As my project is centred around the theme of transformation, I aimed to incorporate various visual effects into the scene. I envisioned the room filled with soft, bouncing light, and a thin mist creating a foggy image. As the illusion takes place, the colours gradually blend into each other. To achieve a stylised look, Blender was recommended by most tutorials as the best software. The process of setting up particle systems and customizing them with emissive materials, geometry, and noise was relatively simple and quick. I particularly enjoyed the moth simulations and the sparkle animation.




To create the moth simulations, I decided to import one of the models that had previously been designed as an architectural detail for the room. This particular asset was chosen because I wanted to achieve a more butterfly-like appearance for the simulation. Following this, I created three different simulations while using a noise randomizer to add more visual interest to the animation. The noise randomizer helped to create a more realistic and natural-looking movement for the particles, which was important to achieve the desired effect. After creating the simulations, I decided to bind them to a small sphere. I did this to allow the particles to swarm around the sphere, creating a more dynamic and engaging animation. This sphere was then placed near the lamps, adding to the overall effect of the simulation.



With the guidance of Iago Mota’s tutorial, I was able to develop an intricate particle system. My objective was to create the impression of turbulent simulations reminiscent of a natural phenomenon. I envisioned this effect would infuse a touch of enchantment into the scene and enhance the composition of the window, which serves as the centrepiece of the animation. I experimented with adding 3D texture coordinates to particles in motion, creating new particles from existing ones, and converting particles into force fields. To ensure that the textures followed the particles, I utilized a texture coordinate node in the shading (enabling “From Instancer”), which generated coordinates for an accurate 3D texture.


To expand my knowledge of importing VFX from Houdini, I decided to utilize the software to recreate an effect. My focus was on generating abstract animations using Poly Garden as a transition effect to convey the transformation of the space. Following Entagma’s tutorial proved to be effortless and uncomplicated, however, difficulties surfaced when attempting to import it into Unreal Engine. The polygons contained more than 6 faces which required remeshing. Triangulating first yielded no success. Moreover, transferring colour coordinates was unfeasible, so I had to reconstruct the texture in Unreal. While experimenting with various colours and textures in UE5, I concluded that implementing glass would complement the realistic scene I had created, and it would also bring depth and dimension to the shots. It also helped to create a more dynamic effect than just flat colours. Upon reflection, I think I could have made the simulation longer, but for the short video purpose, it worked well. To add more detail and complexity, I duplicated it and placed it around the room.



Unfortunately, when I imported the cached animations (ABC files) into UE5, only the Houdini simulation worked properly. In hindsight, I should have made the simulations directly in Unreal, as particle simulations work differently in each rendering engine. I wanted to try a more stylised look, but I found that Niagra doesn’t always offer it and instead develops more uniform/generic outcomes. Nonetheless, I still learned a lot about Blender and plan to explore this software more in future projects.
Regarding the FMP, I had less than two weeks left until the deadlines, so I decided to use the Niagara hanging particles simulation that I had explored in a previous project. I experimented with the flare material and added a colour ramp to create a colour gradient. I am satisfied with the changes I made to the simulation as it enhanced the overall look and made it more similar to what I had achieved with Blender. Furthermore, I added a simple floating particle simulation and adjusted the colour ramp accordingly. Overall, I believe that I achieved a good effects ratio, which didn’t overwhelm the already busy scene, but still added more visual interest to it.

