The reason why your selection menu jumps up is because the simulation is running. When you change the velocity speed it needs to refresh the simulation to show you the result, which results in the menu jumping to the top. If you want to prevent this you need to pause the simulation, change the min and max speed and then hit play again. This will solve the annoying menu jump.
Why would you change the velocity when you can just delete it and let gravity force do the work? To slow down the simulation just increase the drag. Then add curl noise for some nice variance. Feel like that would get a much more realistic, prettier effect. Also, instead of scrolling through the entire stack to find velocity... you can always just click on the "Add Velocity" module. Would save you a lot of time.
Great tutorial Matt! How would you make it so that the snow accumulates on the ground, mesh surfaces, and clothes? And would niagara handle footsteps in snow or would that require a different step? Cheers!
I would love to know how this works too. I'm on UE5 and I only found a way using Displacement Shader, which doesn't work on Nanite meshes unfortunately. Afaik, the only way to do this in UE5, when using Nanite meshes is using geometry script and I really don't like doing thousands of Raycasts, which would probably kill my PC.
I think you should go back and do something Blender related then import it, to Unreal Engine, like the time you built a snowman, something Winter related.
I messaged you on Patreon about a video on disintegration of characters and assets? The videos I found have people whose workflow is hard to follow or they themselves (accent, manner of speaking) is difficult to understand.
You could do something similar to my rain video - I can look into adding this into a new video for snow too if you want. th-cam.com/video/s_UQYuM1RWU/w-d-xo.html
Mine is clear for some reason :o like it kinda looks like rain instead of snow, but it's showing up as white in the editor, but in the environment itself it's clear. any idea how to fix it?
So, is this really how snow is made in games? It just falls across your entire level, even if it's 5x5 kilometers in size? What kind of GPU is needed to handle that? Why do all the tutorials show that this is how it's done? Why is it that in games, if you look closely, you can see that snow only falls a few meters away from the character, but it still has a large number of particles and looks beautiful? Why doesn't any tutorial actually explain how snow/rain is really made in games?
Summary:
Velocity Speed Minimum: -1000
Velocity Speed Maximum: -850
Shape Primitive: Sphere
Sphere Radius: 5000
Spawn Rate: 5000
Uniform Sprite Min: 6
Uniform Sprite Max: 6
Lifetime Mode Min: 10
Lifetime Mode Max: 15
Gravity: 0, 0, -25
The reason why your selection menu jumps up is because the simulation is running. When you change the velocity speed it needs to refresh the simulation to show you the result, which results in the menu jumping to the top. If you want to prevent this you need to pause the simulation, change the min and max speed and then hit play again. This will solve the annoying menu jump.
Really clear and well paced explanation - Thanks
Why would you change the velocity when you can just delete it and let gravity force do the work? To slow down the simulation just increase the drag. Then add curl noise for some nice variance. Feel like that would get a much more realistic, prettier effect. Also, instead of scrolling through the entire stack to find velocity... you can always just click on the "Add Velocity" module. Would save you a lot of time.
Thank you sir for helping me in my Game development ❤
Great help Matt. Worked out well :) Thanks
Great tutorial Matt!
How would you make it so that the snow accumulates on the ground, mesh surfaces, and clothes? And would niagara handle footsteps in snow or would that require a different step? Cheers!
Yeah, I came here thinking Matt would take it to the next level. Oh well.
@@Yggdrasil777 He may - that's enough content to make 3 or 4 videos out of so he's probably going to do it that way
I would love to know how this works too. I'm on UE5 and I only found a way using Displacement Shader, which doesn't work on Nanite meshes unfortunately. Afaik, the only way to do this in UE5, when using Nanite meshes is using geometry script and I really don't like doing thousands of Raycasts, which would probably kill my PC.
Add collision in the Niagara particle update and adjust some setting.
Great Help! Thanks a ton.
It's time to make a snowball and hit that subscribe button.
Happy snow to you. awesome snowy ho video
Always learn something new. Thanks!
Thanks that was really helpful
thank you
Thank you. my teacher is horrible!
very cool you should make a video on how to create different sky boxes
love you man
Than'k You!
My pleasure!
Very helpful - thank you
Great video :)
thank you very very much!!!
Great tutorial thanks
Great and EZ. Thank You
Do you have a toturial that allow the snow to cover the landscape?
Thank Thanks THANKSSSSSS
yes sir
Hi I have an interior scene and I want snow to fall only outside. How can I achieve that? Thanks
I got no idea how to do this either if you find out let me know please
I think you should go back and do something Blender related then import it, to Unreal Engine, like the time you built a snowman, something Winter related.
Nice idea!
is there a tutorial for the part how to make it follow the player
Any way I can fade them in and out of gameplay?
goood video
Do you know why the snow wouldn't be rendering with the cinematic camera actor and the rest of the scene?
all sweet and nice, however it falls through my roof, any tips, didnt have any luck so far
I have a question. I want to move my project from 4.26 to 5,0 or 5,1. But Im wooried if it will destroy it or that all graphics is not for version 5.
I want it snowing outside the house but it won't stop falling through occasionally. Sometimes it lands on the roof, sometimes it falls through.
I messaged you on Patreon about a video on disintegration of characters and assets?
The videos I found have people whose workflow is hard to follow or they themselves (accent, manner of speaking) is difficult to understand.
Cool thanks, I'll get back to you as soon as I can :)
warning for those that want to make a big blizzard 4:00 DO NOT SET THIS TO HIGH or it will crash and not save any of all your unsaved progress
whould be better if the snow would actually collide with ground and character and stay on top of it may be
Can you do so they despawn when they hit the ground, so they don't go through roofs etc
this should be possible, enabling collision on the particles. CodeLikeMe did a video on a rain particle system, in which he did this.
You could do something similar to my rain video - I can look into adding this into a new video for snow too if you want.
th-cam.com/video/s_UQYuM1RWU/w-d-xo.html
Mine is clear for some reason :o like it kinda looks like rain instead of snow, but it's showing up as white in the editor, but in the environment itself it's clear. any idea how to fix it?
I got the same issue, any idea how to fix it?
Can you please tech how to add looting system and inventory system pls
Would it be possible instead to do that tutorials but instead of snow is falling debris...
A tutorial of police wanted stars system like gta pls
So, is this really how snow is made in games? It just falls across your entire level, even if it's 5x5 kilometers in size? What kind of GPU is needed to handle that? Why do all the tutorials show that this is how it's done? Why is it that in games, if you look closely, you can see that snow only falls a few meters away from the character, but it still has a large number of particles and looks beautiful? Why doesn't any tutorial actually explain how snow/rain is really made in games?