FluidNinja LIVE 1.8 TUTORIAL - rivers, landscapes and underwater

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Andras Ketzer

Andras Ketzer

Күн бұрын

SplineMesh-based simulated Rivers + Landscape Components + Underwater Caustics
1) 00:00 Intro
2) 00:26 Live 1.8 features, briefly: river geometry and materials, landscapes, underwater
3) 01:20 Usecase Level 17 QUICK RUN-THROUGH: large, medium and small scale rivers
4) 04:04 Tut: SplineMesh generator
5) 07:09 Tut: UV mapping types: Local UV - World UV
6) 07:44 Tut: Non-Interactive pattern generators (foam, caustics, tile)
7) 10:06 Tut: Interactive patterns (simulation )
8) 11:13 Stage-1: Large River - surface, underwater PostProcess
9) 13:00 Stage-1: Riverbed - Landscape Component
10) 15:50 Stage-2: Medium River - with surface MeshParticles
11) 18:21 Stage-3: Small River - using inverted density
12) 19:45 Stage-3: Small River - adding extra details to the normal map
13) 21:05 Stage-4 A,B: Small River - fixed location particles VS pawn-attached particles
14) 23:08 Stage-5: Small River - Collision Masking, Local Sim
15) 27:32 Usecase Level 15-D, Snowy hills - Landscape Component
16) 30:41 Underwater PostProcess Volumes and Materials
17) 31:36 Outro
FluidNinja LIVE Tutorials Playlist:
• FluidNinja LIVE - ALL ...
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Live 1.7 playable DEMO exe: kynolin.itch.io/fluidninja-li...
Homepage: www.unrealengine.com/marketpl...
Twitter: / fluidninjalive
FluidNinja LIVE Showcases Playlist
• FluidNinja LIVE - SHOW...
For baking fluids, see NinjaTools:
unrealengine.com/marketplace/...
.

Пікірлер: 129
@DjSadhu
@DjSadhu Жыл бұрын
Gorgeous!! All the stuff I needed in my game 😍🌊
@oxygencube
@oxygencube Жыл бұрын
This is incredible, I look forward to using it
@theoadamsiv7844
@theoadamsiv7844 Жыл бұрын
I'll try this out ASAP! beautiful work.
@bentripn
@bentripn Жыл бұрын
Thank you very much! I have been working on a kayaking game for a couple years this product will bring my project to completion I really can't thank you enough!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you BJ!
@dblackout1107
@dblackout1107 Жыл бұрын
The quality you bring to the masses with these systems is just plain heroic, man. I want to get into game development, even just to tinker, but I know I will be finding a reason to implement your tools.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you Dan 🖐
@gabrielepardi5178
@gabrielepardi5178 Жыл бұрын
That's a great news! Beautiful work! Glad I have purchase your asset!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks!
@TheRizzler86
@TheRizzler86 8 ай бұрын
This is beautiful. Thank you
@SectorZeroGP
@SectorZeroGP Жыл бұрын
BRO this is amazing :O
@lewisbenfield
@lewisbenfield Жыл бұрын
This is amazing keep it up dude!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you!
@Metarig
@Metarig Жыл бұрын
it's even good enough for cinematics. I love it. soon I will need it and will buy it
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you!
@mello5022
@mello5022 Жыл бұрын
THANK YOU SO MUCH! ❤
@Archilives_UE5_Ai
@Archilives_UE5_Ai Жыл бұрын
how wonderful! I bought this patch
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you 🖐
@yantingye1677
@yantingye1677 Жыл бұрын
so so cool
@datodavita1212
@datodavita1212 Жыл бұрын
:o amaziiiiing
@jaykumarpal9229
@jaykumarpal9229 Жыл бұрын
Awesome program
@lennymanny6364
@lennymanny6364 Жыл бұрын
I was waiting for 10 yrs to see this in 3d. Can't wait to increase the resolution and overall quality of splashes even more, fix the colliding geometry, wet map etc, etc... just one small step further and we can consider it as real-time realistic 3d water.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks --- yes, almost there!
@PirateOnYoutube
@PirateOnYoutube Жыл бұрын
Dev IQ 200++ ,we need more people like you 🍻🍕
@AndrasKetzer
@AndrasKetzer Жыл бұрын
😉
@user-er9ov5tj7h
@user-er9ov5tj7h Жыл бұрын
GOD!!!My broo
@wco3095
@wco3095 Жыл бұрын
Gorgeous. Absolutely gorgeous. I watched the entire video but I guess you all in one tutorial shows how to apply this from scratch on a new landscape? I'd need to follow a tutorial on how to apply these splines on a new landscape and choose a river type that I like since I'm still a beginner. Already dug my river channel into the landscape, only need to know how to fill it with your beautiful river water
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! There is no "automatic filling of holes" mechanism: I have placed a flat landscape, and quickly carved the riverbed with the erosion brush - then placed a river spline, and manually shaped it to match the landscape. Next steps are explained in the vid. This introductory tut might be useful for you: kzbin.info/www/bejne/rInEnZmIdtOLl80
@cryzenx.
@cryzenx. Жыл бұрын
Andras you are a gift to the world and of course for my project ✌️✌️✌️
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you :)
@MortalShores
@MortalShores Жыл бұрын
You have hands down the best documentation, example level setup, video tutorials, and an all around incredible product. Thank you!
@fuzzlabinteractive
@fuzzlabinteractive Жыл бұрын
Woohoo!
@jbhop904
@jbhop904 Жыл бұрын
YESSSS
@Kor3Gaming_Ghost
@Kor3Gaming_Ghost 8 ай бұрын
so i own oceanology & fluid flux, But am gonna pick this one up cause it look so good
@AndrasKetzer
@AndrasKetzer 8 ай бұрын
Thanks for giving ninja a try! You could download a copy for testing at the community server: discord.gg/rgEtwua2tu + start learning here: kzbin.info/www/bejne/rInEnZmIdtOLl80
@georgekrug4594
@georgekrug4594 Жыл бұрын
OMG -cute Goodmorning :0
@alan112223
@alan112223 Жыл бұрын
holy sht! i'm going to buy it
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! Try the free Student Version first, available at the community server: discord.gg/rgEtwua2tu 🤓
@alan112223
@alan112223 Жыл бұрын
@@AndrasKetzer thanks man!
@albertoUnreal
@albertoUnreal Жыл бұрын
My fucking life andras, I remember moths ago to see it in dev forums, I need that!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks! Rivers is already available - currently the "avalanche" package is the making!
@arnoldsoko
@arnoldsoko Жыл бұрын
🙌🏿🙌🏿🙌🏿💪🏿
@mrhmakes
@mrhmakes Жыл бұрын
mouth-watering stuff! BTW what is the best way to mask water from a hollow mesh e.g. like a row boat?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! Multiple ways to do this - eg. use threshold cut inverse density to mask: opacity, roughness and absorption
@mrhmakes
@mrhmakes Жыл бұрын
@@AndrasKetzer would that be the method (static texture as collision mask) that you recommend here kzbin.info/www/bejne/rGnHYXaXobFspaM
@GameDevAraz
@GameDevAraz Жыл бұрын
Future of games can be awesome
@Redheadtama1
@Redheadtama1 Жыл бұрын
@Andras Ketzer Do you work on this alone? I am just curious because from a programming/project management background it is amazing how much a single person can accomplish, sometimes more than a team of developers.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! Recently, I have been joined by two fellow developers. Greg and Tyler are focusing on a future project - so, NinjaLive remains my baby :)))
@olivpron1
@olivpron1 Жыл бұрын
This is gorgeous ! can it be used just for cinematic purpose ?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! Yes, both Sequencer and MovieRenderQueue supported!
@bigdwarffrosta7877
@bigdwarffrosta7877 Жыл бұрын
hey would it be possible to do thunder that explodes on the ground with this kind of plugin? Also could there be an interaction with like fire and ice where fire melts the ice in realtime?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
hi! ninja is fluidsim --- thunder and ice are out of range. Fire, smoke, clouds, water: OK
@KHos73
@KHos73 Жыл бұрын
So cool, will this work ok with a GTX 2060 3gb card ok? is it heavy on performance?
@user-sq9xi6pz3l
@user-sq9xi6pz3l 5 ай бұрын
thank you very much. I couldn't figure out this plugin for a long time. I watched a lot of lessons. But I didn't understand anything there. Your lesson is the first in which much has become clear. I will continue to study it in several stages. But I need to figure out if the balloons can be turned into ships that float on the river. that is, how do I change their movement and animation and insert another mesh?
@AndrasKetzer
@AndrasKetzer 5 ай бұрын
Thanks for reaching out! This all-in-one tutorial is essential: explains how to make meshes interact with ninja: kzbin.info/www/bejne/rInEnZmIdtOLl80feature=shared - the video also hints: by adding hidden intercting elements to your ship (simple boxes) you could define the ideal "shape" where your ship body is generating ripples & foam
@originalShea550
@originalShea550 Жыл бұрын
Holy cow, this is amazing. It looks almost too good to be true! How taxing is this system? Is this feasible for videogames or will it take up too much of the GPUs attention? Is this possible in combination with procedual generation? How would a spline handle elevation? Can it slope downwards or is it tied to an X level/sea level? Are drop offs possible..? Is this system compatible with volumetric water; for example assume you had an exact replica of minecraft in UE5, where water interacts in real time with the enviorment, flows, etc. I assume this wouldnt be compatible as its a mesh? (genius use of having the actual simulation following the player rather than in the world for some cases, really really smart.) Also, thank you for answering, I know i asked alot of questions. Truly your work looks amazing!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Not too bad: Stage 3-5 in this demo runs 80-120 FPS on GTX 1080 - and above 340 FPS on RTX 3080. Stage 1-2 are more demanding - around 240 FPS on RTX 3080. Of course.: by switching off caustics and lowering sim resolution, it could be improved!
@originalShea550
@originalShea550 Жыл бұрын
@@AndrasKetzer I appologize! I updated my question before I saw your response, Thank you for answering! Thats truly quite amazing! So in an infinite spline, or procedual generation,the simulation is only following the player? What would happen if multiple players were in an area together with this plugin?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@originalShea550 ninja does not support multiplayer / not replicated
@originalShea550
@originalShea550 Жыл бұрын
@@AndrasKetzer Thanks for getting back to me! What an awesome system either way! absolutely mind blowing how cool that is.
@DonEsteban3D
@DonEsteban3D Жыл бұрын
For me, this whole fluidNinja reminds more of a tech demo/presentation. I understand it might be difficult and time consuming to learn that thing, but there is lack of any implementations tutorials-READY TO USE examples videos (ocean/ cool fire ) Or maybe I'm wrong? You should work on that, to grain more customers for your not so cheap product. btw maybe is there a way to pack this like unreal addon in future?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
In my opinion, ninja is ready to go: Microsoft games and Callisto Protocol are using it, and here is a all-in-one intro for beginners: kzbin.info/www/bejne/rInEnZmIdtOLl80
@dobrx6199
@dobrx6199 25 күн бұрын
This looks great! Which of thse types is the most perfomant for the river?
@AndrasKetzer
@AndrasKetzer 25 күн бұрын
Thanks for reaching out! - Performance is roughly the same for all river setups (~240 FPS on RTX 3080, UE 5.4). You could test it, see "Student Version" on the community server: discord.gg/rgEtwua2tu
@dobrx6199
@dobrx6199 25 күн бұрын
@@AndrasKetzer sounds good, thank you!
@lamsmiley1944
@lamsmiley1944 Жыл бұрын
It looks good, but I’d like to see variations in the speed of the flow of the water from the middle to the edge. The water on the riverbank isn’t going to flow as fast as the centre of the river. It would be great if you could set if up so there is a set amount of water flowing and the depth and width of the river determines the speed (that’s probably 5-10 years away).
@AndrasKetzer
@AndrasKetzer Жыл бұрын
(1) Ninja is using velocity fields - and this way: capable of handling the features, you are looking for. (2) on the other hand: we'd need distance fields to gather riverbank data - and DF is OPTIONAL under UE4 (off by default, and most users do not switch this on). (3) as a consequence: riverbanks are ignored, by default
@MxT333
@MxT333 4 ай бұрын
Cant seem to get the landscape material working on a partioned open world. - It works fine on a normal imported landscape. but im not sure why the tag doesnt work on a landscape thats imported heightmap using the open world feature doesnt work. If I have a lot of landscapes in my world it eats up a lot of ram. but if set up using the landscape ue5 documentation you can get big maps loaded in sections. Then just setting the output material to multilayer (ie sand) to the whole landscape. Is there maybe a limit to the size of landscape or how its created?
@AndrasKetzer
@AndrasKetzer 4 ай бұрын
Thanks for reaching out! Your conclusion is correct: ninja does not work with World Partition. To discuss the case and learn about the workaround, you could join the community server (discord.gg/rgEtwua2tu) or email me (andras dot ketzer at gmail)
@MxT333
@MxT333 4 ай бұрын
@@AndrasKetzer Thank you for your reply. Will join to figure out a work around. Would the same apply for voxel world or procedurally generated landscapes?
@dooncee
@dooncee Жыл бұрын
Azta és paszta! Csak ámulok!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Köszönjük, és üdvözlet az összes magyarisztáni számítógépesnek :)
@UnrealEngineLearn
@UnrealEngineLearn Жыл бұрын
“If you can't explain it to a six year old, you don't understand it yourself.” This about sums up the entirety of this product suite.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
🤣 my 5 yrs old is aware of the fact: we are doing some kind of "puddleblast", and sand occasionally
@chipimus9188
@chipimus9188 Жыл бұрын
does the river spline flow nicely into the ocean system for fluidninja live?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
In case a splinemesh and a large planar surface use the same material: blend nicely. In case they use separate mats: users need to manually tweak the intersection to make it look nice
@DeltaZavr.
@DeltaZavr. Жыл бұрын
It possible to use on mobile, for example , on top-down game ? or only on top hardware?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Ninja is scalable - could be crunched down to average mobiles: kzbin.info/www/bejne/qoDJqniEjpuKrZo
@rasenganmax3446
@rasenganmax3446 Жыл бұрын
I’m guessing with fluidninja live creating waterfalls with splash effects is easy at the end of the river when going off a cliff?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Hi! Waterfalls are not automatically geneated --- need manual setup, see this example: kzbin.info/www/bejne/rInEnZmIdtOLl80
@Offbeater
@Offbeater 10 ай бұрын
How can we add static meshes to react with the water..
@AndrasKetzer
@AndrasKetzer 10 ай бұрын
Hi! - This tutorial explains how to make objects (including StaticMeshes) interact with ninja: kzbin.info/www/bejne/rInEnZmIdtOLl80
@peter486
@peter486 Жыл бұрын
you are a real talent but honestly sometimes its hard to understand how to use your stuff.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thanks --- and a legit critique. This new all-in-one tutorial has been made to help you / picking up ninja basics: kzbin.info/www/bejne/rInEnZmIdtOLl80
@peter486
@peter486 5 ай бұрын
@@AndrasKetzer Thanks, buddy, a year later! :) My feedback revolves around my limited grasp of how you execute your incredible work. Unfortunately, delving into the coding aspects isn't feasible for me as I'm an artist juggling numerous considerations like UI, wordscale, art style,, creation of textures and models, game sounds, backstories, quests, quest areas, and even the construction of terrain. I constantly weigh in on factors such as whether animations need to be faster to combat a sluggish game feel. My critique essentially boils down to, "Hey, the water looks fantastic with the import instance - just tweak some values, and the job is sorted. i know you prob put down insaine ammout of hours to optimize, tweak and create new things.
@AndrasKetzer
@AndrasKetzer 5 ай бұрын
@@peter486 haha welcome back! - woo, managing the complete array of gamedev tasks must be heavy, congrats. In case you need help with vfx, join the community server: discord.gg/rgEtwua2tu
@drekenproductions
@drekenproductions Жыл бұрын
what key are you using to jump ahead?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
The X key ;)
@rulik006
@rulik006 Жыл бұрын
River underwater colour looking like pure emerald need to be more brownish realistic like in RDR2 and will be perfect
@CyberOakEMpiRE
@CyberOakEMpiRE Жыл бұрын
Hi, just purchased FuildNinjaLive!, i was wondering if you could make a tutorials on how to make a boat float and react to the noise generated by the fuild simulation. Thanks!
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you! I invite you to the community server where we could disuss your plan! discord.gg/rgEtwua2tu
@user-ix3mg4ux1i
@user-ix3mg4ux1i 3 ай бұрын
i have a question: like we all see the rocks are wet , how can i make the character clothes be wet? And after they exit the water (after some seconds ) the clothes become dry.Do u know how to make it? Would help me so mutch!Thks
@AndrasKetzer
@AndrasKetzer 3 ай бұрын
Thanks for reaching out! ---- (1) this is exactly, what you are looking for: a VERTEX PAINTER combined with ninja (kzbin.info/www/bejne/fH6zoJWepbGVa7M) ----- (2) in the project, I've simply applied a shiny ("wet") material on the rocks, no vertex painter included.
@wilismatrix9847
@wilismatrix9847 Жыл бұрын
I bought this asset but couldn't use it because it is too complex and there is no constructive tutorials on how to make the basic things like river, waterfall, lake and ocean. The documentation also doesn't explain how to make them, only show cases and breakdowns. Too bad, this asset have a lot of potential but since it is too complicated to be used and need a lot of time and digging to understand how to use it, I decided to use the Flux plugin because it is way more simpler and its creator, made a step by step tutorials.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Hi! --- I am sorry to hear you are disappointed. Pls email me for refund (andras dot ketzer at gmail) and I could point you to helper materials (eg, Have you seen this all-in-one starter tutorial, with a step-by-step "how to make water bodies" part at the end? --- kzbin.info/www/bejne/rInEnZmIdtOLl80 )
@xTHHxAimiForevr
@xTHHxAimiForevr Жыл бұрын
how come whitewater works on objects like rocks and the player but not on the shoreline?
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Hi! Ninja interacts with "point like" objects: mesh pivots, bones. Large meshes - like the coastline - could be channelled to the sim via Distance Fields. But: distance fields is OPTIONAL under UE4 (off by default). So, for compatibility reasons: we do not use it. As soon as we leave the UE4 branch behind / make ninja excusively UE5: we will utilize distance fields.
@0fxeditz
@0fxeditz 10 ай бұрын
How can we change the normal for this water simulation I have tried but got no option to change the normal texture. That texture is just looks like panner node how can we get the solution...
@AndrasKetzer
@AndrasKetzer 10 ай бұрын
Thanks for reaching out! (1) ninja output materials use TWO sources to generate the final visuals (including normal): (A) sim buffers and (B) a pattern generator, built-in to the material. This video snippet explains how sim buffewrs are used: kzbin.info/www/bejne/rInEnZmIdtOLl80 --- and this snippet explains the pattern generator: kzbin.info/www/bejne/iWbRZoemmZZ6odE --- (2) normals could be adjusted SEPARATELY for the buffers (in the outmat /Normals section) and and for the non-interactive patterns (in the outmat /Tilemap /Normal section)
@0fxeditz
@0fxeditz 10 ай бұрын
But that is pre generated moving buffer but I wanted to add or manage my normal like I wanted to create the waves over the water. I don't want to make a round circle just getting round for infinity 😞
@AndrasKetzer
@AndrasKetzer 10 ай бұрын
@@0fxeditz ninja generates normal, refraction, opacity... etc from grayscale density data - both for the interactive, finite sim and for the non-interactive, infinite tile pattern. For the tile-pattern: the grayscale map is user defined. In case you'd like to add a specific normal map instead: the "WorldSpace Generic" basematerial could be modified accordingly (/Outputmaterials /Basematerials)
@merion297
@merion297 Жыл бұрын
Szia! Volna kedved hozzá, hogy együtt kifejlesszük az RTX-nélküli közel-realisztikus refrakciót? Ez akkor érdekes, amikor a karakter vagy egy tárgy félig vagy egészen belemerül a viszonylag csendes vízben (de a kamera a víz fölött van, persze). A heves hullámok, mint ennél a sekély pataknál is a videó elején, vagy egy túl mély víztest esetében, mint amilyen egy tenger, ezek elfedik a dolgot. Összeraktam egy know-how-t, egy matematikai-logikai lépéssort, de nekem se programozási tudásom, se hardverem nincs hozzá, hogy magam próbálkozzam vele. Írnék emailt, ha oké.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Köszönöm az ajánlatot! --- Ilyenre mindenképp szükség lenne (tinyurl.com/25uvw536) amikor a kamera félig a víz alá merül ("'waterline meniscus") --- 2023 júniusig már meg van a tennivalók listája - utána szeretném elővenni! Ha gondolod, írj: andras dot ketzer at gmail
@user-tk1vu2lx9v
@user-tk1vu2lx9v Жыл бұрын
szia! magyarul nem készül el a tutorialod? nem semmi vized van gratulálok :D alakuló programozó társaságoknak nem tudsz kedvezménnyel szolgálni? :D vagy esetleg hitelezés vagy valami bartel? :D
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Köszönöm! Ingyenesen letölthetitek a közösségi szerveren: discord.gg/rgEtwua2tu
@user-tk1vu2lx9v
@user-tk1vu2lx9v Жыл бұрын
@@AndrasKetzer szuper köszönjük :)
@justinnixon5823
@justinnixon5823 Жыл бұрын
Hello beautiful person
@peter486
@peter486 Жыл бұрын
s, make it bullset proof how people can intergrade this into projects.
@UnrealEnginecode
@UnrealEnginecode Жыл бұрын
the water looks cloudy when i look closely
@AndrasKetzer
@AndrasKetzer Жыл бұрын
I am sorry about that :)
@UnrealEnginecode
@UnrealEnginecode Жыл бұрын
@@AndrasKetzer so you're not going to do any updates for this? the water is blurry when viewed up close . In fps shooter games, does the player have to see this
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@UnrealEnginecode Check this: kzbin.info/www/bejne/fXzFfKFtjc1_ba8
@divibs5371
@divibs5371 Жыл бұрын
30 min tutorial that I didnt understand. please if you're making tutorials just go straight to the point like this 1. "How to use spline generator and turn in to water and use it in your own project" this gone be done in 5min video 2. " Add collision to water" can be done in 5min video! its make it more easier for us to understand! If you also did something like this in your previous tutorials we will automatically learn the logic on how to use ninjalive. Not like "go to manual chapter 29.3 then after reading thhat chapter theres another chapter " go to chapter 23" and so on. I just want to learn how to use fluisim not the portal/vfx thing .
@AndrasKetzer
@AndrasKetzer Жыл бұрын
Thank you for the critical feedback! --- what is your opinion on this one? ----> kzbin.info/www/bejne/rInEnZmIdtOLl80
@BULLAKI
@BULLAKI Жыл бұрын
With UE5.1, just opened the level and checked the same bit you are describing at 16:30. Little balls do not interact with the rocks. The water looks fake to be honest. You should get to the point. You can't expect people to go through 20-30 hours of tutorials.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
In case you have specific technical questions: you are welcome to the community server: discord.gg/rgEtwua2tu (eg: we could explain how GPU mesh particles could interact with the rocks)
@BULLAKI
@BULLAKI Жыл бұрын
@@AndrasKetzer The entire material you've recorded is an absolute mess. Instead of illustrating what you've done, why don't you record a bunch of videos on how to do something from start to finish? Massive waste of time and money.
@BULLAKI
@BULLAKI Жыл бұрын
It's unbeliavable. I'm leaving a bad review on the marketplace.
@AndrasKetzer
@AndrasKetzer Жыл бұрын
@@BULLAKI 1. You are welcome to discord, so we could help you. 2. This video is made to introduce new users to basic concepts - also demostrating how to do fx from scratch: kzbin.info/www/bejne/rInEnZmIdtOLl80 -- 3. In case you are not using discord, you could email me: andras dot ketzer at gmail
@user-zs9yt2xm8g
@user-zs9yt2xm8g 8 ай бұрын
I'm begging you to do some dumb tutorials, okay? Is to tell others how to copy your simulated object to other people's card use, do not need to introduce so many principles and content, no one can remember, so that your plug-in will be more popular. For example, I copied the water and the third person characters and red N to other levels in your scene, and found that there was no simulation effect of water, which was very troublesome
@AndrasKetzer
@AndrasKetzer 8 ай бұрын
Thanks for reaching out! In case you have a specific technical question: we could discuss that at the community server, or by email: andras dot ketzer at gmail - until then, this all-in-one introductory tutorial is recommended, to grasp the basic concepts: kzbin.info/www/bejne/rInEnZmIdtOLl80feature=shared
@FPChris
@FPChris 2 ай бұрын
Yep. The whole point in buying a plugin is to use it. Immediately. Like Ultra Dynamic Sky you just drop in a blueprint. Done.
@user-rc6tn2cz5p
@user-rc6tn2cz5p 3 ай бұрын
That not tutorial just Showcase all Showcase on your video , Tutorial is make a Project fiLe bro
@AndrasKetzer
@AndrasKetzer 3 ай бұрын
Recommended starter tutorial, including "making fx from scratch": kzbin.info/aero/PLVCUepYV6TvPYbofpEf_ghznfihM-yt-B&feature=shared
@chapacubraelderscrollsonli3491
@chapacubraelderscrollsonli3491 5 ай бұрын
You call this a tutorial? This is a showcase of the rivers! I don't know what's wrong with these people... Even their "manuals", are so unnecessary complicated, like they write them for people who already know everything about their product. Make a video STEP BY STEP man! From dragging the river BP to the world to completing a river. I mean, OMG!!!
@AndrasKetzer
@AndrasKetzer 5 ай бұрын
chapa, this video is meant as an ADDITION for the "Introduction to ninja" tutorial - which contains a step-by-step guide on setting up basic water: kzbin.info/www/bejne/rInEnZmIdtOLl80 ---- you could also reach out for help, at the community server: discord.gg/rgEtwua2tu
@P_Luke_12345
@P_Luke_12345 Жыл бұрын
Do you think there's a way to sync this from the server to the clients, so both players see the same or is the randomness nontransferable downstream?
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