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!
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!
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 (:
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
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 :)
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? :)
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!
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 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!)
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 :)
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!
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
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!
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 (:
Thanks so much for taking the time for making this, very to the point and super useful
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
thanks for this (: is there a way to make this work with collisions?
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 :)
How performant is this?
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? :)
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!
looks great, but still our Niagara fluids optimised enough for gameplay yet. They used to be really heavy, even for simple stuff
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.
@@EnriqueVenturaGames Maybe you can make a video on how to bake fluid sims for use?
@@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!)
Could these particles use physics collision
They can! Just add a collision module in Niagara (distance fields work best)
Why don't you use Custom Scratch Pad Modules, prefering to type the math directly onto the emitter?
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 :)
@@EnriqueVenturaGames Looking forward to more amazing and inspiring effects.
For some reason I can't get my fluid to be transparent at all, only opaque :(
Double check the blend mode on the material! :)
Thank thank thank you
Thank you too!