Download the Project Files : www.patreon.com/posts/static-mesh-fx-112487664?Link& Tutorial for Mesh Disintegration with Multiple Materials : th-cam.com/video/dKaLKJU9LUQ/w-d-xo.html
I downloaded the project file from your patreon and i was wondering if you could please make a video on doing this with a mesh with multiple materials. I saw you respond to a comment regarding the question but im still confused and have a hard time figuring out the process.
Yeah, so you store the sample as output only instead of apply in particles spawn , and then in particles update you set the particle position as lerp from current position to the mesh sampled position. I will make a tutorial on it, in this very series, but will be a while, because there are so many videos on disintegration on the way before that.
Foliages are Instanced Static Meshes, and technically yes you can apply this but not via straight forward method because there is no option to sample instanced static mesh in the Niagara Emitter. What you need to do is get the vertices of the mesh and pass the info on to the niagara emitter. I will try it out and let you know if it works.
Via Sampled Regions / Filtered Triangles, where each emitter will represent only one material section, which I will be covering in one of the upcoming videos in this series. Please subscribe.
It's an incredible thing for sure but it's WAY too complicated.. Maybe you could segment the video with details principles.. For exempIe I don't understand where to place the niagarafx and the BP element ? On the chair 1 or the chair Number 2 ? Many times you move or change nodes, in the BP it's disturbing.. For sure, we finally found a way to take the goal.. BUt.. WOW.. it's HARD.. For a newbie like me.. Can you send me some links maybe to understand the most used nodes, and the way to understand and think like you do "First make Materials ALPHA 2 - Create the Particle system from a mesh 3 - Create a function to aply the alpha to a material and the mesh, and use it to generate particles on the mesh 4 - Create a BP to make it more flexible and re-usable 5 - BP Part : a- Understand how to make particles visible in game mode (and also cinematic maybe ?) b - Create some functions to make that dissolve effect applied to any mesh, any material c - Understand the timing, and make a function to drive the time from the actor and not necessary to open the BP 6 - Adjust everything to make it the best. Sorry, two days i'm on your incredible, job, it's a really impressive and beautiful effect And I hope you will read this with all the kindness I have for your work.
It is great to see that you got it working, and yes I checked that sometimes the nodes moved too fast and edited out , sorry for the poor editing. I will take care of this in my next video.
Hello @@sameek_kundu ! I'm here again, and need a little bit help about the "philosophy" of that disappearing method for an object with only ONE material. If i understand the "road map" for that, First we have to place the BP_transition component to our meshes because it will make the static mesh, readable for Niagara Second : in the Niagara NS_StaticDisintegration we have to specify the mesh that will be "disintegrate" Third : .. Did we have to change all the materials we will disintegrate ? Or it will change automatically with your "template" ? Can you add a little video in sequel to that one, but with any other mesh and material, just to show "how to update" ? Sorry for my english.. Many thanks, for your kind attention, and incredible work
@@vincentgrieu1290 Hi, This video only shows demonstrating a single material disintegration, I am working on another tutorial, hopefully releasing this week, which demonstrates how to use multiple material setup so that you can specify all the materials you want to disintegrate and have custom curve for each. The only catch is this would require a little C++ scripting, since there is no way for adding a variable inside Niagara that can help you control the material you want to disintegrate from Blueprint. Once I release that tutorial, hopefully you will have better understanding, and also I will slow down the pace and improve the editing, so that it will be easier for you to follow along.
Download the Project Files : www.patreon.com/posts/static-mesh-fx-112487664?Link&
Tutorial for Mesh Disintegration with Multiple Materials : th-cam.com/video/dKaLKJU9LUQ/w-d-xo.html
Great tutorial! I like the way you explain things you do and why they needs to be done. Looking forward hearing more from you!
Great tutorial, thanks 😊
I downloaded the project file from your patreon and i was wondering if you could please make a video on doing this with a mesh with multiple materials. I saw you respond to a comment regarding the question but im still confused and have a hard time figuring out the process.
I am almost done with the video, I wanted to upload it by today, but I guess may be difficult, but definitely in the next few days it will be live.
Any tips on how you would reverse the effect? I want particles to basically create the chair instead of disintegrate it.
Yeah, so you store the sample as output only instead of apply in particles spawn , and then in particles update you set the particle position as lerp from current position to the mesh sampled position. I will make a tutorial on it, in this very series, but will be a while, because there are so many videos on disintegration on the way before that.
Привет а можно ли как-то сделать чтоб он распадался на частицы при прикосновение?
Great tutorial bro, can we apply this on foliage also?
Foliages are Instanced Static Meshes, and technically yes you can apply this but not via straight forward method because there is no option to sample instanced static mesh in the Niagara Emitter. What you need to do is get the vertices of the mesh and pass the info on to the niagara emitter. I will try it out and let you know if it works.
@@sameek_kundu thank you Sameek. It means a lot to me. Please make a video about it if possible. It will help the community. Much love.
Hello, how should I handle particle materials if a static object has multiple materials?
Via Sampled Regions / Filtered Triangles, where each emitter will represent only one material section, which I will be covering in one of the upcoming videos in this series. Please subscribe.
👌
It's an incredible thing for sure but it's WAY too complicated..
Maybe you could segment the video with details principles..
For exempIe I don't understand where to place the niagarafx and the BP element ? On the chair 1 or the chair Number 2 ?
Many times you move or change nodes, in the BP it's disturbing..
For sure, we finally found a way to take the goal..
BUt..
WOW.. it's HARD.. For a newbie like me..
Can you send me some links maybe to understand the most used nodes, and the way to understand and think like you do "First make Materials ALPHA
2 - Create the Particle system from a mesh
3 - Create a function to aply the alpha to a material and the mesh, and use it to generate particles on the mesh
4 - Create a BP to make it more flexible and re-usable
5 - BP Part :
a- Understand how to make particles visible in game mode (and also cinematic maybe ?)
b - Create some functions to make that dissolve effect applied to any mesh, any material
c - Understand the timing, and make a function to drive the time from the actor and not necessary to open the BP
6 - Adjust everything to make it the best.
Sorry, two days i'm on your incredible, job, it's a really impressive and beautiful effect And I hope you will read this with all the kindness I have for your work.
It is great to see that you got it working, and yes I checked that sometimes the nodes moved too fast and edited out , sorry for the poor editing. I will take care of this in my next video.
Hello @@sameek_kundu !
I'm here again, and need a little bit help about the "philosophy" of that disappearing method for an object with only ONE material.
If i understand the "road map" for that,
First we have to place the BP_transition component to our meshes
because it will make the static mesh, readable for Niagara
Second : in the Niagara NS_StaticDisintegration we have to specify the mesh that will be "disintegrate"
Third : ..
Did we have to change all the materials we will disintegrate ?
Or it will change automatically with your "template" ?
Can you add a little video in sequel to that one, but with any other mesh and material, just to show "how to update" ?
Sorry for my english..
Many thanks, for your kind attention, and incredible work
@@vincentgrieu1290 Hi, This video only shows demonstrating a single material disintegration, I am working on another tutorial, hopefully releasing this week, which demonstrates how to use multiple material setup so that you can specify all the materials you want to disintegrate and have custom curve for each. The only catch is this would require a little C++ scripting, since there is no way for adding a variable inside Niagara that can help you control the material you want to disintegrate from Blueprint.
Once I release that tutorial, hopefully you will have better understanding, and also I will slow down the pace and improve the editing, so that it will be easier for you to follow along.
@@sameek_kundu so great to read you, i'm waiting for that awesome tutorial !
thanks for your reactivity !