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UE4 Niagara Grid2d Quickstart

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  • เผยแพร่เมื่อ 12 ส.ค. 2024
  • A quick introduction to how to set up and use Grid2d in Niagara using Unreal Engine 4.26. No fancy features, just all the basic setup you need to do before you can make the really cool stuff.
    #UE4 #Niagara #Grid2d

ความคิดเห็น • 21

  • @chriszuko
    @chriszuko ปีที่แล้ว +14

    Great Tutorial! For those in UE5, there is a new Grid 2D set resolution module you have to use to set the grid2d to 256. You may need to activate the niagara fluids plugin to see that module.

    • @gabrielstones6890
      @gabrielstones6890 11 หลายเดือนก่อน +1

      Ha! just found your video on Grid2D too! also great.

  • @sethcipriano5557
    @sethcipriano5557 2 ปีที่แล้ว

    Andreas, thank you so much for this video!
    I’ve been looking for practical examples that help me understand Niagara and the logic behind creating more advanced systems. Your clear explanations made it easy to think through the steps and see the “why” behind each, as opposed to simply copying the “what” and guessing at the logic and reasoning.
    I will definitely be checking out your other videos, courses and articles on this!

  • @marklermer5276
    @marklermer5276 3 ปีที่แล้ว +1

    This is amazing! Thanks a ton!! If you ever have the time a fluid sim using this would be amazing :)

  • @leandrogamedev
    @leandrogamedev 2 ปีที่แล้ว

    Thanks man! it really helped! now im trying to do more effects to the grid!

  • @digitalsouls2020
    @digitalsouls2020 3 ปีที่แล้ว

    Thanks man I recognizes this man's voice so I know it's gotta be good. This is very helpful

  • @abilalp9104
    @abilalp9104 3 ปีที่แล้ว

    Thank you! Great tutorial

  • @Makzimilien
    @Makzimilien 2 ปีที่แล้ว

    Awesome explainer ! I have a question, I'm trying to replicate the technique but with a volume texture. Do you know if from a Render Texture Volume we can extract positions in space and use it to spawn particles at that location ? Thanks !

    • @PartikelFX
      @PartikelFX  2 ปีที่แล้ว +1

      In theory, but I haven't tried it. Though, wouldn't it be more efficient to query a spatial hash directly, rather than writing to a texture and reading it back?

  • @Samanier
    @Samanier ปีที่แล้ว

    Does anyone knows if there is a workaround for UE5 for this one?

  • @thomasvanta
    @thomasvanta 2 ปีที่แล้ว +1

    Fantastic Video, its helping a lot.
    in UE5, the Grid2D size vector is somehow not exposed, so I always get a render target output of 15x3 pixels. Can't find in the docs the way to change the grid size. Any clue?

    • @thomasvanta
      @thomasvanta 2 ปีที่แล้ว +1

      I found it, there's a module for set grid size. An extra one.

    • @MichiSzerman
      @MichiSzerman ปีที่แล้ว

      @@thomasvanta Hey, I'm having the same issue- which module is this exactly and where did you execute it?
      Thanks!

  • @Brudiz
    @Brudiz 2 ปีที่แล้ว

    Hey, why do every emitter attribute (Sprite Size, Facing, and Alignment) don't working in UE5? Made it exactly like in video.

    • @PartikelFX
      @PartikelFX  2 ปีที่แล้ว

      Don't know. Haven't tried ue5 since it's not ready yet.

  • @Bob3D2000
    @Bob3D2000 3 ปีที่แล้ว +1

    Is there a step missing in the video? How do those three variables you create at the beginning link to the actual parameters. You create the SpriteSize variable, set its value and somehow it sets the actual size of the sprite. How does the system know that the variable you created is the one to look for for the sprite's size?

    • @PartikelFX
      @PartikelFX  3 ปีที่แล้ว

      It's the default binding for spritesize. You can see them all on the sprite renderer. Your previous comment seem to have been lost. Yes, I'm aware that there are quicker ways of adding parameters, but they are not as clear when demoing. In much teh same way none of this should be done with nodes as it's not scalable. But it does make it clearar than if I just started writing HLSL right away.

    • @Bob3D2000
      @Bob3D2000 3 ปีที่แล้ว

      @@PartikelFX Thanks for replying. I see what you mean now about the bindings. It strikes me an odd way to do it as it depends on precise spellings. If you spell it wrong it won't throw an error; it just won't work. That's not a criticism of you, more one of Epic!
      PS I deleted my other comment as soon as I saw you dragging and dropping the variable. :)

    • @PartikelFX
      @PartikelFX  3 ปีที่แล้ว

      @@Bob3D2000 if you spell it wrong or want to call it something else, just select a different binding in the drop down. These are just the defaults hooked up for convenience. And it also doesn't require spelling as it shows up as a common parameter to add if you don't want to type it yourself.

    • @DeAdLyxReBeL
      @DeAdLyxReBeL ปีที่แล้ว

      @@PartikelFXI needed this. I was confused as well. Thank you.