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Québec, Canada

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In-house R&D

Meteor

An in-house Niagara meteor shower: falling fire, long smoke trails and impact heat, built to see how much sky we can fill and still hold real-time.

  • FX R&D
  • Niagara
  • Meteor & smoke trail
  • Real-time
  • Unreal Engine 5
Real-time · UE 5 · NiagaraScroll for the overview

Project overview

A study in falling fire at scale.

Meteor is a self-driven R&D piece, no client, no brief, just a question: how many burning bodies can rain across a frame before either the read falls apart or the frame budget does? It became a testbed for our Niagara trail and translucent-smoke pipeline.

Each meteor is a small stack: a fire head, a ribbon of smoke and a scatter of trailing embers, spawned in waves so the shower reads as depth rather than a flat curtain. Every layer is its own Niagara pass, so timing, colour and density can be tuned without touching the others. The looks below come straight from the editor.

Techniques proven here feed straight back into client ability and environment work: impact showers, comet trails, falling debris. That's the whole point of keeping an in-house lab burning.

Studio
Studios Ground Zero
Project
Meteor
SGZ role
FX R&D · Niagara
Platforms
Real-time
Engine
Unreal Engine 5 · Niagara
Duration or phase
2024 — duration to be confirmed
Delivery status
In-house R&D

Project details · subject to NDA where applicable

What it proves

Why we keep the lab lit.

01

One system, any scale

Curve-driven spawn takes a single meteor from a lone streak to a full sky with no new authoring.

02

Budget-aware trails

A lean translucent material keeps a whole shower real-time: the look survives a frame budget, not just a render farm.

03

Reusable in production

The trail and impact pipeline drops straight into client comet, debris and impact-shower FX.

Behind the scenes

How the shower is assembled.

Click any plate to break the shower apart: each layer is a separate Niagara pass, captured straight from the editor and explained.

01Full showerFinal

The shower, fully assembled

Every system playing together: fire heads, smoke ribbons and trailing embers spawned in overlapping waves. This is the target the breakdown works back from: once the depth and rhythm read here, each layer can be tuned in isolation without losing the storm.

Layers
3
Spawning
Waves
Real-time
RT
Full shower
“The best R&D never ships on its own. It shows up six months later inside someone's hero ability.”
Studios Ground Zero · FX R&D

More work

View all work

01

Ultimate Trigger

An in-house ability-VFX study: muzzle, flare and impact dissected frame by frame, in-engine.

02

The Ice Prison

A personal environment piece (frozen, imprisoned, forgotten) with a full breakdown of how it was lit.

03

Void of Fire

An in-house Niagara R&D burst: fire, embers and heat haze tuned for real-time.

Start a project

Prefer email? Write to impact@studiosgz.com.

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