Hiya nice tutorial! One thing to point out is that it is very rare that you attach one light to every particle (even though it looks cool) since that will normally be too expensive. In the games I have worked on we normally just use one light and try to have s short radius since when many lights overlap it is expensive.
@@GaryParkin Hi Gary. This is just a matter of being sure to not have too many lights in a scene. Let's say you have the sun, then you have an explosion that means 2 lights. In most games on consoles like Xbox and Playstation you want to make sure that you do not have too many lights because they cost both CPU and GPU. At least on last generation they recommended that every pixel should not have more than 3 lights hitting it. Hope that makes sense.
@@andreasoberg2021 Yes, now it does. Thank you. So it's not a setting in the particle system, it has to do with lights. I was going to use Niagara to simulate a laser cutting away at metal, a kind of a grinder effect where particles are being thrown off, and I didn't want it to bog down my game.
Thx for the tutorial. Is there a way to add shadow to the light, just like in the old Niagara system where you can check the box high quality light and cast shadows? I can't find the option in the new system and I think the shadows are off by default
Thanks a lot for the video,I just have one question,when I scaled the color to 100,my particles all turned white...(there is only 1 'Particle Color' node linked to the Emissive Color pin in my material),is there any thing wrong?Thank you!
In 5.1 the color increases the emissive and the light renderer seems to behave like a point light. I am actually looking for why it doesn't exactly behave like a point light with subsurface. The subsurface material only lights up to a certain amount of light intensity, which is not enough for the look I want (I'm trying to make flying lanterns). I've seen it done so maybe I am missing something.
What is the difference between light renderer, and simply scaling the color to a big number? It seems as if both achieve the same result, but the light renderer is much more computationally expensive.
oehh very interesting effect. I am only familiar with Cascade, does Niagara work in a similar way ? What are the benefits of using it over Cascade for stylized effects ?
Thanks a lot for the Video :), Just one question seems that even with a very simple particle effect, the moment i place down the light render, if i look under light complexity view for performance its an instnat disaster, do you know any ways of using light render without losing such massive performance?
Hi, thank you for this video ! I have a question, my character emits sand particles when he runs. The particles are fine in daylight, but when I'm at night they're too bright, as if he's got fire under his feet! Is it possible for the particles to adapt to the Light set? Best
You'd want to find a way to affect your intensity via user parameter inside a blueprint, then you can have anything influence that value such as time of day. You'd then need to remap time of day to something that works your intensity scale like 0 - 1.
@@gamedevoutpost9270 Thank you very much for your reply, it's very nice! I noticed that they weren't affected by directional light because even during the day if I pass in the shadow of a rock they keep the same intensity.
In UE5 if bloom is off it seemed to not work the same for me. Not sure where I messed up my project but I cant get the settings right on my end Edit: somehow I turned on lens flares which made the particles a bit wild
I gotta say, thanks to your videos, i have resolved every single issue or idea i had for my project. Keep it going, you rock!!
Awesome. You finaly brought the light to my fire to show in daylight. Nobody tells you this. Thank you so much😁
Thank you, as always I loved this
Hiya nice tutorial! One thing to point out is that it is very rare that you attach one light to every particle (even though it looks cool) since that will normally be too expensive. In the games I have worked on we normally just use one light and try to have s short radius since when many lights overlap it is expensive.
I don't fully understand what you are saying when light overlap? Can you please explain? What setting if his were in question?
@@GaryParkin Hi Gary. This is just a matter of being sure to not have too many lights in a scene. Let's say you have the sun, then you have an explosion that means 2 lights. In most games on consoles like Xbox and Playstation you want to make sure that you do not have too many lights because they cost both CPU and GPU. At least on last generation they recommended that every pixel should not have more than 3 lights hitting it. Hope that makes sense.
@@andreasoberg2021 Yes, now it does. Thank you. So it's not a setting in the particle system, it has to do with lights. I was going to use Niagara to simulate a laser cutting away at metal, a kind of a grinder effect where particles are being thrown off, and I didn't want it to bog down my game.
Very nice
We. Need. More tuts like this
Thank you for explainning the sacle color! really helpful!
What if you don't want one mesh to be impacted by the particles light?
Look into "renderer bindings"
Hello.. Great tutorials.. how can I set the parameters from DYNAMIC PARAMETERS Materials from the Blue Print Area??? What is the flow???.
Awesome, this helped a lot.
Amazing thank you so much!
Thx for the tutorial. Is there a way to add shadow to the light, just like in the old Niagara system where you can check the box high quality light and cast shadows? I can't find the option in the new system and I think the shadows are off by default
For some reason none of my lights fade out? They just immediately turn off
Thanks a lot for the video,I just have one question,when I scaled the color to 100,my particles all turned white...(there is only 1 'Particle Color' node linked to the Emissive Color pin in my material),is there any thing wrong?Thank you!
In 5.1 the color increases the emissive and the light renderer seems to behave like a point light.
I am actually looking for why it doesn't exactly behave like a point light with subsurface. The subsurface material only lights up to a certain amount of light intensity, which is not enough for the look I want (I'm trying to make flying lanterns). I've seen it done so maybe I am missing something.
thank a lot
great
thanks
What is the difference between light renderer, and simply scaling the color to a big number? It seems as if both achieve the same result, but the light renderer is much more computationally expensive.
oehh very interesting effect. I am only familiar with Cascade, does Niagara work in a similar way ? What are the benefits of using it over Cascade for stylized effects ?
Better performance, more customization, integration with more systems, and you can craft your own modules.
Thanks a lot for the Video :), Just one question seems that even with a very simple particle effect, the moment i place down the light render, if i look under light complexity view for performance its an instnat disaster, do you know any ways of using light render without losing such massive performance?
Hi, thank you for this video ! I have a question, my character emits sand particles when he runs. The particles are fine in daylight, but when I'm at night they're too bright, as if he's got fire under his feet! Is it possible for the particles to adapt to the Light set? Best
You'd want to find a way to affect your intensity via user parameter inside a blueprint, then you can have anything influence that value such as time of day. You'd then need to remap time of day to something that works your intensity scale like 0 - 1.
@@gamedevoutpost9270 Thank you very much for your reply, it's very nice!
I noticed that they weren't affected by directional light because even during the day if I pass in the shadow of a rock they keep the same intensity.
In UE5 if bloom is off it seemed to not work the same for me. Not sure where I messed up my project but I cant get the settings right on my end
Edit: somehow I turned on lens flares which made the particles a bit wild
Does this also work with GPU particles?
The light renderer does not currently work with a GPU sim.
SIr, I use 4.27.1 i can t find the "none" option ...
I guess it's now "Random individual Channels" (UE5.1)