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REGISTRATION: Bespoke UE Training with Brian Rossney | Brown Bag | 2024

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Dates

June 5th, 6th & 11th
Remote links arranged by: Sinead Costello

Overview

UNREAL ENGINE TRAINING
DAY 1
How to create an FX asset using a Niagara system which includes some shading network element and also have it
emit light in the scene. (eg, creating heat distortion with a texture and particle system, deformation of geo)
Combine this into a blueprint that can be used as a tool in shots in a production.
Training should cover:
● More advanced Niagara system,(eg. combining multiple emitters and types. emitting from geo in
the scene etc.)
● Shading and textures and their use in Niagara systems (sprites, flip books)
● Lighting the scene with the FX
● How to connect the elements together and promote specific attributes of the Niagara system,
material and lights to be controllable in a sequence or level.
● How to create ‘artist-friendly’ Level Sequencers and making components ‘read only’
● Working with Niagara Fluids. Fire, smoke, ethereal gaseous volumes for magic FX
● Collisions with 3d Gaseous volumes.
● Looking at Event Flows
Also would like to cover the following:
● 1. Lighting – Lighting from your FX and how to control it in the blueprint.
● Level Sequencer and Level Sequencer triggering/keyframing of light components
● Texturing and shading – Deformation of geometry. flip books for sprites. importing and working with
textures such as normal maps in shading networks.
Look Development/ Lighting/ Grooming

DAY 2
Looking to get more familiar with topics below in UE, these are sorted by importance.
Look development (texturing/shading)

  1. Optimizing shaders in UE and performance profiling
  2. NPR shading stylised tips and tricks
  3. Lighting considerations for baked textures
    Using a Project taken from either Maya or Blender
    Grooming
  4. breakdown of grooming import settings in UE and how they relate to Level of detail and animation
  5. Groom dynamics how it would be used in tandem with rigged grooms
  6. Grooming in Blender for Curve to card generation
  7. Utilizing the Metahuman hair Shader network for realistic shading with bespoke hair styling.
  8. Using a Project taken from either Maya or Blender. A walk through on Curve to card hair generation in
    Blender.
    Lighting
  9. Best practices for animation (setup/settings)
  10. Render settings management and detailed overview of main quality controls
  11. Performance profiling and optimisation (could be a shared course with Look dev)
  12. Lighting blueprints

    DAY 3
    Advanced Lighting and Rendering
  13. VFX Fog for lighting and Look Dev
    ● Sky Atmosphere
    ● Volumetric Clouds
    ● Exponential Height Fog
  14. Sun/Moon lighting System
    ● Key Settings
    ● Replacing fog FX with integrated lighting options
  15. Weather System with Snow and Rain collisions.
    ● Key Settings
    ● Working collisions into shader networks such as raindrops dripping on surface and snow piling up
    on surfaces
  16. Movie Render Queue – Best Practices
    ● Sampling
    ● Stencils
    ● Render Passes
    ● Raytracing & Console Variables
    ● Formats
    ● Compositing
  17. Creating and managing render layers.
  18. ACES CG
    ● Transforms in DaVinci
  19. Advanced Camera Settings
    ● Post Process volumes and the camera
  20. Post Process Volume
    ● Colour correction & Luts
    ● Render attributes, from ray tracing to motion blur
  21. Compositing/Grading considerations for photorealism

Facilitator

Brian Rossney is an award-winning Commercials Director and a Film Writer/Director/Editor/Producer. He has extensive experience in creative production, art direction, and post-production (including VFX, 3D animation, and pre-visualization/digital storyboarding) for renowned clients like Netflix, BBC, Paddy Power Betfair, RTE, Hallmark, and Disney.

He has expertise in people management, project management, and hands-on production of television projects, short films, and documentaries.

Owner of Red Spider Studios
http://www.redspiderstudios.com

Registration

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