“Kamehameha” Effect From Dragon Ball in UE4 Niagara Tutorials | 亀亀仙せん人にんのかめはめ波 | Requested |

“Kamehameha” Effect From Dragon Ball in UE4 Niagara Tutorials | 亀亀仙せん人にんのかめはめ波 | Requested |

In this tutorial you will learn how to create Kamehameha effect ( 亀亀仙せん人にんのかめはめ波 ) from Dragon ball in unreal engine Niagara. you will learn every step for this effect texture, materials, mesh and emitters. For any concern comment below the video or create help thread in CGHOW form (discussion & help forum link below)

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“Kamehameha” Effect From Dragon Ball in UE4 Niagara Tutorials | 亀亀仙せん人にんのかめはめ波 | Requested |





Video Transcript: Dragon Ball Z Fat Kamehameha Effect Creation

Introduction:

  • The effect created is a Dragon Ball Z-style Fat Kamehameha with customizable color using a widget.
  • The video aims to show how the effect was created, as requested by a subscriber.
  • The color of the effect can be changed dynamically using the widget to make it pink, red, green, or any color the user wants.

Effect Overview:

  • The effect consists of two particle systems: the power attack from the character’s hand and the shield effect.
  • The character (Goku) is scaled up by a factor of 10 in the viewport to match the effect’s scale, but this size discrepancy is ignored during the demonstration.

Shield Effect:

  • The shield consists of a mesh (bow shape) with a material that paints a texture from the center to the edge.
  • The material uses dynamic parameters, with a texture sampler and panel node to animate the texture painting.
  • The texture is clamped to ensure it appears only once for each particle (no repetition).
  • The shield’s material fades at the edges based on the ground interaction and uses a gradient for smooth transitions.
  • A texture parameter collection is used to change the hue of the shield dynamically via a widget.

Widget Setup:

  • A Hue widget was created in the blueprint with a slider to adjust the hue.
  • The slider value is connected to a scalar parameter to control the color of the effect in real-time.

Particle System for Shield:

  • Particles spawn in randomized directions and sizes. The shield has a life span, random rotation, and color.
  • A sphere location offsets the particles to match the hand’s position.
  • The emitter’s color can be adjusted via the widget to change the shield’s color dynamically.

Power Attack:

  • The power beam emits from the character’s hand with scaling animations.
  • The mesh for the beam is scaled up and then down during its life cycle to create a shrinking effect.
  • The beam material is simple with no texture, just a color.
  • The beam’s initial particle spawn is set to 1 with a lifespan of 1.6 seconds, scaling on the X, Y, and Z axes.
  • The beam rotates to match the direction of the character.

Additional Effects:

  • Various emitters are used to create streaks, fire, sparks, and distortion effects.
  • Fire particles are created with randomized life spans, scaling, and directional velocity.
  • A heat distortion material is used for visual effects in the fire particles, and smoke and sparks are used for realism.
  • The particle system for sparks is randomized in color and location, creating a more chaotic feel.
  • A spiral mesh is used for an additional rotating effect.

Final Adjustments:

  • The color and materials are dynamically changed using the widget, with adjustments to the sphere location, emitter radius, and intensity.
  • Various tweaks are applied to the material to achieve the desired look.

Conclusion:

  • The tutorial explains how to create a simple but effective Dragon Ball Z Fat Kamehameha using particle systems and materials in Unreal Engine.
  • Viewers are encouraged to experiment with the settings and create their own versions.
  • The color-changing functionality via the widget is a key feature that adds interactivity to the effect.

Key Points (Bold):

  • Color customization with widget.
  • Dynamic parameters for texture manipulation.
  • Particle system setup for shield and power attack effects.
  • Material node adjustments to animate texture panning and fading.
  • Widget blueprint for controlling color changes.
  • Randomized particle effects for variety in the shield and power attack.
  • Use of textures like aura, fire, and heat distortion.
  • Emitter configuration with lifespan, rotation, and color changes.

Trendy Tags:

  • #UnrealEngine
  • #VFX
  • #DragonBallZEffect
  • #Kamehameha
  • #Niagara
  • #UE4Tutorial
  • #ColorChangeEffect
  • #ParticleSystems
  • #Blueprints
  • #Widget
Ashif Ali

I am Ashif Ali, Real-Time VFX Artist, I make Unreal Engine Niagara Tutorial on this channel. I've made it my mission to share my knowledge and expertise with the world through my YouTube channel. So why not join me on this exciting adventure? Follow me on my social links, subscribe to my channel, and support my growth as a creator. Together, we can create amazing things and take our skills to new heights. And who knows, you might even get access to some of my exclusive files for free!

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