CGHOW Logo FX in UE4.27 Niagara | Download Files

CGHOW Logo FX in UE4.27 Niagara | Download Files

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CGHOW Logo FX in UE4.27 Niagara | Download Files
hi guys I found an old fx file in my project that I created a long time back. this is CGHOW logo fx it has lots of emitters and I will show you each and every setting in emitters materials and mesh for this fx.

#cghow #UE5 #UE4Niagara #gamefx #ue5niagara #ue4vfx #niagara #unrealengineniagara #realtimevfx

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Video Title: Creating CGHOW Logo Effect in UE4.27 Niagara

Introduction: Hi guys, I’m Asif Ali, and you’re watching CGHOW. In today’s video, I’ve created a CGHOW logo effect in Unreal Engine 4.27 using Niagara. Let’s dive into the tutorial!

[Music]

First of all, make sure to subscribe to my YouTube channel and click on the bell icon so you never miss any of my new video tutorials.


Tutorial Breakdown:

This tutorial is not from scratch. It’s a breakdown of a project I created some time ago in UE4.25. I just found this file today, so I thought it would be a great opportunity to share it with you and explain how everything works. If you want to swap the CGHOW logo with your own, feel free to do so—I’ll put the download link on my Patreon for you!


Effect Breakdown:

  • Ring Animation:
    The first part of the effect is a ring that moves and scales. The ring moves from the center to the “CGHOW” location, and its position is animated using curves. This ring uses a mesh with a simple funnel and noise material (black color with panning noise). It also scales up and down using two separate curves (you could combine them, but I kept them separate for flexibility).
  • Second Ring:
    This ring is very similar to the first one, except I changed the mesh. The material remains the same. I animate its position slightly on the Z-axis to create movement.
  • White Lines:
    The white lines are stretched, and I animate their position slightly on the Z-axis. The material here is basic, and the color transitions from white to yellow.
  • Blue Smoke:
    I created this using a disk mesh and a material with a noise texture. I applied a gradient to the texture and combined it with some panning effects for a dynamic look. The smoke gradually fades as it scales up.
  • Red Smoke:
    The red smoke is similar to the blue one but with a different color. It fades out over time as it gets bigger.
  • Spark Ring:
    I created a spark ring using a radial material. It spawns 200 particles with a curl noise effect, adding randomness to the movement and color. The color is a mix of yellow and red, adding to the fiery look.
  • Fire Effect:
    For the fire, I used a mesh that looks like a UV-Restraint and applied a simple material with gradients and noise for realistic movement. The fire spawns in three different directions using a normalized execution index to control its behavior.
  • Shock Wave:
    The shock wave is created using a disk mesh with noise and a gradient. It also has a dynamic parameter to pan and erode the texture, giving it a nice distortion effect.
  • Spark Bursts:
    I used a spark burst with a radial material to create an explosion effect. Particles spawn from the center with random velocities and gravity. The size of the sparks decreases over time.
  • Final Ring & Text:
    The final effect is a combination of fire on the ring and fire on the text. The materials for both are simple but effective, using noise to distort and animate the flames. This gives the logo a fiery appearance.

Conclusion:

I hope you enjoyed this breakdown! It’s all about using simple elements and tweaking them to create something that looks cool. I’ve duplicated a few elements, changed the materials, and made some variations to build this effect.

If you want to try this out yourself, you can download the file from my Patreon. Thanks for watching, and keep learning!


Outro: Don’t forget to subscribe to CGHOW and keep learning! See you in the next video. Bye!


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