Dissecting the "Hiss" VFX in Control

Hey RTVFX! It’s been a while, and I’ve finally got some time over the break to dive into the grid 2d solvers / simulation stages that have been presented by Asher Zhu during the Unreal Open Day event.

With some of his examples and after some dissecting of “Control” with Renderdoc Ive written up a small blog post of my updating of recreating the Effect in Unreal, using niagara makes this alot easier and performant compared to older attempts (writing particle positions via bp and then back into a shader to loop)

I hope to continue this with the small amount of time i have, but wanted to share my findings so far incase i dont get around to wrapping this up

I highly encourage everyone to check out Ashers presentation here https://www.youtube.com/watch?v=-cKgZrrBJ2w, as it explains alot of whats happening behind the scenes.

The simulation stages solvers wont be available until 4.27 from my understanding, but you can access it now via the unreal-master branch on their github