This is awesome and worked like a charm. Can't wait to experiment with it as a beginner. 3D is a bit trickier.
@marciodasilvagoncalves29972 жыл бұрын
You are simply amazing ❤
@nothingisreal63452 жыл бұрын
I have not much knowledge. The result is impressive. Just some things I noticed that might be a little of topic about the "editor" in general: 1.) Absence of physical units. That makes it pretty hard to design something naturally. What does an acceleration of 100 mean? 9,8 m/s² is the earth surface acceleration. Everybody learns that in school (accept in the US - they still use imperial units). An arm is 0,8m long. A tree is 10m high. 2.) the design "process" is still like: here are 1000 tools and components - do something useful. That is an approach very well suited for artists that enjoy full creativity. But not so much a procedure that will yield professional looking results efficiently. Tons of learning and experience required. 3.) Using a property setting GUI makes it easier to SEE what options one can set. BUT: there is no way to document why a certain property has been set to its value, why a component has been used, how something depends on magic global option.... I have the feeling that using code is initially less intuitive but in the long run much easier to maintain. Overall: more artistic magic as structured engineering.
@buildgameswithjon76412 жыл бұрын
Hi, although it is not well documented, the engine almost always uses units. In this case acceleration of 100 mean 100 cm/s/s I believe. Regarding your point #2, of course the more advanced and capable a toolset is the more learning is require. It's only less efficient if you are counting the learning time as part of the efficiency. However after you invest the learning time you can produce professional results VERY efficiently! And for point #3 you're correct, with a GUI based editor there is no "trail" of what values are adjusted or what settings were changed like you have with linear code which you could simply read.
@importon2 жыл бұрын
This is stuff I'm interested in. great video
@gulagwarlord2 жыл бұрын
Ah! The Generate Trailing Data in the project settings was the missing piece of the puzzle, nice! Why'd they hide that in there when breaks and collisions are on by default? Also, those vertical trails are odd, it's doing that on my end too. Shouldn't they be aligned with the velocity? Hmm. Edit: I turned the acceleration force off and now the drag works perfectly.
@res0lve Жыл бұрын
How do I do different effects for multiple different objects? Like a box with flames, a sphere with smoke, a wall with dust.
@Cladius762 жыл бұрын
Thank you so much!!!🙏
@djtc2093Ай бұрын
Thanks Jon. Amazing. How would you kill the particles sooner though, the fracture lies on the ground and they continue to spawn.
@raivo47162 ай бұрын
If flickering add fixed bounds a high number in niagara properties.
@michaelcampbell33282 жыл бұрын
Great video, thanks. Would you consider covering internal strain fields to create damage thresholds?
@hmnyari7 ай бұрын
Thank you for nice tutorial!! If I have multiple niagara system and multipe GC , how can I connect each niagaras and GCs?
@zimingpeng84186 ай бұрын
Thanks! May i have a question for cache. I mean, do you know, how we can chache this chaos and niagara linked with chaos effect together? So that we can play them together in sequencer.
@Bhrazz2 жыл бұрын
Is it at all possible to import pre-fractured mesh ( like apex in ue4 ) with chaos? I cannot find any answer or doc on that
@BinaryVectorJr2 жыл бұрын
For some reason, the Niagara trailing effect does not start when the explosion happens for me. Any ideas on what might be causing it? I followed the tutorial to a T and also messed around trying to fix it. Edit: Nevermind, I fixed it by deleting another Niagara system I had, and also unchecking and rechecking the "Notify Breaks", "Notify Collisions", and "Notify Trailing"
@Latvian3Dman2 жыл бұрын
Thank You for this video. I wonder, can we randomize particle adding, like what percentage of "chunks" will be getting particles? Thank You...
@3BEEZ2 жыл бұрын
I'm viewing this 4 months later and the materials used for the Sprit Renderer don't seem to be available.
@krmdnzdnz9330 Жыл бұрын
Hello, How can we transfer a particle system we created with tyflow in 3ds max to the unreal engine with its animation? Thank you from now
@ShiroCanGame Жыл бұрын
Would i be able to do this in separate instances? Like select something to make a tree from leaves when destroyed and in the same level have another one that causes fire?
@StarStabbedMoon2 жыл бұрын
Trying to make this work with the new fluids system as well. From the 3D fluid templates I can get the emitter from the chaos pieces but can't get the 3D fluid to spawn from the emitter. any ideas?
@gulagwarlord2 жыл бұрын
I just figured out how to get Niagara Fluids working with Chaos this morning but I'm having some issues. About to get to it again, this will be great to watch. Thanks! Btw, do you know how to use Chaos with the sequencer?
@谭永康2 жыл бұрын
chaos for niagara can be added to the sequencer?Has the problem been solved
@StarStabbedMoon2 жыл бұрын
Any luck with this? Trying this out as well.
@viledecon2 жыл бұрын
hey I had a quick question about Niagara. Im working on a project now where I need to render out an explosion to be composited in after effects later on. When I go to export it however, there is no alpha. Ive enabled alphas in the project settings, hid everything in the scene other than the niagara system, chosen exr at my output type and click the box that says generate alphas but still nothing. when i bring it into after effects its just blank. if i open it in photoshop, however, i can see the explosion. if i look in the alpha channel inside of photoshop, the alpha is the entire frame. any ideas? or can you not generate alphas out of niagara systems? ive been looking all week for a solution to this and reached out to a few other people in the community and no one seems to be an answer. figured id give this a try. great video by the way.
@MxT333 Жыл бұрын
Hey great Tutorial! I had it working yesterday. I usually backup my files by zipping them then renaming 001 002, today the FS _ Field dissappeared. Then when I tried to recreate It doesnt place one in editor. Any ideas?
@MushoFutbol2 жыл бұрын
Hi. I discovered today you channel. I love it! I suscribed by the way. If you accept requests, please, can you consider how to make a mini golf in third person mini game? It would be great, there is not too much information about doing that kind of mini games.
@谭永康2 жыл бұрын
chaos for niagara Can it be added to the sequence? Need to run by default Hope to get your reply
@SianCKB2 жыл бұрын
so this will also work with Niagara Fluids? like the realistic 3d smoke?!
@Maniac-Design2 жыл бұрын
Is it possible to add a bevel on the debris, they are too sharp for me ?
@ginocaiani4172 жыл бұрын
Since I have different materials, and smoke appears on each of them once they are destroyed... how can I only enable it on certain geometries? :)
@7spidersofhh2 жыл бұрын
why are all chaos tutorials in 1st person mode? do you have any videos or tips on 3rd person mode? i am trying to make a bridge that breaks when someone walks on it, any help would be greatly appreciated
@carl142812 жыл бұрын
can anyone please help, I having an issue activating the trailing in sequencer, everything works during normal simulation just not with sequencer.
@Marin27952 жыл бұрын
My particles disappear if i get too close to them. Is there any solution to this problem? Great video btw!
@annastasijaspellman25368 ай бұрын
there is no + next to user parameters.
@MrA16R7 ай бұрын
It's on the left, it's not no the node anymore
@becomeplayer1 Жыл бұрын
Why does this only work for that cube? How do you apply it to other materials? Why doesn't duplication work? How to set it to a trigger? Seems like pretty important things to completely leave out.... Unless you want an exploding cube, this vid is completely useless.
@instancesofawol79685 ай бұрын
I agree, this was more of a demo really of how it works it seems.