Fabrizio Bergamo

Real-Time FX & Tech Art

Tag: art

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  • Cross Section

    Cross Section

    Introduction In this post, I would like to outline a technique I frequently use to debug the look of a gradient, as well as trying to take it further by exposing some extra controls to increase its usefulness.I’ve been inspired, for a while now, to try and recreate, within Unreal’s Material Graph, something similar to…

  • Sample Texture in HLSL

    Sample Texture in HLSL

    Introduction In this blog post, I’ll go over how you can sample a texture in HLSL, more specifically, in a Custom Node Material Graph of Unreal Engine.I won’t be only showing the code itself, but how you can find it out on your own, as well as doing a little breakdown of the function that…

  • Omni Debug Texture

    Omni Debug Texture

    Multi Purpose I’ve tried to make a debug texture that can be useful in multiple situations, a “one fits all” option, multipurpose.I decided to call it Omni, which in Latin means “all” or “everywhere”. I chose this word to encapsulate that it’s flexible and can be used in different situations and purposes.I created two different…

  • Omni Debug Texture

    Omni Debug Texture

    I’ve tried to make a debug texture that can be useful in multiple situations, a “one fits all” option, multipurpose.I decided to call it Omni, which in Latin means “all” or “everywhere”. I chose this word to encapsulate that it’s flexible and can be used in different situations and purposes.I created two different variants; the…

  • 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…

  • Simple Billboard Baker Tool

    Simple Billboard Baker Tool

    Content Plugin A Simple Billboard Baker Tool for Unreal Engine packaged as a Content Plugin, that captures and bakes to textures the GBuffers Layers.The tool works by simply positioning the subject actors in front of the SceneCaptures cameras and using an Editor Utility Widget to adjust some settings and Bake the textures. The tool also…

  • Sea of Clouds

    Sea of Clouds

    Volumetric Clouds A Clouds Material exploration I worked on when UE4.26 was released with the new Volumetric Cloud component, which is able to interact with Sky Atmosphere, Sky Light, and directional light. The Material is divided into two main layers, one is using a volumetric texture to define the main shapes and details of the…

  • Equalizer

    Equalizer

    Audio FX Fun personal project, a “classic look” equalizer done in Unreal Engine using Niagara. The FX is made out of 3 emitters, one for the main reaction elements, one for the cubes at the top of each column, and a “background” one that connects the two.Particle meshes are spawned in a gird and scaled…

  • 2D SDF – Advanced Shapes

    2D SDF – Advanced Shapes

    Material Function Library UE5 The last piece of my 2D SDF library.All of the advanced shapes you can see in this post are coming from Indigo’s Article (+ShaderToy), please check it out:2D distance functions I’ve only recreated them in Unreal’s Material Graph using nodes, it was a lot of fun and a great way to…

  • 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…