UE4 - Niagara Texture Sample - Part 4 - Skeletal Mesh

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  • เผยแพร่เมื่อ 14 ม.ค. 2021
  • In this video we'll talk about Texture Sampling Skeletal Meshes for Niagara in UE4.
    UE4 Playlist: • Unreal Engine 4
    Unreal Website: www.unrealengine.com
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ความคิดเห็น • 19

  • @Pouk3D
    @Pouk3D ปีที่แล้ว

    I apreciate these videos greatly. Thank you.

  • @liomizar9910
    @liomizar9910 2 ปีที่แล้ว

    Thanks! Just what I was looking for) Very helpful!

  • @Benedettocentouno
    @Benedettocentouno 3 ปีที่แล้ว +1

    thanks! very usefull!

  • @SagunManandhar
    @SagunManandhar 8 หลายเดือนก่อน

    Love it! BTW, can we also use Vertex Color by any means ?

  • @elnazheydari4163
    @elnazheydari4163 2 ปีที่แล้ว

    Really helpful ✌🏻✌🏻✌🏻

  • @sarevok6
    @sarevok6 3 ปีที่แล้ว

    Thank you for these! Something that has me stuck is that this needs to be gpu for the texture sample. But say you did this but wanted to generate a death event when they despawn, they land on a separate mesh. The death even requires a cpu sim. Is there a way to cheat these? Thanks

  • @Polytricity
    @Polytricity 2 ปีที่แล้ว

    I'm using Mesh reproduction sprite and need a similar ability to map the particles to the surface AND the texture as a mask like that, is it possible?

  • @goldennboy1989
    @goldennboy1989 2 ปีที่แล้ว +3

    Hi, have you figured out a way to limit spawn locations to a texture mask? I need a very high particle density and spawning all over the mesh just to kill 99% later has a very bad impact on performance.

    • @Polytricity
      @Polytricity 2 ปีที่แล้ว +1

      Ah, I need this too. I asked in a previous video.

  • @KATSUQD5
    @KATSUQD5 11 หลายเดือนก่อน

    For UE5, there was no "Output Skeletal Mesh SampledUV" item. What should I do?

  • @MonsterJuiced
    @MonsterJuiced ปีที่แล้ว +2

    I know this was make long ago but I'm missing 'Output Skeletal Mesh Location Sampled UV'.
    This is using your method, but I also need to have this work with initialise mesh by reproduction sprite too. Any ideas how please?

    • @florentsolut1521
      @florentsolut1521 ปีที่แล้ว

      Have you ever found an answer to this ?

    • @MonsterJuiced
      @MonsterJuiced ปีที่แล้ว

      @@florentsolut1521 I didn't :(
      I'll take a look at my project and see if there's any advice I can give because I did something different

    • @kickheavy8982
      @kickheavy8982 หลายเดือนก่อน

      @@MonsterJuiced what did you do? lol. i'm having the exact problem. There's no output sampled UV

  • @seanmurphy8458
    @seanmurphy8458 2 ปีที่แล้ว

    Dude I have a question. How did you figure all this out? What was you system to approach Niagara to break it down in this way?

    • @gamedevoutpost9270
      @gamedevoutpost9270  2 ปีที่แล้ว

      It was really just a "what do I need to know next that's related to the previous thing?" Plus a bit of trial by fire.

    • @seanmurphy8458
      @seanmurphy8458 2 ปีที่แล้ว

      @@gamedevoutpost9270 Yep. That is generally the way. Thanks for this man, I am doing a student project, and I think this will help me a lot. I know this may not be possible, and you may not know yourself. Can you animated vertex paint? Not in the sense of using vertex paint to drive mesh animation, but to animate the colour and position of said paint on a mesh?

    • @gamedevoutpost9270
      @gamedevoutpost9270  2 ปีที่แล้ว

      It depends on what you're trying to do. You could use a second uv channel to animate vertices over time and could lerp and manipulate your vertex painting as well. There's alot of options.

    • @seanmurphy8458
      @seanmurphy8458 2 ปีที่แล้ว

      @@gamedevoutpost9270 True. And is ironically what makes it so hard. So many choices. Thank for the reply.