"Blendable Location" options on post process materials are changed with UE 5.4 You can use "Scene color after DOF" option with translucent particles to make it work
Wow. The last one make me think of making a game where the main character have mental disorders. Or some game about soldier with PTSD/ concussions/shell shock but not using just blured desaturated effect with vignette. Thank you for keep me inspired)
Wow, all these examples look so awesome! I’m continually amazed at how many uses particles can have. Do you have any suggestions on how to learn more about creating custom Niagara modules? The Unreal documentation is practically nonexistent and I haven’t really found any good tutorials online for understanding the basics.
Hi! Thanks. Yeah Niagara is amazing. Regarding custom modules, hmm no I don't have a specific resource in mind. What you're looking for is sadly a bit scattered across TH-cam, mostly coming from UnrealEngine YT channel tho: you won't find a specific 'Custom Modules' tutorial but Epic plenty of Niagara-related videos where you can pick up bits here and there. Although, Custom Modules are really straightforward for the most part and you should be able to figure out most of it on your hand by getting your hands dirty. Give it a spin and feel free to dissect the many Niagara examples available (from the official Examples Content you can find on the marketplace). Hope that helped, cheers
Brilliant! Do you think using this we can make Gaussian Splats for a scene in unreal then use this Gsplats info to have a lightweight scene? I mean, using cameras we do this in real life by taking a point cloud from images? Im pretty sure this would be amazing and very doable
@@ghislaingirardot thank you for your answer, sure this is what I meant, i dont mean displaying gsplats, I mean the opposite, generating gsplats from the rendered scene, but instead of in real life we would use a camera, here we can just scan the rendered scene and we get much more efficient gsplats than in real life, I dont know if I misunderstood you or the other way around 😅 anyways if what you meant by another way is this fro generating gsplats? Or displaying them? If its for generating I am very much interested
@@Ksj392os7 oh I see, my bad. I'm probably not the best person to ask. GSplat alone, I know it made a huge buzz not so long ago, but I barely paid attention to it tbh, so my knowledge is definitely lacking here :D
Ty for joining in! The FX_Syst_GBuffer_04 has a 'GetScaleFromDepth' Dynamic input script used in its 'ScaleSpriteSize' module which makes use of Time. You may want to expose a float there and multiply Time with it to control the speed. Hope it helped
@@ghislaingirardot Thank you, yes It worked, If I can ask a follow up question it would be if there was a way to have the particles go dark at a certain depth
Cool video, I was testing out Niagara's Gbuffer but for some reason the particle color is not showing up after putting on a post process material. I think I have the same setup as you any idea why?
@@canliferous Do you at least see particles when the post process material isn't applied? Also maybe try disabling depth test in your particles' translucent material & make sure it's rendered after DOF
@@ghislaingirardot I can see the particles, the translucency pass is after DOF and the disable depth test is greyed out. I am using unreal 5.1 don't know if that makes a difference
"Blendable Location" options on post process materials are changed with UE 5.4 You can use "Scene color after DOF" option with translucent particles to make it work
Great Lesson! Thank you very much!
Simply, spectacular, very much appreciated for all the extra work on setting the visualizations ♥
Thank you for the kind feedback 🥰
Wow. The last one make me think of making a game where the main character have mental disorders. Or some game about soldier with PTSD/ concussions/shell shock but not using just blured desaturated effect with vignette. Thank you for keep me inspired)
What? Only 10 minutes? Is this my chance to fully understand a tutorial from Ghislain Girardot?
I've been waiting a long time for this!
Gotta keep it simple sometimes 😅 (or at least try)
Wow, all these examples look so awesome! I’m continually amazed at how many uses particles can have. Do you have any suggestions on how to learn more about creating custom Niagara modules? The Unreal documentation is practically nonexistent and I haven’t really found any good tutorials online for understanding the basics.
Hi! Thanks. Yeah Niagara is amazing. Regarding custom modules, hmm no I don't have a specific resource in mind. What you're looking for is sadly a bit scattered across TH-cam, mostly coming from UnrealEngine YT channel tho: you won't find a specific 'Custom Modules' tutorial but Epic plenty of Niagara-related videos where you can pick up bits here and there. Although, Custom Modules are really straightforward for the most part and you should be able to figure out most of it on your hand by getting your hands dirty. Give it a spin and feel free to dissect the many Niagara examples available (from the official Examples Content you can find on the marketplace). Hope that helped, cheers
Very high level stuff
Could you use this for a video feedback / after image style post processing effect?
Amazing!
Brilliant! Do you think using this we can make Gaussian Splats for a scene in unreal then use this Gsplats info to have a lightweight scene? I mean, using cameras we do this in real life by taking a point cloud from images? Im pretty sure this would be amazing and very doable
Not really, using the GBuffer means the scene must be rendered first anyway, so definitely not lightweight. GSplat is doable but not that way.
@@ghislaingirardot thank you for your answer, sure this is what I meant, i dont mean displaying gsplats, I mean the opposite, generating gsplats from the rendered scene, but instead of in real life we would use a camera, here we can just scan the rendered scene and we get much more efficient gsplats than in real life, I dont know if I misunderstood you or the other way around 😅 anyways if what you meant by another way is this fro generating gsplats? Or displaying them? If its for generating I am very much interested
@@Ksj392os7 oh I see, my bad. I'm probably not the best person to ask. GSplat alone, I know it made a huge buzz not so long ago, but I barely paid attention to it tbh, so my knowledge is definitely lacking here :D
Hey amazing effects, subscribed to your patron! However I have a question! How can I control the speed of the sonar effect?
Ty for joining in! The FX_Syst_GBuffer_04 has a 'GetScaleFromDepth' Dynamic input script used in its 'ScaleSpriteSize' module which makes use of Time. You may want to expose a float there and multiply Time with it to control the speed. Hope it helped
@@ghislaingirardot Thank you, yes It worked, If I can ask a follow up question it would be if there was a way to have the particles go dark at a certain depth
@@MadMax-mw3og Use the 'Depth' output variable remapped to a 0-1 range to lerp between white and black
@@ghislaingirardot Thank you
Cool video, I was testing out Niagara's Gbuffer but for some reason the particle color is not showing up after putting on a post process material. I think I have the same setup as you any idea why?
Hey! Could be a number of reasons. I'd first check your Post Process Material is rendered *before* translucency like I showed at 4:40
@@ghislaingirardot I do have it set to Before Translucency which is why I'm confused with it
@@canliferous Do you at least see particles when the post process material isn't applied? Also maybe try disabling depth test in your particles' translucent material & make sure it's rendered after DOF
@@ghislaingirardot I can see the particles, the translucency pass is after DOF and the disable depth test is greyed out. I am using unreal 5.1 don't know if that makes a difference
@@canliferous This video was shot in 5.1. Works the same in 5.2. Anyway, depth test being greyed out suggests you're not using a translucent material.
hmmm the post processing just turns my viewport black, nothing visible. not sure what i'm doing wrong
Double check that your post process material is rendered before translucency
im getting kinda mad that i cant just remake it, cause nodes wasnt explained