Fabrizio Bergamo

Real-Time FX & Tech Art

Tag: fx

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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…

  • 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…

  • 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…

  • 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…

  • Cadillac Celestiq

    Cadillac Celestiq

    Immersive Experience The Art of You Experiential Room is an Immersive Experience made for the launch event of the new Cadillac Celestiq.I had a lot of fun developing content for this project, and it was a pleasure working with our talented Framestore team in New York. I had the chance to further expand my FX…

  • 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…

  • 2D SDF – Manipulate Space

    2D SDF – Manipulate Space

    Material Function Library UE5 wip – migrating content