- This course has closed.
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)
- Optimizing shaders in UE and performance profiling
- NPR shading stylised tips and tricks
- Lighting considerations for baked textures
Using a Project taken from either Maya or Blender
Grooming - breakdown of grooming import settings in UE and how they relate to Level of detail and animation
- Groom dynamics how it would be used in tandem with rigged grooms
- Grooming in Blender for Curve to card generation
- Utilizing the Metahuman hair Shader network for realistic shading with bespoke hair styling.
- Using a Project taken from either Maya or Blender. A walk through on Curve to card hair generation in
Blender.
Lighting - Best practices for animation (setup/settings)
- Render settings management and detailed overview of main quality controls
- Performance profiling and optimisation (could be a shared course with Look dev)
- Lighting blueprints
DAY 3
Advanced Lighting and Rendering - VFX Fog for lighting and Look Dev
● Sky Atmosphere
● Volumetric Clouds
● Exponential Height Fog - Sun/Moon lighting System
● Key Settings
● Replacing fog FX with integrated lighting options - 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 - Movie Render Queue – Best Practices
● Sampling
● Stencils
● Render Passes
● Raytracing & Console Variables
● Formats
● Compositing - Creating and managing render layers.
- ACES CG
● Transforms in DaVinci - Advanced Camera Settings
● Post Process volumes and the camera - Post Process Volume
● Colour correction & Luts
● Render attributes, from ray tracing to motion blur - 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