward-moving particle streaks that give your effect a dynamic and energetic feel.
Essential VFX Skills: This tutorial is packed with core techniques that will level up your skills, including material creation, particle behavior, and optimization for game performance.
Keywords & Information:
Tutorial Level: Beginner
Software: Unreal Engine 5 (UE5)
Keywords: Unreal Engine 5, UE5, UE5 Niagara, Niagara tutorial, Healing VFX, Healing Beam, Magical VFX, RealtimeVFX, Game VFX, Unreal Engine tutorial, VFX tutorial, Game art, UE5 particle system, Niagara particle effect, visual effects, CGHOW, Ashif Ali.
Socials & Call-to-Action:
I hope you found this tutorial helpful for your projects! If you enjoyed learning how to create this Healing Beam FX, please hit the like button and subscribe to my channel, CGHOW, for more Unreal Engine tutorials.
Course: • The Most Affordable UE5 Niagara VFX Course...
Linktree: https://linktr.ee/cghow
Website: cghow.com
ArtStation: https://www.artstation.com/ashif
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Instagram: / cghow.com_
0:00 Intro & Final Effect Preview (Stylized Healing Beam) ⚡️
0:30 Creating the Base Beam Material (M_Beam)
0:56 Generating the Central White Core (Texture Coordinate, Subtract, Absolute, Divide)
2:12 Masking the Side Edges (Green Channel from TexCoord)
2:34 Connecting Final Output to Emissive Color & Opacity (Particle Color)
4:03 Fixing Color Not Applying Issue
4:53 Creating the Hot Core: Using Lerp to Keep the Center White
5:33 Niagara Setup: Single Particle Emitter for the Beam
5:50 Aligning the Beam: Custom Facing Vector (Align to Mesh Orientation)
6:08 Setting Non-Uniform Size and Pivot (Y=0) for One-Sided Scaling
6:48 Sequencer Setup: Timing the Beam Effect
7:16 Scale Check: Sizing the Beam relative to the Character
8:10 Animating the Beam Length (X-Scale Curve)
9:15 Animating the Beam Thickness (Y-Scale Curve)
11:20 Creating the Wide Outer Glow (Duplicate Emitter & Increase Size/Reduce Opacity)
11:40 Creating the Impact Glow (New Emitter, Radial Material)
12:28 Offsetting the Impact Emitter to the Ground Plane (-599 on Z)
13:08 Adjusting Impact Timing (Delay)
13:55 Creating the Fading Ground Glow (Duplicate Impact Emitter, Bigger Size, Slower Life)
14:55 Creating the Outer Shockwave (Duplicate Ground Glow, Very Large Size, Subtle Opacity)
15:38 Creating "Wind-Up" Particles (Burst, Cylinder Shape)
16:45 Applying Velocity/Gravity to Wind-Up Particles
18:03 Creating Vertical "Updraft" Lines (Duplicate Wind-Up, Taller Cylinder, Velocity Align)
19:57 Adding Ground Rings (Duplicate Impact, Ring Texture Material)
21:18 Adjusting Ring Parameters (Dynamic Parameter)
21:50 Adding Upward Moving Rings (Duplicate Ground Rings, Add Velocity)
22:36 Adding an Omnidirectional Glow (Duplicate Emitter, Random Lifetime, 3D Jitter)
24:19 Creating the Plus Sign Material (Min/Max on Abs(UV-0.5) & Step)
26:04 Adding the Plus Sign Particle (Duplicate Emitter, Plus Material)
26:55 Final Effect Showcase & Wrap Up 👋
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