Fabrizio Bergamo

Real-Time FX & Tech Art

Category: Blogpost

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  • Visualize Audio FX and Sample Submixes in Niagara

    Visualize Audio FX and Sample Submixes in Niagara

    Introduction In this post I will cover some techniques I found useful when developing Niagara FX that reacts to audio, I made one that you can check out here: Equalizer FX – Niagara UE5 This post will cover a more simple setup, showing how you can create a basic Visualize Audio FX that can be…

  • Simple Billboard Baker Tool

    Simple Billboard Baker Tool

    Documentation & Dev Log Check out the project if you haven’t seen it yet:Simple Billboard Baker You can get the plugin from here:Simple Billboard Baker Tool – Unreal Engine The Tool Introduction I recently picked up again a Vines Roots Generator tool I worked on years ago, to finish developing some features and went down…

  • Billboard Material Function

    Billboard Material Function

    Introduction This post is not a step-by-step tutorial, but more like a documentation of a Material Function I created. However, it does contain screenshots of the entire graph, so feel free to recreate your own version. I’m currently working on a simple billboard baker that bakes the various GBuffer layers as textures using Render Targets,…

  • Create Content Plugin

    Create Content Plugin

    Introduction Sometimes when working on a project you might be creating something useful that you want to use again in the future, creating a Content Plugin is an easy and clean way to do that, an alternative to just migrating the assets from project to project. This is a very simple step-by-step guide aimed at…

  • Switch When Input is Empty

    Switch When Input is Empty

    Introduction This post will show various ways you can use a switch node to automatically trigger when one input is empty, a very useful technique when working with HDAs.Especially important when working with complex generators, this way you can still get a preview of your output, or even prevent the node to fail cooking or getting…

  • 2D SDF – Gradient/Flowmap and AA technique – Material Function Library

    2D SDF – Gradient/Flowmap and AA technique – Material Function Library

    Introduction In this post, I’ll show you how you can create a gradient from a 2D SDF and how it can be used as a flowmap in the material to warp a texture or in Niagara to drive the location of particles! I’ve also added a bonus section about Anti Aliasing, something that I haven’t covered before.If you haven’t seen…

  • 2D SDF – Manipulate Space – Material Function Library

    2D SDF – Manipulate Space – Material Function Library

    Introduction This is the third part of a series of posts about 2D SDF, check out the first one where I show some simple shapes and explain the basics to visualize them, and the second one where I show different ways to combine them!I think it’s very useful and valuable knowledge for every Technical or Environment Artist, but really for anyone that…

  • 2D SDF – Combine Shapes – Material Function Library

    2D SDF – Combine Shapes – Material Function Library

    Introduction This is the second part of a series of posts about 2D SDF, check out the first one where I show some simple shapes and explain the basics to visualize them!I think it’s very useful and valuable knowledge for every Technical or Environment Artist, but really for anyone that works with materials.In this post, I will…

  • 2D SDF – Basic Shapes and Visualization – Material Function Library

    2D SDF – Basic Shapes and Visualization – Material Function Library

    Introduction I’ve been working on a Material Function Library for 2D Sign Distance Field that contains shapes and relative merging and manipulating operations.I think it’s very useful and valuable knowledge for any Technical or Environment Artist, but really for anyone that works with materials. There will be a few posts about this topic, in this first one, I will…

  • Copy To Points Randm Input

    Copy To Points Randm Input

    Introduction Here’s a very simple but quite useful tip for Houdini, let’s say you are working on a landscape and you want to scatter some random rocks on it, in this post I’ll show you how you can do that! To achieve this we need to give a unique ID attribute for each object you want to…