VFX Class Work
March-May 2026
Several small-scale VFX projects developed over the course of the class, which acted as a self-guided exploration of various VFX topics. Created using Unreal Engine 5.
A post-processing shader based on datamoshing techniques that uses motion vectors to create a distortion effect to use for 'glitches' or cloaking. Contains parameters to control via material instance. Also included is a particle effect I used with the shader.
A slime effect consisting of a metaball shader and Niagara particles. Takes the form of a slime ball that sticks to nearby surfaces, and bubbles that stick to the main body.
Two types of rain particle systems in Niagara. The CPU Rain spawns splashes on impact but has a higher performance cost, while the GPU Rain simply has the drops bounce and has a lower performance cost.
A puff of smoke Niagara particle effect for use as a morph animation. Also included is the blueprint code to trigger the morph.