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fastchaos
Australia
Приєднався 8 тра 2022
Fast Chaos is the work of Luke Harris - a broadcast designer working in Unreal Engine and creating tutorials on UA-cam.
Fast Chaos is here to help broadcast tv and motion designers with the how and why of using Unreal Engine in their everyday work.
Fast Chaos is here to help broadcast tv and motion designers with the how and why of using Unreal Engine in their everyday work.
I try and recreate Plexus in Unreal Engine
Plexus was (and is!) a seminal, "sci-fi tech" plugin for After Effects that became known for its ability to create amazing, techy-looking scenes and animate them with ease.
Now with the addition of Motion Design tools to Unreal Engine, I’d hoped to be able to recreate Plexus, but I found that there just wasn’t yet enough functionality to do so.
This video is the first in a series that will follow me diving down the rabbit hole of recreating Plexus using Niagara.
=========
Video Credits
All videos cited onscreen except those from the plexus website:
“Plexus Teaser”
“Plexus Full Tutorial”
"Plexus 3 Intro”
“Plexus 2 New Features Quick Overview”
“Plexus 2 basic introduction”
=========
#ue4 #ue5 #fastchaos #fastchaostv #unrealengine #unrealengine5 #procedural fast chaos tv fastchaos fastchaostv
Now with the addition of Motion Design tools to Unreal Engine, I’d hoped to be able to recreate Plexus, but I found that there just wasn’t yet enough functionality to do so.
This video is the first in a series that will follow me diving down the rabbit hole of recreating Plexus using Niagara.
=========
Video Credits
All videos cited onscreen except those from the plexus website:
“Plexus Teaser”
“Plexus Full Tutorial”
"Plexus 3 Intro”
“Plexus 2 New Features Quick Overview”
“Plexus 2 basic introduction”
=========
#ue4 #ue5 #fastchaos #fastchaostv #unrealengine #unrealengine5 #procedural fast chaos tv fastchaos fastchaostv
Переглядів: 719
Відео
This technique made Star Wars feel EPIC
Переглядів 720Місяць тому
Sign up to stay in the loop on upcoming projects! fastchaos.gumroad.com/subscribe Greebles (or greeblies or nurnies or some form of kit-bashing) are one of the original ways to add detail to a small scale model while also saving time and money - let’s talk about why they exist and how to make them using displacement maps with Unreal Engine 5.4’s modelling tools. 00:00 - What are Greebles? 02:40...
Use these Unreal Broadcast Features to be like a TV station
Переглядів 608Місяць тому
I’ve been wanting to make a video about Unreal Engine’s Broadcast features and how to use them in concert with Motion Design / Motion Graphics for a while - this video is about why I haven’t yet, and showing off the very surface level of what they make possible. My TV rundown set up: amzn.to/3McbSfW (usual affiliate links disclaimer) If you’re interested in learning more about using Unreal in B...
How to Learn Unreal Engine for Motion Design
Переглядів 2,2 тис.3 місяці тому
Do you know After Effects but you're a complete beginner in Unreal? Do you wish Unreal Engine had a translator and tour guide? I'm working on an in depth introductory course, so sign up to stay in the loop: fastchaos.gumroad.com/subscribe For this project I'd recommend the Motion Graphics Default Project: fastchaos.gumroad.com/l/fgkfi And a very quick installation guide for the MGDP: ua-cam.com...
Four Reasons to Learn Unreal for Motion Design (even if you know After Effects)
Переглядів 43 тис.6 місяців тому
Why bother learning anything in 2024? Unreal Engine has a new Motion Design Mode, but is it worth learning something new, especially if you already know After Effects and Cinema4D? The After Effects silver bullet of MochaImport : aescripts.com/mochaimport/?aff=110 The Motion Graphics Default Project template: fastchaos.gumroad.com/l/fgkfi If you’re interested in the materials I’m loving using i...
The Essential Steps to Build Unreal Engine 5.4 from Source Code
Переглядів 2,5 тис.7 місяців тому
Ever wanted to test out new Unreal Engine features before they’re released in preview, but been scared off by the idea of dealing with code? This video is for you. I’ll quickly show you the steps to access and build Unreal Engine from its source code. In this example we're building Unreal Engine 5.4 before its preview release, but it should work for any version. Thanks to Aiden Wilson for teach...
Learn Unreal Materials by breaking them apart - unpacking a Library’s Master Material
Переглядів 5039 місяців тому
In this second part of the Materials Tutorial, we break apart a master material from the Pixel Lab’s Mograph materials pack for Unreal. It’s a fantastic way to see how other people think and code materials, and we’re going to cement our learning by extending the master material to harness proceduralism. If you’re interested in the Mograph Materials Pack, you can find it here: www.thepixellab.ne...
3 things I WISH I’d known about Materials when I started in Unreal Engine
Переглядів 1,2 тис.10 місяців тому
There's probably something you didn't know - here are three things I wish I had known about Materials when I started! If you’re interested in the pack I mention at the end, you can find it here: www.thepixellab.net/unreal-materials-for-motion-graphics/ref/59/ For this project I'd recommend the Motion Graphics Default Project (still works in 5.3): ua-cam.com/video/yIpmmhHsySk/v-deo.html Direct d...
Project Avalanche will change design & animation
Переглядів 15 тис.Рік тому
Project Avalanche is nearly here, and it hopes to be the be all and end all of motion design and broadcast graphics. Imagine After Effects combined with C4D and Photoshop that runs in realtime. Releasing next year (fingers crossed). Bit of an impromptu video, I saw this morning's Unreal Fest 2023 talk about Project Avalanche and had to make this! #projectavalanche #motiondesign #motiongraphics ...
How to convert a Static Mesh to a Skeletal Mesh without leaving Unreal Engine 5.3
Переглядів 13 тис.Рік тому
Don't forget: Enable the "Skeletal Mesh Modeling Tools" plugin A feature that I wish had been in the engine a long time ago is here... the ability to convert static meshes to skeletal meshes in editor. This is going to be a very fast how-to video as it really is just one click. Or three, but I guess depends how you look at it :D Skeletal meshes unlock a lot of the engine's power, like cloth, si...
What’s so great about Procedural Generated Content in Unreal?
Переглядів 1,5 тис.Рік тому
Have you ever wondered how Cinema 4D artists create such amazing artworks? How Houdini can produce such detailed VFX? Procedural Content Generation changes what’s possible in 3D design. I asked myself if I could create some of the functionality of Cinema 4D's cloner and fields within Unreal Engine, using PCG as a tool to help accelerate the creation of a cloner tool. This video is a small excur...
Fluffy Clouds in Unreal! - how to use VDB Sparse Volumetrics (SVTs) Heterogeneous In UE 5.3 preview
Переглядів 27 тис.Рік тому
Unreal 5.3 preview has a stack of great features that are amazing for motion design, but top of the list for me to check out were the VDBs - now native in engine and integrated with Lumen! In this video I share the gotchas and secrets I've come across so far... EDIT: it's working with pathtracer! This is very untested and I'm still working out how to get good results from it, but this big first...
Thousands of Pieces of Unique Data Make This Animate
Переглядів 573Рік тому
This animation has been created using Procedural Content Generation in Unreal Engine 5.2. There are thousands of cloned spheres in this project, and every single one has unique pieces of data that have been placed in it by PCG’s InstancePacker inside the mesh spawner. I then use this data in the shader to change the sphere’s colour, position, scale and even its rotational axis. I set up the rul...
You’ve never seen PCG do THIS! - Animation in Sequencer?
Переглядів 5 тис.Рік тому
Did you know the new Procedural Content Generation system of Unreal 5.2 can be used for Motion Graphics? Animation? Design? Well, it's not really meant to, but like all good Motion Designers I found a way. In Part 1 of who knows how many, this tutorial shows you how to animate a PCG graph and control it using Sequencer. For this project I'd recommend the new, updated for UE 5.2 Motion Graphics ...
You can make this in 30 minutes in Unreal Engine - Modeling, Displacement, Materials and Text Layout
Переглядів 11 тис.Рік тому
You can make this in 30 minutes in Unreal Engine - Modeling, Displacement, Materials and Text Layout
In-Depth Look at the Motion Graphics Default Project
Переглядів 2,7 тис.Рік тому
In-Depth Look at the Motion Graphics Default Project
This template makes Unreal Engine usable for old Motion Designers like me
Переглядів 6 тис.Рік тому
This template makes Unreal Engine usable for old Motion Designers like me
Expected a tutorial on this as shown in beginning of the video
unreal is the future... the drawback for me is that it heats up my pc super quick. I lower the fframe rate though which helps a lot.
That's very cool!! may I know where we can find part 2?
Stuff why I'd be interested in learning Unreal: - exporting vdb's from c4d to rerender simulations with diffrent light and texture quicker - building simple scenes with megascan assets and render animations fast - building stage design setups
Looking forward to seeing what you come up with. Although the logic for building a plexus effect is quite simple, the implementation can be challenging at times, especially to make it performant. I should revisit this effect myself (example on my channel, if you're interested).
Will definitely check it out!!
Thank you sir
Thanks man!
Cool, thank you. It's time to recreate superluminal stardust in unreal
Hahaha maybe next year, that would take even longer
good luck, once i tried smth like this it was so painful
Ron was a good friend and mentor, thanks for mentioning him.
I was so happy to find some videos of his taped tutorials on UA-cam - sometimes we don’t realise what’s worth archiving until it’s too late, I’m glad these survived!
Good stuff my friend 🤙🏿🤙🏿
Woah, this is super cool. The website is so helpful too :D Thank you!
Oh man, Thanks a lot!
Nice work. Fairly straight forward way of getting complex detail into Unreal. Thanks for sharing!
Super cool tut! Had no idea it was so easy to generate greebling so easily
Real time rendering and Photorealism. That's what the holy grail is, that's what UE is just about offering. That's why you need to learn it.
loved your format mate, excellent job. I'm a freelance technical director currently using viz & watchou. Unreal is wonderful, I'm just so damm impressed with its possibilities. For live data it's possible to call an API and make lower thirds etc, Just stumbled on your channel, love the vids. great work.
Ribbonssssss
You re my new god man, thx a lot ! <3
inspiring !!! thx <3
I also own a failed YT channel. And that's ok 😂 I like creating. So I don't care if people watch :) But I won't deny I like when people watch 🎉
Never thought about designing real-time VFX for something more like live TV, that's super cool.
Great job on this! I relate a lot to what you describe but excellent outcome here 👏🏼
Im getting old I can't keep up... join the club haha
Okay! I'm looking forward to this!
Great video! And Im hunger for more of your content!
I've had my fair share of ups and downs working on TV programs, much like the journey you're on now. Currently, I'm branching out into VR to tap into new opportunities and ensure a foothold in that growing market, I'm excited to see your channel grow, and I'll be happy to share whatever I can to help along the way
Sounds awesome :-D
very creative way to present
THx for Part1, no part 2 ?
I spent 32 hours to compile Unreal 5.4.3 twice and another 5 hours on a new SSD. What can I say in all cases there are a lot of errors, 5 everything including reinstalled Visual Studio 2022 and it still says something is wrong. My patience was about to burst, but when I decided to go to my project and try without Source, it turned out that somehow it interfered with the work of the Unreal Engine from Epic Games and my project does not start! It says that the game module was not found. Why so much hemorrhoids
Sorry to hear mate :( when you install Virtual Studio, do you install all the modules including the Windows SDK? It is pretty bleeding edge so I would definitely not be using it in production.
@@fastchaostv It feels like I've installed everything related to C++, now I'm installing 5.4.3 for the last time and will try older versions.
@@Kinoshnik329 I know its Way too late but did you follow Unreal Engines tutorial, this guy really skipped so much that Epic said to install so I am not suprised it didnt work for you.
cuh you know damn well thtas not how its rponounced the fuck is wrong with you
Other lights except directional light does not affect VDB in my scene, Any Idea?
have you found the solution to this problem?
Seems too buggy. Maybe once they make a user-friendly version, I’ll revisit. I like the idea of creating interactive VR content.
Thanks for the tutorial!
Have you tried converting a static mesh that has multiple materials? I'm finding the Skeletal Mesh condenses it all down to a single material layer upon conversion.
I look forward to trying this when I get back to my desk
what plug-ins do you recommend for a someone who has worked on c4d as a motion designer and animator?
Hmm depends what you mean by plugins - in terms of what Unreal plugins to enable, I’d recommend you check out my video on the motion graphics default template, there’s a link to how I set it up and lists all the plugins :-) - if you mean third party plugins like x particles is to c4d, honestly Unreal has Niagara and PCG built in and they’re working on expanding the motion design mode as we speak, so it’s pretty fully featured already. I’ll always recommend the work of Dylan Browne (cinematic oceans and lens flares) and William Faucher (easy fog) and he also recommends a few others. In terms of plugins for motion design I think there’s a few things to be excited about but yeah it might be a little while before they’re released. I’ll let you know if I come across anything good!
Great content. I finally have a decent system to dive into UE. I was a broadcast designer with heavy 3D focus with C4D and AE. Thanks for sharing and helping discover this toolset.
thanks so much for breaking it down, I needed an alternative to the avalanche 5.4 cloner, which has no settings for mesh spawning up vector and is not capable of spawning one clone per vertex, hopefully they will introduce it in 5.5, but this fit the bill for now!
skel-et-al
Nice tutorial! i'm facing an issue with the Cloner Actor. All the parameters on the Cloner Component are blocked and it shows the folowing message below the components in Details pane: "native components are editable when declared as a property in c++ " Do you have any idea on how to fix this? tks
2:09 You can make Plugins *"Enable by default"* Also, make your reusable assets into *"Content Pack"* which saves lot of time, you don't have to find assets then migrate assets one by one.
I know nothing about UE but have managed to make so promo stuff for work in there, I just wish there was more idiot friendly guides, everything I find assumes you know something already, even the beginner stuff eventually pulls up something and talks to you like its trying to jog your memory.. I wish I had the time to just chug through
And how you make them cast shadows on the floor?
That's just come in (properly anyway) with 5.4 so I'll have to do a bit of an update!
"That one that no one remembers" didn't even bother to name the diamond in the dust 💀 (Autograph)
0:00 - 0:55 it is VERY jarring that your camera is in 30fps and your voice is asynchronous with the footage too, perhaps something to look at in future videos, cheers!
Could not find how to update the mesh after having edited weights.
Can I use this to rig characters to use the new UE5 Manny rig?
Control rig is what you are looking for, 5.4 even has hand legs templates. This is to create a rig from scratch or to add more bones to the manny skeleton. Another option is the FK rig, but that’s exclusive to the Sequencer! That creates one from scratch without any need of rigging, it’s automatically generated.
why use PCG if you can do it in Niagara
Yeah it's a good question, and they're such dense systems that I'm still figuring out the strengths and weaknesses. Earlier this year I was on a feature film where we had to use PCG because Niagara couldn't read the attributes we were trying to send over from Houdini, plus we were able to compress the data (even with the ability to change meshes) in ways we could manage rather than relying on the hjson format. There were a few other reasons that we ended up going with PCG but those were the main thing.
thankyou masbro from malaysial !!!