Fabrizio Bergamo

Real-Time FX & Tech Art

Tag: realtime

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  • Linear & Smooth Step – Material & Niagara Functions

    Linear & Smooth Step – Material & Niagara Functions

    Intro In this blog post, you will find a brief explanation of how these two functions work and their application, I will mainly show the setup of how they can be created as Material and Niagara functions in Unreal Engine. I started looking into this because I needed a Smooth Step Function to use in Niagara and I couldn’t find a built-in node…

  • Looney Tunes Outro

    Looney Tunes Outro

    UE Shader Exploration A very short exploration I did a couple of years ago, after posting a blog post about creating circle shapes and expanding rings in UE4’s shader graph All the circles and gradients are done using Signed Distance functions.The challenge came from getting the right size and timing for each circle, to recreate…