Fabrizio Bergamo

Real-Time FX & Tech Art

Tag: ue5

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  • 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…

  • 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…

  • 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…

  • Bond – Blue Period Painting

    Bond – Blue Period Painting

    Diorama I’m excited about this little project!A personal project I worked on in my free time the last couple of weeks, I had the chance to explore more UE5 and practice a stylized look and FXs. The reference is a painting painted by the main character of an anime (Blue Period). He represents “Bond” as…