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Video Title: “Beam Explosion Effect in Unreal Engine | VFX Tutorial”
Introduction:
- “Hi guys, I’m Asif Ali, and you’re watching CGHOW. Today, I’ve created a beam explosion effect in Unreal Engine, and I’ll walk you through how it was made.”
Call to Action:
- “Before we dive in, make sure to subscribe to my YouTube channel and click the bell icon so you never miss an update!”
Main Effect Overview:
- Overview of the effect being demonstrated.
- “This is the full effect with multiple emitters. It might seem complex, but I’ll break it down step by step.”
Step-by-Step Breakdown:
- Initial Setup and First Emitter:
- Emitter 1: Sphere emitting fiery particles that expand and explode.
- Materials include noise textures for fiery effects and distortion.
- Adjustments using dynamic parameters for scaling and distortion.
- Emitter 1: Sphere emitting fiery particles that expand and explode.
- Material Setup:
- The material uses a noise texture for dynamic distortion.
- A pan node is used to move the texture, blending multiple noise layers to create the fiery look.
- Second Emitter:
- Emitter 2: Arrow particle system emitting three arrows.
- Uses custom alignment for distribution and scaling over time.
- Applies dynamic parameters for adjusting particle size and alignment.
- Emitter 2: Arrow particle system emitting three arrows.
- Emitter Variations:
- Emitter 3: Another sphere emitter with different material properties.
- Noise textures are used with hard and soft edges to create a dynamic fiery effect.
- Emitter 3: Another sphere emitter with different material properties.
- Glow and Flash Effects:
- Glow: Particles are aligned on the Z-axis with a custom alignment and random size.
- Flash: Material effects include a custom texture and gradient-based glow.
- Lightning:
- Emitter 4: Uses a ribbon particle system for lightning effects.
- Spawns 200 particles along a curved path with noise to create jittering effects.
- Emitter 4: Uses a ribbon particle system for lightning effects.
- Energy Ring:
- Energy Ring: A tapered ring mesh around the explosion.
- Panning noise textures and using gradients to mask and sharpen the edges.
- Energy Ring: A tapered ring mesh around the explosion.
- Smoke Ring and Debris:
- Smoke Ring: Using tapered meshes for visual consistency.
- Debris: Particles with gravity and collision effects simulate debris falling and colliding with the ground.
- Final Beam Effects:
- Beam Energy: Different layers and materials are used for creating beams with varied opacity, colors, and noise-driven distortions.
- Crack and Dust Effects:
- Crack: Simple crack textures for the ground.
- Ground Dust: Particles moving towards the center using a panning gradient.
Material Insights:
- Materials are mostly built from a single noise texture used across many different emitters for consistent visual style.
- Using dynamic parameters and noise-based functions like power and multiply to adjust the appearance in real-time.
Closing:
- “That’s it! I hope you liked this breakdown. It’s a simple layering of different emitters with similar materials but varied effects to create a dramatic result.”
- “If you haven’t subscribed yet, make sure to hit that subscribe button below the video. Don’t forget to leave your comments and feedback!”
Tips to Include in the Tutorial:
- Emphasize the use of noise textures and their importance in VFX.
- Discuss how to create multiple variations from a single material.
- Include tips on using dynamic parameters in materials and emitter properties.
- Mention performance considerations when creating large particle effects.


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