Senior Physics Engineer @UnrealEngine

Joined March 2018
19 Photos and videos
Devon Penney retweeted
Unreal Engine 5.8 brings memory and speed optimizations for Niagara, allowing for bigger and more detailed VFX simulations that run in real-time.
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Devon Penney retweeted
Make your first Niagara Fluids simulation in Unreal 5.7. Full process beginner tutorial for this desert monster is included in my Free Witcher VFX Course: RedefineFX.com/witcher
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Devon Penney retweeted
New Unreal 5.6 River tools used in The Witcher 4 demo make it easy to add water simulation to a landscape - it realistically collides, generates whitewater, and even supports buoyancy for floating objects. All in real-time. Tutorials have been added to the Unreal Megabundle.
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4 Jun 2025
Come check out my #UnrealFest talk on simulating rivers! It is at 3:30pm today in South 4. We'll talk about using it in the #Witcher4 demo and also a small whitewater rafting game we built. Livestream of the talk here: youtube.com/live/0X6amtHcrUE….
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Devon Penney retweeted
I just opened enrollment in both Niagara Fluids Immersion & Chaos Destruction. Very beginner-friendly courses and a great way to start learning real-time VFX in Unreal. Enrollment closes again in 5 days redefinefx.com/epic/
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1 May 2024
Some of the best #Niagara Fluids work yet!
LOADS of cool tech used in this. lots of niagara fluid solver use and heterogenuous volumes! Had a blast working with @bunnylever and the rest of the incredible Cinematic team!
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Devon Penney retweeted
Real-time carpet bombing simulation with Niagara Fluids in UE - very fun to move the emitter around and watch as the carnage follows 🤩 Learn how to set this up inside Chaos Destruction. Final call: enrollment is closing in a few hours (link below)⬇️
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Devon Penney retweeted
Learn how to set this up inside Chaos Destruction. Enrollment closes in 3 days: redefinefx.com/chaos/

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Devon Penney retweeted
Awesome real-time simulations from Sam Gielen, student inside Niagara Fluids Immersion.
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Devon Penney retweeted
youtube.com/watch?v=Z_DssjLe… My Heterogeneous Volumes system was featured in yesterday's State of Unreal. It was a lot of fun working with Skydance New Media to push the limits of what we could achieve. Everything demonstrated here will be in the upcoming 5.4 engine release.

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Devon Penney retweeted
Playing with these real-time smoke sims for the whole day, Niagara Fluids system in #UnrealEngine is mesmerizing.
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18 Feb 2024
Some great work to make #Niagara Fluids 3D liquids rendering look way better!
18 Feb 2024
Tried hacking in some motion vectors to #Niagara fluid sim :) I think it helps a lot with TAA enabled. #UE5
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Devon Penney retweeted
Real-time explosion simulation made with Chaos & Niagara Fluids in Unreal Engine 5.3 Today I'm opening the waitlist for Chaos Destruction, where you will learn how to destroy anything in UE5, join the waitlist for the upcoming RedefineFX course at the link below⬇️
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31 Jan 2024
This is a very cool workflow!
You can now create volumetric clouds with Niagara Fluids directly inside Unreal Engine 5.3 (No VDB import needed) A step-by-step tutorial for this exact setup has been added to Niagara Immersion, which you can still grab here (2 days left): redefinefx.com/epic/
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Devon Penney retweeted
Hard landing. Real-time destruction sim made with Chaos & Niagara Fluids #UE5
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19 Jan 2024
#Niagara Fluids has a checkbox for deterministic particle sourcing, which gives you the exact same results each time you run a 3D gas sim without changing it. It's useful for your #UnrealEngine5.3 cinematic shots!
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19 Jan 2024
You can find it here in your 3D gas emitter
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Devon Penney retweeted
Real-time smoke suction force made with Niagara Fluids in UE 5. This is one of multiple bonus lessons I just added to Niagara Immersion as part of Update 2. Current students can simply log into the course to access the new tutorials. Enjoy!
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10 Jan 2024
Next up for our tour of #UnrealEngine5.3 features - data channel emission! This lets you source fluid from particles that are part of a different system. This is very handy for working in the viewport as you can easily modify your sources without opening the #Niagara Editor.
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10 Jan 2024
After that, make sure your your map has both your fluid system (in red) and the source particle system (in blue). Note that we only support CPU particles with this system for now, but it is still useful for a wide range of effects. We use it all the time!
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10 Jan 2024
Next, make sure you are writing to a data channel in your source particle system.
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