Hexagon Shield in UE5 Niagara Tutorial | Download Files

Hexagon Shield in UE5 Niagara Tutorial | Download Files

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Hexagon Shield in UE5 Niagara Tutorial | Download Files
hi, guys today I have created this hexagon sphere shield fx in ue5 Niagara this whole effect was done in material with custom mesh, I used Niagara just to animate dynamic parameters there. in this video, you will also learn how to create a hexagon sphere in Autodesk Maya without any external script or plugin and how to add multiple UVs in may and use them in the ue5 material editor.

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Intro:

Hi guys, I’m Asif Ali, and you’re watching CGHOW. In today’s video, I’ll show you how I created this Hexagon Sphere Shield Effect in Unreal Engine 5. Although this is mainly material work, I used parameters and Niagara to achieve the final effect. Let’s dive into how I created this!

Before we start, make sure to subscribe to my YouTube channel and click the bell icon to receive notifications for all my new videos.


Tutorial:

Let’s get started. I have an empty project in Unreal Engine 5, but first, we need to create a mesh. I’ll open Maya to make the hexagon sphere. Technically, creating a 100% hexagonal sphere is impossible, so we’ll have a mix of hexagons and pentagons.

To make this, I’ll create a Platonic sphere in Maya, increase the radius, and set the subdivisions to 3. I’ll choose triangles for the mesh. After smoothing, you’ll notice some hexagons, but also pentagons at the poles of the sphere.

Next, I’ll remove the edges from the center. I’ll select the vertices, turn off soft selection, and use the “Select Similar” option to select the vertices I want. I’ll delete them using Ctrl + Backspace.

Now that the sphere is created, I want to break it into individual faces. To do this, I’ll extrude the faces, and once I select and invert, I’ll delete the extra faces to have the clean geometry.

I’ll scale the mesh to give it a spherical shape. Moving on, I’ll create the UV mapping. I’ll use a spherical projection for the first UV set and normalize the coordinates.

For the second UV set, I’ll use an automatic mapping tool, then scale it down to create a random, scattered effect. I’ll export the mesh as an FBX file and import it into Unreal Engine.


Material Setup:

Once imported, I’ll create a new material and apply it to the mesh. In the material editor, I’ll start by using the Texture Coordinate node and mask out certain parts of the texture. I’ll use the green channel of the texture coordinate to achieve a top-to-bottom gradient. I’ll use the Power node to adjust the fading effect.

Next, I’ll add a noise texture and plug it into the Emissive input to give the shield a dynamic look. I’ll set the UV to UV1 for random distribution and add some Panning for movement.

To make this look more interesting, I’ll apply the Vertex Normal multiplied by the noise to the World Position Offset. By adjusting the values, we can control the movement speed and direction.

Now, I’ll create a Material Instance so I can tweak the values in real-time. After making adjustments to the panning and other parameters, I’ll save the material and check the results.


Adding Gradient and Distortion:

Next, I’ll create a gradient using the Step node to make the transition sharp. By connecting the result to the material, we’ll get a clean and defined edge for the shield.

I’ll then add a Distortion effect by introducing another noise texture, which I’ll use to distort the gradient. This will make the shield look more organic and fluid. I’ll also add tiling parameters to control how the noise affects the texture.

Now, to enhance the appearance, I’ll adjust the Specular and Metallic properties, along with the Opacity to give the material a transparent look. I’ll tweak the Refraction value to make the shield more dynamic.


Final Adjustments and Export:

I’ll also make the edges of the hexagons glow by using a radial exponent function. This will add a cool glowing effect to the outline of the hexagonal faces.

To do this, I’ll adjust the UVs in Maya, and after reimporting the updated mesh, I’ll adjust the material again to apply the radial exponent. By multiplying this with the emissive color, we get the glowing edges.


Particle System:

Now, for the final touch, I’ll animate the material in the Niagara particle system. Instead of the static gradient, I’ll use a Dynamic Parameter to animate the material over time. This allows us to control the wipe effect dynamically.

After adjusting the particle system, I’ll make sure the values for the Distortion and Exponent are set just right to get a perfect shield effect.


Conclusion:

And that’s it! You now have a fully functioning hexagon sphere shield effect in Unreal Engine 5. As always, you can customize the colors, tiling, and distortion settings to make it your own.

If you have any questions, feel free to leave them in the comments below. Don’t forget to subscribe to my channel and hit the bell icon for more tutorials. Thanks for watching, keep learning, and see you in the next video!


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