Niagara system spawn particle on static mesh with scratch pad script in unreal engine 5

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  • เผยแพร่เมื่อ 6 ก.ค. 2024
  • Create scratch pad module to spawn particles on static mesh in niagara system and emitter
    in unreal engine 5
    link to my patreon page and download sources and graphics:
    / navidansari
    instagram:
    / navidrct
    timecodes:
    0:00 intro
    0:35 static mesh for niagara system
    0:54 create niagara system
    1:46 GPU simulation on niagara
    2:08 spawn particles on static mesh fast
    2:57 create scratch pad module
    3:20 what is scratch pad module and how it work
    3:36 spawn particles on a static mesh with its color
    4:38 get tri location in ue5
    5:34 get random tri in unreal ungine 5
    5:53 random niagara info
    8:13 create material for niagara system and emitter
    11:23 wind force in niagara system in unreal engine 5

ความคิดเห็น • 39

  • @ryanjackson8886
    @ryanjackson8886 2 ปีที่แล้ว +3

    Hey Navid Ansari!!! Exactly 5 days ago I started working in unreal engine to learn how to do VFX. I have finished the entirety of your playlist Unreal Engine 5 Niagara FX. Your tutorials are amazing because you explain everything you are doing in detail and show how everything effects each other. Because of you I am now in love with creating virtual effects in Unreal and want to hopefully to it for a living down the line so thank you. Time to watch your materials playlist!

  • @ksunnywazowski
    @ksunnywazowski ปีที่แล้ว

    love your positivity! Thank you for the great content!

  • @rassvetsunset988
    @rassvetsunset988 ปีที่แล้ว +5

    Bro, thanks for this content! It's really cool base and great features in Niagara! But maybe you know: why is not there "get triangle" function in Niagara Module Script (5.1 Version)?

  • @IBeTehNinja
    @IBeTehNinja ปีที่แล้ว

    Watching with my coffee😅 cool video bro🙏

  • @CyclePI
    @CyclePI ปีที่แล้ว

    Hi Navid! Great tutorial, thanks for sharing your knowledge! Nice to see you're so enthusiastic in your explanations! I'm a beginner in ue5 and I'm making a short videogame to train myself on this engine. I'll use this effect on exploding asteroids, but only on the faces that are fractured and glowing. Those faces have a specific material slot; I presume it's possible to sort (or select) the triangle according to the material slot/index? I'll check this tonight, if I find out by myself I'll edit this post to explain my findings :) Keep going with your nice tutorials, you've got me subscribed man! :)

    • @cassou124
      @cassou124 ปีที่แล้ว

      Did you ever figure out how to do this? I've been looking for a solution to a similar issue for a little while

  • @ZhuolunChen
    @ZhuolunChen ปีที่แล้ว

    Great tutorial. I am struggling on understanding the difference between get triangle and get triangle ws. Could you explain a bit. Thank you.

  • @artbywaqas
    @artbywaqas ปีที่แล้ว +1

    @unreal magic @7:48 How are you getting the option to add the StaticMesh under BigDragon Module? I don't have any options at all showing under it

  • @patdavi
    @patdavi 2 ปีที่แล้ว +1

    Great video Navid! I learned so much (wow scratch pad!). I'm wondering how to use your technique to select only part of the mesh to emit from -- for example only the head or back of the dragon.

    • @unrealmagic1
      @unrealmagic1  2 ปีที่แล้ว

      Thank you so much . There is some way to do that . In material for example and with blender

  • @abol_fazls
    @abol_fazls ปีที่แล้ว +1

    Well done! man!

  • @tony6795
    @tony6795 2 ปีที่แล้ว

    Thank you!!

  • @vovainzhenerik
    @vovainzhenerik ปีที่แล้ว

    Hello, bro! How to create niagara propagation particles such as emitting particles by dynamic texture mask (footage) ?

  • @greempark5743
    @greempark5743 ปีที่แล้ว

    Hi Thanks for this cool tutorial!! one Q. is it possible to do this on nanaite mesh?

  • @Ipelachoi
    @Ipelachoi 2 ปีที่แล้ว +1

    nice work

  • @MonsterJuiced
    @MonsterJuiced ปีที่แล้ว

    Why would you use this method for sampling a texture colour rather than using the texture sample module in the niagara stack? Just curious because I'm not sure which method to go with

  • @themoodoflk1
    @themoodoflk1 ปีที่แล้ว

    is it possible to emit particles from geometry cache actors? AKA imported alembic files?

  • @philosopherspen
    @philosopherspen ปีที่แล้ว

    Is there a way to get this to work with a static mesh asset from quixel megascans? The material gets ruined whenever I try to add a dynamic parameter into the master material UVs. I'm an amateur, so I don't really know what I'm doing or how to resolve this.

  • @cyrillimoges9372
    @cyrillimoges9372 3 หลายเดือนก่อน

    Thanks a lot

  • @syedabdullah414
    @syedabdullah414 ปีที่แล้ว

    amazing content

  • @user-qp7sc4wv3b
    @user-qp7sc4wv3b 5 หลายเดือนก่อน +1

    Great video! Can this same thing be done with a Mesh renderer instead of a sprite renderer? I would like to create this same effect but I want my mesh to spawn cubes insteasd of the 2D sprites
    EDIT: Just tested it out, it is possible and this actually is a way better way to emulate the point cloud look and add movement to the points., Point Clouds in UE5 are 2D but by using this method you can retain color data and add movement to your "Point Cloud"

  • @earth2ru121
    @earth2ru121 2 ปีที่แล้ว +3

    "Get Triangle WS" for the position. If this is not done, then Niagara will always spawn by 0,0,0

    • @garrettz6589
      @garrettz6589 ปีที่แล้ว

      thanks a ton bro, could not figure out why it worked perfectly in the preview but not in the world but now it's working

    • @johnlucy2357
      @johnlucy2357 ปีที่แล้ว

      ​ @Garrett Z Where do you mean? I'm having the same problem, is this something in the scratch module?

    • @earth2ru121
      @earth2ru121 ปีที่แล้ว +1

      @@johnlucy2357 4:40 In scratch pad call the "Get Triangles WS" not the "Get Triangles".

  • @ksunnywazowski
    @ksunnywazowski ปีที่แล้ว

    How could I get UV coordinates if my Material is just simple color?) thanks!

  • @shantifawkes7060
    @shantifawkes7060 ปีที่แล้ว

    i dont have the get triangle node for some reason its missing, do you know why ?

  • @aresagathos2075
    @aresagathos2075 ปีที่แล้ว

    Btw, there are modules that do exactly that now for you, provided by unreal.
    If you want to update the tutorial, you can still do one with multi material model like harlequin, that's nowhere documented.

  • @senopatict
    @senopatict ปีที่แล้ว

    done subscribt like,
    How if I want just one color emit particle from many color in one material uv texture?

    • @senopatict
      @senopatict ปีที่แล้ว

      and UE 4.27 version

  • @toddlask
    @toddlask 2 ปีที่แล้ว +1

    very cool

    • @unrealmagic1
      @unrealmagic1  2 ปีที่แล้ว

      Thanks man . I'll struggling about finding things to create video about . I can teach a lot of stuff but not everything looks by l beautiful for thumbnail . And I don't want to create fake thumbnail . Any idea?

    • @toddlask
      @toddlask 2 ปีที่แล้ว +1

      @@unrealmagic1 u mean ideas for niagra or ue5?

    • @unrealmagic1
      @unrealmagic1  2 ปีที่แล้ว

      Ue5

    • @toddlask
      @toddlask 2 ปีที่แล้ว +1

      @@unrealmagic1 good question... im still very overwhelmed by all the different parts. levels, modeling and cinematics might be good. maybe simple combinations of topics youve already covered. i feel like it kinda understand the parts but not how to start something from scratch... im super beginner.

  • @sofiansofian4092
    @sofiansofian4092 ปีที่แล้ว

    Can you upload the dragon files for us to use

  • @halitnur
    @halitnur ปีที่แล้ว +1

    I tried this. but now, niagara is not movable

    • @halitnur
      @halitnur ปีที่แล้ว

      I dragged my Niagara work to the stage. but its location remains constant. I can't carry. but I think I found a solution: I moved the scratch line up. but I still don't understand why.