this is perfect for what ive been trying to do. im trying to give my character a stylized flame head, and i found a way in blender with metaballs that looked perfect, but then found that baking the animation in blender caused it to no longer be dynamic. but this fixes all that. Thx!
@ChrixB Жыл бұрын
Beginner Tutorial ?! Wow, that is the most advanced Niagara particle I ever saw, I only understand the fountain emitter haha. I would like to know more about the custom HLSL code, which seems to be very powerful. Thanks for sharing it's really amazing what we can do with Niagara now!
@EnriqueVenturaGames Жыл бұрын
Understanding the fountain is good enough for now! No worries, I'll make a followup to this tutorial where we'll customize some of these functions
@Zarosian_IceАй бұрын
Wow, coming from blender i wanted to do some water particles and got a bit sad i couldn't get it to work till my brain got some wrinkles and remembered about metaballs in blender :D Happy to see they're a thing in ue5 as well (:
@stefevr11 ай бұрын
Thanks so much for taking the time for making this, very to the point and super useful
@aurelianobuendia24 Жыл бұрын
Where is the part 2 ? I want to map the age of every particle to the color. Or i want to have it more than one color, im trying but i can seem to get the camara work nice
@next1291 Жыл бұрын
Hey i have a question: so the bounding grid volume, is casting some kind of distancefield/occlusion for me. - is there a way to get rid of that effect? :)
@syno3608 Жыл бұрын
Thank thank thank you
@EnriqueVenturaGames Жыл бұрын
Thank you too!
@azamatgasimov2520 Жыл бұрын
Thanks for the tutorial! Do you think there is a way to attach/lock a static texture to SDF particles? When I assign texture to a material M_WaterSDF, it works like a camera projection. Thanks!
@PeterFearVFX Жыл бұрын
looks great, but still our Niagara fluids optimised enough for gameplay yet. They used to be really heavy, even for simple stuff
@EnriqueVenturaGames Жыл бұрын
Thanks! You're not wrong, I think they are still usable in cinematics and for very specific (and controlled) gameplay effects. For anything heavy I would still recommend baking the effect into a sprite sheet texture.
@nodelayfordays8083 Жыл бұрын
@@EnriqueVenturaGames Maybe you can make a video on how to bake fluid sims for use?
@EnriqueVenturaGames Жыл бұрын
@@nodelayfordays8083 Sure! It is a lot easier these days, but I'll make a short video about it! (working on another one ATM, and also pretty busy with work, but I'll get to it soon!)
@TheFlyingEpergne5 ай бұрын
thanks for this (: is there a way to make this work with collisions?
@EnriqueVenturaGames4 ай бұрын
They should work with regular static geo collisions without any extra work. I recently posted a video on how to do inter particle collisions, if that is what you were looking for :)
@namesurname6244 ай бұрын
How performant is this?
@aresagathos2075 Жыл бұрын
Why don't you use Custom Scratch Pad Modules, prefering to type the math directly onto the emitter?
@EnriqueVenturaGames Жыл бұрын
I've done scratch pads in other tutorials, and once I come back to metaballs in the future I'll probably do it again. In this one I wanted to keep it more beginner friendly, that is why :)
@aresagathos2075 Жыл бұрын
@@EnriqueVenturaGames Looking forward to more amazing and inspiring effects.
@fizzandfur423710 ай бұрын
For some reason I can't get my fluid to be transparent at all, only opaque :(
@EnriqueVenturaGames10 ай бұрын
Double check the blend mode on the material! :)
@MadMax-mw3og Жыл бұрын
Could these particles use physics collision
@EnriqueVenturaGames Жыл бұрын
They can! Just add a collision module in Niagara (distance fields work best)