Playing with Unreal 5 - Motion Graphics
Over the year - I have been dabbling around with Unreal to get a sense of how to use it for Realtime Motion Graphics - and particularly Audio Reactive visuals. Niagra Particles were a great area to investigate that had much flexibility to explore and easy(ish) to setup with Blueprints.
Above is a simple Niagra Setup - rendering meshes at each particle point, this was a great place to start to get my head around the power of this system in Unreal 5 and see how far I could push my computer with realtime rendering.
Utilising a useful tutorial - by Sir Fanci - https://www.youtube.com/watch?v=3JYyNucyMBk&t=0s - exploring the use of in game audio reaction - this is using Blueprinted Instances of Actors and use of audio synthesis plugin to extract the data - and apply as a graphic EQ. The tutorial was using Unreal 4 - so a bit of exploration of the interface to find the same functions in Unreal 5.
Feeling a bit more confident with blueprints - there is an amazing motion graphic course by Yu Fujishiro - which opens up the procedural qualities of using spawning via blueprinted actors. More of his creative tech tutorials - that open up OSC control - are next on my homework - https://yufujishiro.com/
Here it was good to investigate what you could do with the Media Texture plugin with Unreal. This effectively allows you to play video on any mapped object surface. Here it was combined as a light cookie material to add to a spotlight.
This applyed some of the explorations I was creating in Unreal as a live jam - to produce quick visuals to react to - as well as manipulating them live - effectively "game levels" being played on whilst Joe fine tuned to the video feed it was producing.