My studio recently announced an internal contest to create a piece of art based on the company logo. We're using Unreal 5 throughout our production and I thought it would be fun to play around with a few systems in the context of the logo. Aside from the geometry and the excellent audio (huge thanks to Jason Hayes!) everything was created within Unreal 5. It uses a central Blueprint to drive procedural animations as well as Niagara and material parameters. The whole thing is coordinated via a sequencer. The following videos outline the project setup. It doesn't cover every aspect, so feel free to ask questions. Shout out to CGHOW's incredible Youtube channel for all things Niagara and William Faucher's Youtube channel for tips on rendering with MRQ (among many other things). Thanks for watching!
This video covers the various Blueprint, Niagara, Material, and Sequencer systems used for this project.
This video outlines the custom events present in the blueprint, how those events are called from the sequencer, and how the sequencer is started from the level Blueprint.
This video covers the overall setup between the two emitters - one to generate positions and another to generate ribbons. It also covers the process for modifying parameters via a Blueprint timeline.
This video covers creating a material that uses animated channels of a texture to drive refraction, and how the Blueprint modifies parameters within the material instance to create specific behavior.
This video covers the process for rotating the geometry and 'Imagendary' lettering, as well as how a material parameter modifies a generated band to fade in 'Studio'.
scaling up a sphere with a material that has a high color value and a fresnel. The material parameters are controlled via the Blueprint.
This video covers the process for creating the procedural flutter movement by generating a custom sin wave for each piece of geometry via blueprint.