Unreal 5.1 - More fun with Niagara + Skeletal mesh effects
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- เผยแพร่เมื่อ 8 พ.ย. 2024
- Today I have 6 fun niagara VFX that use skeletal mesh sampling to place the particles somewhere around a dancing dude.
This one is a bit less step-by-steppy and comprehensive than other videos, but I hope that it is still helpful and educative!
PS: Here is a link to the Method studio video that partially inspired this: • OFFICIAL 2016 AICP Spo...
PPS: I know I promised a character mesh painting tutorial in the previous video and didn't get to it on this one. Don't worry, I'm working on a separate video on that topic next. Stay tuned!
You're absolutely incredible at making tutorials. These examples are so cool
Glad you like them! Thank you!
Thanks for this! Great set of ideas! For the first effect, I simply activated the "loop particles lifetime" and added a "scale mesh size" with a nice curve. And boom, infinite effect! The particles are now slowly growing on the mesh, then fall, and disappear slowly, then start growing on the mesh again :)
"Or would I..." 😂 this 1 line tells me we would get along great and you have a similar sense of humor as I. Thanks so much for this great demo!! I will share this with my students
your videos and your way of explaining these builds is just delightful, thank you :D
Thanks a lot! Much appreciated!
Saved my god damn life man thank you so much for sharing this. I took a couple of things you did and applied it to my system to create something more curated for the aesthetic and it's perfect. It's exactly what I needed and just didn't have enough experience to fill in the misssing gaps. Thank you!
These are soo cool! I particularly love the colour trails effect
Glad you like them! Thank you! :)
I'd love to learn how to apply some of these effects to a static mesh!
Heello! Great video. Have a question regarding why my particles aren't really following my meshs morph targets. I have animations that use morph targets but the particles keep forming to the original mesh. The jumping animation still has the particles doing the formation of the idle animation. Any help would be appreciated!
I have been waiting for a topic like this!!!!! Thank you!!!!
I love your material it's so fun to watch and learn, my curiosity keeps going higher~ :D are there any particular resources you recommend to learn from as well or any concepts to look into? I struggle at where to even start for some things as in like I don't even know what to ask about what I don't know :(
If you want to start trying some tech art, the official Unreal documentation, their content examples, and forums are an excellent source of knowledge.
For more advanced topics, ShaderToy is a great website made by Iñigo Quilez with a ton of examples to learn from.
wow, this stuff looks great. In theory, would I be able to achieve a mystique effect using some of these techniques?
I'm assuming you mean mystique from the FOX x-men movies? yeah! if you really need some high quality results, you might want to have pass other details to the particle system, for example if you need more density around the face area, or you have to override the angle that Niagara is getting from the mesh
Hi! Great tutorial. I learned a lot. However, I have a problem with Mesh Reproduction Sprite. It completely ignores region filtering. I have regions per material ID set in skeletal mesh asset. When I enable filtering in Niagara then the entire mesh disappears, when I select a sample region and select any of them then the entire object appears regardless of the selected Region.
Yeah I had similar problems with region filtering. In a more recent tutorial I show an alternative method to limit particles to only some parts of a mesh using a mask texture
Acabo de descubrir tu canal a través de los foros de unreal. Me ha encantado el video, tienes un nuevo suscriptor!
Is there a link to buy the source files? I just started learning, thank you very much!!
Very informative thanks! BTW is it difficult to spawn particles inside vertices volumes as well?
Thanks! If you mean, spawn the particles inside the mesh, you can offset the sampled position in the direction opposite of the sampled, normal, that will push the particles towards the interior.
Enrique sos my heroe haha
Muy pero muy buen tutorial, muy indeep y claro.
Estoy planeando un efecto de moscas que forman un zombie y este video me es trementamente util
Muchisimas gracias!
Gracias a ti por el comentario! Mucha suerte con el efecto!
You So Wonderfull Best Guy
So Thank you !! I wish You Forever Happy !!!
how did you ribbon shadow in the last effect?
I turned the cast shadow on in niagara but it didn't show up.
Do you have any video about Niagara position base dynamic please?
i have been really really struggling with making a metahuman fully emit smoke with the 3d grid gas master system. i can get it to spawn smoke on the main body of the skeleton mesh but since the meta human, the head and the face are two different skeleton meshes, i cannot get it to fully emit smoke. i am stuck and i am not sure what to do now. i have update mesh and int mesh running but even if i make another fx and that one does the head and one does the body and feet, it only goes to the body or doesnt work
Amazing! Is there anywhere can get this to play with?
All the assets I'm using are available either in the engine folder, or have been downloaded from mixamo.com. For anything else, just follow the tutorial! :)
09:20 Where is "Set Particles Convergence"?
Where can I purchase a project?
Is it possible to make particles start from the skeletal mesh, make them move away a certain distance and then make them stick back to the skeletal mesh?
Yeah that should be possible, just need to interpolate between the position on the skeletal mesh and whatever offset position you want for them
Great video
Buenas Enrique, alguna forma de comprarte estas particulas?
Buenas! Te las daría gratis, pero lamentablemente no tengo los archivos de este proyecto, tuve que formatear mi PC hace poco y perdí la mayor parte de los proyectos antiguos.
De todas formas, si tienes alguna duda sobre cualquiera de los efectos en ese vídeo estaré encantado de responder
how on earth did you get your ribbons to cast shadows on the last one? only thing thats got me.
Select the Niagara system on the viewport, there should be a "cast shadow" option there :)
@@EnriqueVenturaGames yea It's ticked. doesn't work. even tried activating the shadows through level BP. maybe just a bug in 5.3 i should probably report. shadows work on everything but ribbons for me.
I want to follow the last one. How can I adjust the length to be as short as the teacher's? I am a beginner. I was able to follow the tutorial using 'GetRibbonNumber' without any issues, but I can't do the last step using it. How should I use it?
For the last effect (the one that looks like vines dangling from the mesh), you can adjust the length of each "vine" by tweaking the particle life (if they last for a longer time, the lines will be longer). Hope this helps!
@@EnriqueVenturaGames Got it. Thanks. And 9:02 mark particle question.
First question: I've set the scale value to the same range as in the TH-cam video, from 0.0035 to 0.014, but why is mine so much smaller? I've used the same Convergence value and the values you provided.
Second question: In your example, the particles stop flying and stay fixed at the end, but why do mine keep flying to the end?
@@EnriqueVenturaGames Did you increase the Velocity value by 0.06, and the Drag value by a lot to prevent particles from escaping?
@@Neomu_Joah yeah, drag is a good way to limit the maximum velocity; while sampling animations I had to give it a high value to compensate for very sudden motions
@@EnriqueVenturaGames THX! Finally, what numbers should I adjust to make the number of particles larger than this?
Muy bueno !
Hola Enrique, una pregunta con respecto a scratch pad, si quiero modificar un static mash, solamente lo hace en world position, no hay forma de que sea local?
algo como esto
th-cam.com/video/ucPQXa-O4yU/w-d-xo.html&ab_channel=CGHOW
Hey Marcos, puedes cambiarlas propiedades de cualquier emitter para hacer que funcione en el espacio local. Si lo que quieres es sólo convertir un vector o una posición dentro de un scratch pad, puedes hacerlo con un nodo ¨transform vector¨ ó "transform position", y elegir en el nodo de qué sistema de coordenadas a qué sistema convertir.
@@EnriqueVenturaGames Hola Enrique, muchas gracias por la respuesta, sabes que despues de escribirte a las dos horas lo puede resolver.
si es verdad es con eso que me dices, pero el problema es que ya lo estaba usando de forma erronea. solo al final del scratch pad, y la verdad es que tenía que usarlo al principio y al final. con eso funciona bastante bien.
Por otro lado, quería preguntarte si tenes un lugar para contactarte, por si hay dudas o compartir info , yo tambien soy TA en japón, uno de tus videos me salvó la vida jaja
wow~
While trying to set up the "turning into sand effect" everything works perfectly, execpt all of the particles fall at the end of the lifespan.
Here is the code expression I am using for the height of my model: "(1-Output.Initialize_MeshReproductionSprite.Position.z/132)*5"
Have I missed something?
I'm also having issues with rending the particles around my Mesh uniformly. I can see for a split second it renders all over the mesh, then deletes 80% of the particles.
@@FlyinGuy The code seems fine; without seeing your screen, from top of my head it seems like there could be still an issue with the particles lifespan though; make sure that the order of the modules is correct, you cannot assign this variable before reading the mesh, for example. Another possible cause could be that the lifespan value is being overwritten somewhere.
Other than something obvious like those, I can't be much more helpful without seeing what you made. Good luck though!
@@FlyinGuy I would recommend trying the first effect since simply uses a random lifetime and is a bit easier to get working. If you already went through that one without any issues, you should be able to check the differences between both systems to try to spot the problem.