Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
FXVille artists Dan Bruington and Brittany Hein will demonstrate multiple techniques in Unreal Engine 4 for debugging and analyzing data regarding particle systems and other VFX assets. Topics will include using Niagara's built in debugging tools, utilizing Blueprints and Materials to visualize things like in-game positions, gameplay data, and implementation logic. Though the specific techniques described are most applicable to Unreal Engine 4, the general theories behind them could be applied to most game engines through their specific implementations of similar features.
You will learn multiple techniques for visualizing and capturing data related to VFX assets, utilizing both simple and advanced Niagara workflows, Blueprint techniques (and an example helpful debug actor), and Material nodes.
This talk is intended for VFX Artists and Technical Artists. The techniques will be shown in Unreal Engine 4, but the theories behind them could likely be implemented in many engines. The talk will cover intermediate level techniques, but could be useful to beginners and advanced users alike.