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More Advanced Particle Locations

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  • เผยแพร่เมื่อ 30 ก.ย. 2021
  • This week we build on last weeks lesson - using textures and the g buffer to control particle locations via custom modules.
    If you want to learn more about Materials in Unreal Engine check out my new course here:
    tharlevfx.gumroad.com/l/ue5ma...
    If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
    Or you can find more tutorials on my website: www.tharlevfx.com
    or check out my work on the Unreal Marketplace:
    www.unrealengine.com/marketpl...
    or follow me on Twitter: @tharlevfx
    If you'd like to support the channel then follow me on Patreon: / tharlevfx

ความคิดเห็น • 50

  • @MultiLock0n
    @MultiLock0n 2 ปีที่แล้ว +4

    This is great. Anything with scratch pads is greatly appreciated. Least documented topic in Unreal imo and very difficult

  • @gabyx76
    @gabyx76 2 ปีที่แล้ว +2

    Hey man, havent watched yet. But I love your vids, very informative and weirdly relaxing.

  • @Cryofluid
    @Cryofluid 2 ปีที่แล้ว +1

    Awesome art of explain things precisely. Thank you Tom!

  • @andreasoberg2021
    @andreasoberg2021 2 ปีที่แล้ว +1

    Hiya Tharlev, great as always. You are right about performance GPU sampling cost almost nothing, but sampling on the CPU would be very expensive. I do wish we had more modules on the GPU like events for example or ribbons. Hopefully they will add them in the future

  • @BucketKingu
    @BucketKingu 2 หลายเดือนก่อน +1

    Do you think we could get a tutorial like this but specifically with eroding/dissolving? It'd be a huge help.

    • @tharlevfx
      @tharlevfx  2 หลายเดือนก่อน

      I cover a niagara dissolve as the last example of my intro to niagara course

  • @cassou124
    @cassou124 2 ปีที่แล้ว +2

    vid cuts off a bit abruptly, but otherwise loved it! Quite informative.
    Started learning Niagara today and wow it's so much more powerful than Cascade, wish I could use it at work

  • @kickheavy8982
    @kickheavy8982 2 หลายเดือนก่อน +1

    Do you have a video showing how to spawn particles on an animated texture without using the g buffer? I can't find a simple, straight forward explanation on how to do it.

    • @tharlevfx
      @tharlevfx  2 หลายเดือนก่อน +1

      Sadly it’s not a simple or straightforward thing to do.

    • @kickheavy8982
      @kickheavy8982 2 หลายเดือนก่อน +1

      @@tharlevfx That's unfortunate. I'm new to Unreal and I can't believe how tedious and complicated these setups are. In Cinema 4D, I can set this up easily with a few clicks. Unreal requires far more steps and a mathematical approach. I'm hoping 5.4's motion design tools will expand to make tasks like this more intuitive.

    • @tharlevfx
      @tharlevfx  2 หลายเดือนก่อน

      @@kickheavy8982 basically you would need to recreate the animated texture logic in the niagara system and then use the particle spawn position as the uvs. It’s doable but not necessarily simple.

    • @kickheavy8982
      @kickheavy8982 2 หลายเดือนก่อน +1

      ​@@tharlevfx Yeah trying to get the logic in the scratch pad to match my animated material is exactly where my brain starts to melt lol. I'm doing a dissolve material that uses a cheap contrast node to keep the edges soft. It's the simplest material setup my brain can handle but the scratch pad doesn't have a cheap contrast node to match it so it falls apart. I'm gonna try to find a workaround. Thanks for the reply man.

    • @tharlevfx
      @tharlevfx  2 หลายเดือนก่อน

      @@kickheavy8982 cheap contrast is just a function so you can open it to see the math iirc

  • @kegsfx8603
    @kegsfx8603 9 หลายเดือนก่อน +1

    Extremely helpful!! =D

  • @nimitverma3460
    @nimitverma3460 20 วันที่ผ่านมา

    Thnakiuu alot

  • @Obiwahn89
    @Obiwahn89 2 ปีที่แล้ว +1

    Very helpful tutorial!

  • @jmv1
    @jmv1 ปีที่แล้ว +1

    any chance you have the spiral handy? It would be greatly appreciated. Thanks for posting such an awesome video!

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว +1

      It’s literally just a helix primitive from Maya with most of the faces deleted and then vertex painted

  • @maxleveladventures
    @maxleveladventures ปีที่แล้ว +1

    Thanks for sharing your knowledge!
    Maybe I missed this part of the video (or it's just obvious to people who know more than me), but I'm guessing the niagara system won't spawn particles when you can't see the see the necessary part of the mesh. Do you know of another way to spawn particles from a static mesh that allows you to use a mask updated at runtime?

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว

      if you're using the screen buffer then it wont work off screen correct - you can however just spawn on a static mesh and sample the vertex colours or uvs and then use that either directly or to sample a texture. it wont work with an animated material though - unless you replicate the animated material math in niagara...

  • @sunito6525
    @sunito6525 2 ปีที่แล้ว +1

    Thx for great tutorial very helpful, sir let me know how to download Niagara Advence Contents map. it's to hard to me for find it. thx again and plz reply

  • @zachbeech9428
    @zachbeech9428 3 หลายเดือนก่อน +1

    Hey man love your work! - should the Gbuffer method for dynamic materials be working with a material referencing a video texture sample? I've been trying to work out how to emit fluid with a video texture and can't seem to find a solution. (the video doesn't play when I reference it in the niagra texture sample node). any help would be super appreciated (:

    • @tharlevfx
      @tharlevfx  3 หลายเดือนก่อน

      It should work yeah, the gbuffer is just what’s rendered on the screen so it shouldn’t matter what the source of the pixel data is, video texture or regular textures

  • @ABentPaperclip
    @ABentPaperclip 2 หลายเดือนก่อน +1

    would this work with a landscape RVT? ie) if you were using an RVT to create a mask for a burning forest, could you sample the mask to spawn smoke and embers?

    • @tharlevfx
      @tharlevfx  2 หลายเดือนก่อน

      Yes. You can sample an rvt just the same as you can sample any texture. I’ve used sampling an rvt heightmap for all sorts of cool fx

  • @nimitverma3460
    @nimitverma3460 19 วันที่ผ่านมา

    Hello sir> hello can u send me link of file where blueprint and niagara particles are added preset for easy use directly> i want to use it for videos with alpha channel >added as material to a plane> and want to emit particles only from RGB channel of plane material

  • @TorresLiverpool10
    @TorresLiverpool10 2 ปีที่แล้ว +1

    awesome

  • @vovainzhenerik
    @vovainzhenerik ปีที่แล้ว +1

    hello! can you ex[plain step by step creating particle emitter on mesh plane by video footage grayscale mask with all the steps since empty scene? in this tutorial obviously not all of explanations

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว

      have you checked out the first Advanced Particle Locations and Introduction to Niagara videos? they should cover the setup you need.

    • @vovainzhenerik
      @vovainzhenerik ปีที่แล้ว

      @@tharlevfx yes, I saw it, but i cant create emitting particles from animated VIDEO mask (external footage) or animated alembic mesh. there is no tutors in this theme.

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว

      @@vovainzhenerik yeah they’re very different things I’m afraid - unreal probably doesn’t support alembic or video texture for this sort of thing unfortunately

    • @vovainzhenerik
      @vovainzhenerik ปีที่แล้ว

      @@tharlevfx its a bad. but how to create fire propagation on the surfaces with niagara?

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว

      @@vovainzhenerik fire propagation is also pretty tricky - you need some way to store how on fire a piece is (usually render targets or vertex colours) and then some way to communicate from what is on fire to what is nearby that could be on fire (usually line traces or render targets). then you just have to connect everything up and make sure it works robustly and without being too expensive on performance.

  • @juneyum
    @juneyum 7 หลายเดือนก่อน +1

    another queation, what did you used unreal version in this case ?

    • @tharlevfx
      @tharlevfx  7 หลายเดือนก่อน

      I’m not sure to be honest, it was a a while ago. 4.7 maybe?

    • @juneyum
      @juneyum 7 หลายเดือนก่อน

      I guess maybe earlier, if node changed to be select node in scrach pad about 4.27.And could I brorrow your last two case file?cause whatever I couldnot restore it,sooooooo confused!!😖Please and thanks@@tharlevfx

  • @shinnasukah
    @shinnasukah 11 หลายเดือนก่อน

    Is sampling world position offset possible?

    • @tharlevfx
      @tharlevfx  11 หลายเดือนก่อน +1

      So no, but there’s a workaround. You can sample the original position of the vertex and then do the same math for the WPO and in Niagara, as long as the logic is all the same then the result will be the same and it’ll look correct

  • @woohj7649
    @woohj7649 2 ปีที่แล้ว

    How did you spawn without a location module? 11:30

    • @flash4297
      @flash4297 2 ปีที่แล้ว

      I think that he used the sampled mesh location as initial location in initialise particles

    • @JoeMama-hr3qe
      @JoeMama-hr3qe ปีที่แล้ว +1

      @@flash4297 Thank you!! I was wondering about that!

  • @jmv1
    @jmv1 ปีที่แล้ว

    Did they change the name of the IF node in UE5? It doesnt appear to populate in the scratchpad

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว +1

      Yeah they did, I think it’s Select now

    • @tharlevfx
      @tharlevfx  ปีที่แล้ว +1

      It’s more general case. Select allows you to use an Int for many outputs, If is just a subset of Select with a bool input

    • @jmv1
      @jmv1 ปีที่แล้ว

      @@tharlevfx Thank you so much! I got it to work, i'm having issues migrating the gbuffer. I think it may because the content browser project I downloaded is in 5.1 and the project im using to follow along is in 5.0. For some reason epic wouldnt let me download the content browser project in 5.0.

  • @mrcornholio2515
    @mrcornholio2515 2 ปีที่แล้ว

    Your video just spend my time, and i understand nothing from this video. Always show all you steps from start, this why people came here!

    • @tharlevfx
      @tharlevfx  2 ปีที่แล้ว +1

      Did you watch part 1? If you need to learn more of the basics I’ve got videos about that online too

    • @mrcornholio2515
      @mrcornholio2515 2 ปีที่แล้ว

      @@tharlevfx No, I only saw this video, it is important to understand what is from 11 minutes. The particle system in places where the rune is displayed. This is the only video I found and I can't figure it out. If possible, send a link to your other videos about it.

    • @mrcornholio2515
      @mrcornholio2515 2 ปีที่แล้ว

      @@tharlevfx So, can you help me, or not?

    • @tharlevfx
      @tharlevfx  2 ปีที่แล้ว +2

      @@mrcornholio2515 have you watched all the other videos on my channel? You need to learn this yourself