FluidNinja VFX Tools 1.6 - Volume Smoke

แชร์
ฝัง
  • เผยแพร่เมื่อ 29 ก.ย. 2024

ความคิดเห็น • 93

  • @ORTyOW
    @ORTyOW 2 ปีที่แล้ว +7

    We are so lucky to be alive having this kind of genius tools for free! Thank you!!!

  • @bravokevin8473
    @bravokevin8473 ปีที่แล้ว +2

    You are a magician

  • @design_ref4215
    @design_ref4215 2 ปีที่แล้ว

    How can I see these volumes in viewport or animation sequencer renderng not only in game mode?

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว

      The volumetric flipbook player is simply a texture-reader material --- so, it should work with MovieRenderQueue (and params could be controlled via Sequencer, if exposed)

  • @mhd112211
    @mhd112211 2 ปีที่แล้ว

    I'm trying to bake these but it either crashes or gives empty materials, I really like to use these but I can't...

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว

      Darius, thanks for reaching out!
      Could you pls answer a few questions and email me at andras dot ketzer at gmail dot com? ---> 1. Your UE version, 2. your ninja version, 3. merged or non-merged, 4. any specifix output log, message log or crash log message / or on screen msg?

  • @makoado6010
    @makoado6010 3 ปีที่แล้ว +1

    hova lett a hunglish akcentus? :D

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +4

      a reggeli tea+biscuits kombo megtette a hatását :))

  • @king124kine
    @king124kine 3 ปีที่แล้ว

    Are these all 2D or is there a way to do 3D?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      Ninja core is 2D - and it could drive 3D particle arrays and 3D true volumetrics, like in this video.

  • @nierautomata9654
    @nierautomata9654 3 ปีที่แล้ว

    Hello, got a question, whats the difference between fluid ninja vfx tools and fluid ninja live?? Like which of them can specifically be used for game development? I would need to know before i decide which one to purchase 😅 im new to developing games though and just rely on blueprints. I really like the smoky effects you have but i do not know which one to purchase..thank you 🙏

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      NINJATOOLS vs NINJALIVE
      Both FluidNinja projects are focusing on fluid simulation inside UE. FluidNinja LIVE is for responsive, real time, interactive fluidsim. FluidNinja VFX TOOLS is for baked, non-responsive fluidsim. The same visual aesthetics could be achieved with both projects - the main difference is, that TOOLS runs "standalone" (it is an editor tool to generate game assets, it is NOT running together with the game) and it is optimised to BAKE fluidsim to simple, looped sequences and materials that play these sequences (that could be used in the game) - while LIVE is a dynamic fluidsim (non-baked, runs together with the game), that could be placed in large numbers IN THE GAME, and it is creating real time interactive fluidsim. TOOLS and LIVE could be used separately, or combined. For example: having a church interior with hundreds of candles definitely needs a baked solution - while having a flaming ball on the player character's hand or making a portal that interacts with the player might need a responsive sim solution. For more details, pls have a looks at the manuals and tutorial videos linked at the project homepages:
      www.unrealengine.com/marketplace/en-US/product/fluidninja-live
      www.unrealengine.com/marketplace/en-US/product/fluidninja-vfx-tools

    • @nierautomata9654
      @nierautomata9654 3 ปีที่แล้ว +1

      @@AndrasKetzer thanks! Well i just purchased the Fluid Ninja VFX tools i think i can make a great use of this for my game thank you 🙏

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      @@nierautomata9654 thank you!

    • @nierautomata9654
      @nierautomata9654 3 ปีที่แล้ว

      @@AndrasKetzer i tried making an effect on my scene using FluidNinja tools you can check here if you want to :) -- th-cam.com/video/vMDP6nu7Qo8/w-d-xo.html Im just curious is it possible to attach this effect on a mesh ? like can I attach a smoke effect on my sword weapon ? or it is only possible if using FluidNinja Live ?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      @@nierautomata9654seen your vid: nice, simple usage! Attaching: NinjaTools produces flipbooks - and materials that play these flipbooks- and the player materials are regular UE materials, could be applyed on/to ANYTHING - (a) meshes, (b) particles, (c) volumes - and these (abc) could be attached to a character the same way as you would attach a weapon. Check the tutorial vids and level-placed exaples demonstrating the usage of flipbookplayer materials!

  • @ferlaur113
    @ferlaur113 2 ปีที่แล้ว

    Please stop moving your camera every 10 frames, it's annoying not being able to see in details your scenes!

  • @TypesOfFriends
    @TypesOfFriends ปีที่แล้ว +1

    How to make the volume react to more than one point light?

    • @AndrasKetzer
      @AndrasKetzer  ปีที่แล้ว +1

      Hi! --- Ninja features three kind of Volumetrics: Fog, Smoke and Clouds (See Manual Chapter 22 for details) ----- FOG supports multiple lightsources - SMOKE and CLOUDS do not.

    • @TypesOfFriends
      @TypesOfFriends ปีที่แล้ว

      @@AndrasKetzer thank you very much! ;)

  • @lebenin3604
    @lebenin3604 2 ปีที่แล้ว +6

    I seeing this and still cannot wrap my head around it, that it's realtime. Hats off to you. A truly marvelous work. #UnrealEngine #Vfx #Realtime

  • @Helgrind44
    @Helgrind44 ปีที่แล้ว

    When I attach a BP_VolumeSmokeContainer to another actor, it doesn't keep it's initial location, it's set at 0,0,0 relative to that transform.
    Any way to fix that?

    • @AndrasKetzer
      @AndrasKetzer  ปีที่แล้ว

      Josuke hi! I would expect an an attached container to follow its parent. Could you provide me with the details, please? Email me: andras dot ketzer at gmail

  • @ericwilkinson2188
    @ericwilkinson2188 ปีที่แล้ว

    My brain just doesn't get it.............. I really wish he would just show the steps without going into great details about each setup along the way cause it's just insanely confusing. For example. Tutorial on volume smoke, bring in the nodes, show each checkbox checked and mats used, and they end. Then afterward go into details about why you set it up this way and what this setup would be good for. Right now it's just not intuitive for any artist to create with.

    • @AndrasKetzer
      @AndrasKetzer  ปีที่แล้ว

      Thanks for reaching out Eric! NinjaTools is really just an advanced flipbook player: drag the VolumeSmoke BP on level, and select a flipbook to play. Optionally, you could adjust the material instance, to switch between different modes (eg. Lit/Unlit). Hope this helps!

  • @featheredmusic
    @featheredmusic 3 ปีที่แล้ว +5

    Super! Can't wait to try these new features out!

  • @peter486
    @peter486 2 ปีที่แล้ว

    its to clunky made i dont even know how to use it lol

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว

      Have a look at the "how to use" PDF (manual) and the 25 episodes "how to use" videos (tutorials), all linked at the project homepage. These will surely help you to figure out: how to use

  • @dblackout1107
    @dblackout1107 3 ปีที่แล้ว +2

    Just plain outstanding. The ambiance that could be produced from a small fry developer with your tools are motivating enough to get me fully into game development. Started a few days ago learning the basic ropes of navigating Unreal. Thanks so much for what you do.

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      Thank you Dan! You could (1) pick up more know-how and (2) test the free Student Version of NinjaLive at the community server: discord.gg/rgEtwua2tu

  • @wizzenberry
    @wizzenberry ปีที่แล้ว

    plz do a tutorial explaining some of the concepts for someone with no experience in game design but a degree in computing lol, this is amazing work really it. a video on alpha would be great how you handle it. from what i understand since deferred rendering the lighting must be done twice, thus making transparencies a bit of a bugger. hell what do i know you are the expert. also some of your things do the oh speedtree (facecamera)#oblivion, how do you sort between multiple instances of this happening and how do you blend them? the fire it was used

  • @1voice1man
    @1voice1man 3 ปีที่แล้ว +2

    I'm about to buy this, but I have two questions, do you support UE5?
    Also, what is the difference between FluidNinja Live and VFX tools? Does VFX tools not support water/fluid sim?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +5

      Thanks for considering ninja as a dev tool!
      (1) Currenly both NinjaLive and NinjaTools are (partially) broken under UE5 - as a consequence of two engine-level bugs (both reported to EPIC). You could read more about this in the NinjaLive Manual, Chapter4.
      (2) SET TOPIC: NINJATOOLS vs NINJALIVE
      Both FluidNinja projects are focusing on fluid simulation inside UE. FluidNinja LIVE is for responsive, real time, interactive fluidsim. FluidNinja VFX TOOLS is for baked, non-responsive fluidsim. The same visual aesthetics could be achieved with both projects - the main difference is, that TOOLS runs "standalone" (it is an editor tool to generate game assets, it is NOT running together with the game) and it is optimised to BAKE fluidsim to simple, looped sequences and materials that play these sequences (that could be used in the game) - while LIVE is a dynamic fluidsim (non-baked, runs together with the game), that could be placed in large numbers IN THE GAME, and it is creating real time interactive fluidsim. TOOLS and LIVE could be used separately, or combined. For example: having a church interior with hundreds of candles definitely needs a baked solution - while having a flaming ball on the player character's hand or making a portal that interacts with the player might need a responsive sim solution. For more details, pls have a looks at the manuals and tutorial videos linked at the project homepages:
      www.unrealengine.com/marketplace/en-US/product/fluidninja-live
      www.unrealengine.com/marketplace/en-US/product/fluidninja-vfx-tools

    • @1voice1man
      @1voice1man 3 ปีที่แล้ว

      @@AndrasKetzer Wow thank you so much for all this info and such a quick reply! You're a lifesaver! I will be picking up the VFX tools since I won't need the live version quite yet. I'll try it out in UE5 and if I need to go back to UE4 that's fine.
      Upon use, if I need help trouble shooting anything (I probably won't have any issues), what is the best way to reach you for support?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      @@1voice1man thanks! I have created a new version from NinjaTools, that is FULLY UE5 compatible. Will be up on the marketplace in 48 hours, versioned as 1.7 -- pls wait for this one before starting the UE5 experiments! Thx

  • @thomashawkebuffler2944
    @thomashawkebuffler2944 2 ปีที่แล้ว +1

    Hi, I wanted to ask is there any example that I could use for like smoke that can be moved around and it stays behind in the world, I checked the examples for niagara smoke but when you move the system the particles move with it?
    Thanks!

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว +1

      Hi THB, we are talking under a NinjaTOOLS video. NTools is baking fluidsim - and baked sim is not interactive (not lagging behind). For responsive / non-baked fluidsim, see NinjaLIVE

  • @NatesPlayzGamez
    @NatesPlayzGamez 2 ปีที่แล้ว

    ive never simultaneously understood something but also had absolutely no clue what is going on....until this :D :D

  • @Leader-uq5im
    @Leader-uq5im ปีที่แล้ว +1

    This is amazing. really triple A quality. and very clear too.

  • @penguinrapper6896
    @penguinrapper6896 ปีที่แล้ว

    I love the potential of this tool but i still cant figure out how to add this to my own project.

    • @AndrasKetzer
      @AndrasKetzer  ปีที่แล้ว

      Thanks! Please have a look at Manual Chapter 3: "Connect Ninja to your project" --- explained in deatils!

    • @penguinrapper6896
      @penguinrapper6896 ปีที่แล้ว +1

      @@AndrasKetzer Thanks alot. I did go through the manual. Just a suggestion, that is wud it be possible for u to upload a video specifically on how to add these fogs and other presets or custom presets to their own projects like migrating and importing them.

    • @AndrasKetzer
      @AndrasKetzer  ปีที่แล้ว

      @@penguinrapper6896 thanks for the advice: will do!

  • @AlessandroSchiassi
    @AlessandroSchiassi 3 ปีที่แล้ว +1

    Everything is great... except the volume of the audio, way too low!

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      3D volume or Audio volume: I had to choose which way to go ;)

  • @loxtata5304
    @loxtata5304 3 ปีที่แล้ว +1

    Such as( FluidNinjaLive > NinjaLive_Level22 > Container2_FloorMist ) , how to make it like volume fog or niagara ?and how to use it in bigger
    Scenes but hide texture repetition? or any way to accomplish it? I want to use this plugin in my project, but I can’t find a related tutorial . thanks . >

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      Iox, thanks for reaching out!
      (1) Please have a look at Usecase_VolumeFog level Stage3 in the NinjaTools Project: does exactly what you need (See: th-cam.com/video/NM56UvAySbc/w-d-xo.html)
      (2) This video explains both (A) using VolumeFog and (B) how to TILE baked simulations.
      th-cam.com/video/NM56UvAySbc/w-d-xo.html
      (3) Manual, Chapter 22 and 22.4 specifically is also dedicated to this topic.

    • @loxtata5304
      @loxtata5304 3 ปีที่แล้ว

      @@AndrasKetzer Thanks for help ! :D (FluidNinjaLive > NinjaLive_Level22 > Container2_FloorMist )

  • @MSE7EN
    @MSE7EN 2 ปีที่แล้ว +1

    This is truly incredible! I'm planning on creating a sim for tire smoke during a burn out. This will definitely make that far easier to achieve! I wish I found out about this sooner

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว

      Thank you! Usecase 5 "Vehicle Trails" might be a good start! -- th-cam.com/video/LKzLv6yvN8U/w-d-xo.html

    • @MSE7EN
      @MSE7EN 2 ปีที่แล้ว +1

      @@AndrasKetzer Ooh yes that is great! I was wondering if I could maybe try the volume smoke one as I am looking to try and get a result similar to this video here at 3:00 - th-cam.com/video/JhdRv3KNHXA/w-d-xo.html

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว

      @@MSE7EN yes, you could download ninja - free for testing - at the community discord: discord.gg/rgEtwua2tu

  • @enigmawstudios4130
    @enigmawstudios4130 2 ปีที่แล้ว +1

    This program is amazing!

  • @mariuszstanisawczyk8990
    @mariuszstanisawczyk8990 2 ปีที่แล้ว +1

    This is just superb! Excellent work

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว +1

      Thank you Mariusz 🖐😁

  • @booing__
    @booing__ ปีที่แล้ว

    how can one use the volume smoke conrtainer in sequencer? its working fine and well when played thru viewport but i wanna use it for film. any ideas/tips?
    thanks again for your time, lovely project

    • @AndrasKetzer
      @AndrasKetzer  ปีที่แล้ว +1

      Thank you! Volumesmoke Container is simply reading the output of the flipbook player - so, first, make sure the flipbookplayer works! (it should) --- use Usecases_VolumeSmoke Level / Stage 2 for testing!

    • @booing__
      @booing__ ปีที่แล้ว

      @@AndrasKetzer Thanks for the quick reply! I used your 3rd method in which i export the whole fluidninja project to my own so it should work fine as it is. Which component should i add to the sequencer for it to work? (if not the volumesmokecontainer) I'd like to use it without playing in viewport if possible :/

  • @Park3D
    @Park3D 2 ปีที่แล้ว

    I downloaded the free version of this and have been looking at the various setups that you have and it looks incredible, but I am pretty new to Unreal Engine and am mostly concerned about creating videos so use sequencer for all my projects. So far I can't find a way to have the flip books face the camera without using "Play" mode or getting the volumetric effects to work in Sequencer at all. Is this possible?

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว

      The "Movie Render Queue" feature (available since UE 4.26) - could render frames as if "it was playing" --- see description in the Manual of a sister project (FluidNinja LIVE) - Chapter 23: Sequencer & Movie Render Queue - LINK: tinyurl.com/2p82mub5

    • @Park3D
      @Park3D 2 ปีที่แล้ว +1

      @@AndrasKetzer Oh really, that's great I'll check it out. Thanks very much.

  • @kennethchoi4378
    @kennethchoi4378 3 ปีที่แล้ว

    Andras, I need Smoke, volume, cloud FXs mainly for cinematic usage in UE and not for games. Would you commend the Tools instead of live?
    Also I got your student version of live but have no idea on how to make some moving cloud effect of a scene of mine in UE. Is there a simple
    tutorial for a very very beginner to use your plugin?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      Kenneth, thanks for reaching out! Have a look at this vid, explaining how clouds could be driven by fluidsim: th-cam.com/video/C7mSXCOUQ5I/w-d-xo.html
      Considering your plans for cinematics: I suggest using Live. There are tuts for sequencer, MovieRenderQueue and Volumetrics. Pls check the manual and the related vids!

    • @enigmawstudios4130
      @enigmawstudios4130 2 ปีที่แล้ว +1

      @@AndrasKetzer Hi Andras, I JUST bought this tonight, and had the same question. It's there anyway for me to switch to the live version? Thank you

    • @AndrasKetzer
      @AndrasKetzer  2 ปีที่แล้ว +1

      @@enigmawstudios4130 thank you! Email or Discord me - will provide you w a copy of NinjaLive (no official way to "swap" the projects - you would need to ask for refund at epic, and re-purchase the other).

  • @ThomasChen-ur2gt
    @ThomasChen-ur2gt 3 ปีที่แล้ว

    mobile?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      Supported! See: twitter.com/FluidNinjaLIVE/status/1325574530027368448?s=19

  • @imvufunclub3293
    @imvufunclub3293 3 ปีที่แล้ว

    hi i want to buy these but i only wanna make animation..so can i use these tools for my animation project?

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      IMVU thanks for reaching out! I recommend NinjaLIVE for animation --- as (1) it could interact with moving objects / track bones and sockets (2) it could be animated using sequencer and (3) it could be rendered using UE 4.26 "Movie Render Queue" ---- NinjaTOOLS is optimized to bake fluidsim to loops and short snippets (like a torch-flame, or circling spell) and could be exported as PNG sequence - of course, if you need loops / snippets that you could use via composite method to match your animations, TOOLS might be a good fit, too.

    • @imvufunclub3293
      @imvufunclub3293 3 ปีที่แล้ว

      @@AndrasKetzer thanks a lot.can u give me link please

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      @@imvufunclub3293 pls have a look at the video description: both projects linked :)

    • @imvufunclub3293
      @imvufunclub3293 3 ปีที่แล้ว +1

      @@AndrasKetzer thnx a lot got it.

  • @GAMEBR0VIP2462
    @GAMEBR0VIP2462 3 ปีที่แล้ว

    i just bught the fluid ninja and would realy love to know how to make rivers and ponds with it as it seemed simple ut it is not lol

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      Thank you for giving ninja a try! NinjaTools does not contain any example for rivers and ponds --- NinjaLive does: th-cam.com/video/YZHD-u5lClM/w-d-xo.html
      In case you need help, email me (andras dot ketzer at gmail) or join discord: discord.gg/VpcyBQa77w

    • @GAMEBR0VIP2462
      @GAMEBR0VIP2462 3 ปีที่แล้ว

      @@AndrasKetzer i have fluid ninja live 426 could you point me to a tutorial on how to use it for rivers ?.

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว

      @@GAMEBR0VIP2462 the viscous fluids / muddy river example has been added recently - this vid showcases a painting technique to create streams: th-cam.com/video/2Tg2QfB1wC0/w-d-xo.html

    • @GAMEBR0VIP2462
      @GAMEBR0VIP2462 3 ปีที่แล้ว

      @@AndrasKetzer oh i see its a recent update ?. i no longer have access to my epic games store account which owned the ninja plugin just the proj i was working on i had backed up so i guess its an older version which does not have the muddy river ?.

    • @AndrasKetzer
      @AndrasKetzer  3 ปีที่แล้ว +1

      @@GAMEBR0VIP2462 you could check your local version number at Edit / Project / Project Settings / Description.
      Muddy river comes with NinjaLive v 1.4, Level 10B