On Unreal 5.2, the fluid system that I am using (Grid 3D Gas Dust Explosion) has been modified by Epic and no longer uses the same parent. Therefore, you will have no control over the lighting and many features will be missing for fluid. You need to use the same parent emitter as in 5.1 (Grid3D_Gas_CONTROLS_Density_Emitter).
A light entity that only applied to once specific particle effect is a great trick I haven’t seen before! I hope to see more of your cool experiments and how they are made. Maybe some rain or blood explosion :D
Haha! Merci pour le tuto. J'essayai de faire la même chose mais sur les data des trails et ça ne marchait pas vraiment bien. Intéressant l'astuce pour visualiser au ralenti 👍
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
Slowmo with sequencer is cool but it does make doing the EXR export have weird timing on chaos + niagara system so I just mute that track when rendering out a clip, you can always up the FPS on the sequencer and in post do the slow motion like shooting traditionally
awesome tutorial!! Did time dilation cause you any trouble in movie render queue? I changed the {frame_number} to {frame_number_rel}, but it seems like it worked on my particles but not the keyframe animations. Please let me know if you had similar issue!!
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
Hi! I watch your tutoral and I found the technique quite iteresting. Could you expolain how did you render it? How to get those smallrocks and fluids in the render queue and render it out? Thanks
hi, can i ask a question, how can i turn the fluid simulation into the final effect? i don’t know where to click the video shader🥺 sry for bothering but i am really not familiar with UE5😢
I have a dynamic destruction system so the explosions aren't always facing a fixed direction. Is there a way to make the spawned meshes go a specific direction based on the explosion's location?
Sure, in the "chaos destruction data" of your niagara (set as user parameter in my video) you have options to control the particles velocity based on chaos destruction
Thank you : ) Is just some tweak and tests on the Niagara shader parameters. This part took too much time on the video and the tutorial was not about that : )
@@sumours ya i get that but you really just need to show the instance panel for a sec to see settings so people dont flounder thru that part - theres so many parameters often its hard to know what to tweak
I can’t get the Niagara to spawn with chaos. I have enabled the plug-in but the option never shows up in the emitter spawn. Any idea what might be causing this?
For some reason when I set Sim to GPUCompute with fixed bounds all of the meshes fall through the ground... but it works with CPU Sim, any idea why/how to fix?
Hi, loved your in depth tutorial, but i am facing a issue, in ue5.3 their is no such module Spawn from chaos and Apply chaos data, i tried everything i could, can anyone help with that ??
now how you tender the chaos destrution and the emmiters together on a sequence? I do know to make the Blueprint Chaos Manager to record the destruction, buth the events on the emmiters by niagara dont know how to make a cache of them.... any solutions?
you need UE5.2 with this new feature (I haven't tested it yet) dev.epicgames.com/community/learning/tutorials/Rk9v/unreal-engine-niagara-simulation-caching-in-sequencer
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
I didn't specify it, but with the fluid emitter used in my example, the destruction and niagara fluid must be located at 0, 0, 0 in the world. Let me know if this solves your problem. To simulate destruction elsewhere, the emitter needs to be modified. And double check if your emitter driver is set in GPU.
On Unreal 5.2, the fluid system that I am using (Grid 3D Gas Dust Explosion) has been modified by Epic and no longer uses the same parent. Therefore, you will have no control over the lighting and many features will be missing for fluid. You need to use the same parent emitter as in 5.1 (Grid3D_Gas_CONTROLS_Density_Emitter).
how to control the dust opacity mine looks thick .. how to lighten and decrease the dust fluids ?
How does that work? How can I use the same parent emitter in 5.3 ?
@@ArthurBaum If you look at the folder of the fluid emitter, there is a lot of emitters variant ( I mainly use the CINE emitter)
I have searched everywhere for a good Niagara to Chaos fluid tutorial, and no good one can be found until now
Good Job
I'm overwhelmed with work right now, but I'm doing it 2X faster so I can finally watch it!! Thank you !!
Thank you Sir for your time and energy to create these tutorials
The author you are just Super! I am very grateful to you! This is exactly the effect I wanted to see in my project. Thank you very much!
Thanks for this awesome tutorial. I would love to see more content like this :)
Thank you for the tutorial. Just what I was looking for.
A light entity that only applied to once specific particle effect is a great trick I haven’t seen before! I hope to see more of your cool experiments and how they are made. Maybe some rain or blood explosion :D
Thanks for the cool lessons! Please do more lessons on destruction and vfx)
Haha! Merci pour le tuto. J'essayai de faire la même chose mais sur les data des trails et ça ne marchait pas vraiment bien. Intéressant l'astuce pour visualiser au ralenti 👍
Nice tutorial! Thanks!
This tutorial is impressive!!!
Спасибо за туториалы, пишите больше по ниагаре, очень интересно !
Do you know how to back the chaos animation and use it in sequencer?
th-cam.com/video/g1g2zPN25ug/w-d-xo.html
I hope i can help
check out UE "take recorder" , might be the solution
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
Slowmo with sequencer is cool but it does make doing the EXR export have weird timing on chaos + niagara system so I just mute that track when rendering out a clip, you can always up the FPS on the sequencer and in post do the slow motion like shooting traditionally
super inspirational!
Exactly what I need
12:15 If you cannot find the smoke, you need to enable the NIAGRA FLUID plugin.
awesome tutorial!! Did time dilation cause you any trouble in movie render queue? I changed the {frame_number} to {frame_number_rel}, but it seems like it worked on my particles but not the keyframe animations. Please let me know if you had similar issue!!
lovely
Make sure you have PLUGINS filtered ON when choosing 'Spawn from Chaos' in Emitter Update
I did that but still doesnt show up :(
@@tonytones4957 yeah thats wierd. it worked in another project. but not this ?
Absolute Saint! 🙏I was wondering why I couldn't find it. *face palm*
lifesaver
How do you make the Niagra Fluid work inside the sequencer? Thanks for the great tutorial !
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
Hi! I watch your tutoral and I found the technique quite iteresting. Could you expolain how did you render it? How to get those smallrocks and fluids in the render queue and render it out? Thanks
Damn Pretty fast Part 2
Nice
Can you help me? How can I render with sequencer?
hi, can i ask a question, how can i turn the fluid simulation into the final effect? i don’t know where to click the video shader🥺 sry for bothering but i am really not familiar with UE5😢
Great tutorial, but I have one question: how did you make boundes of gass bigger? my gass has by default small boundes. I hope for help
with the world space size parameter
Thanks for the tutorial! Do you know how to render it using Movie Render Queue?
You forgot to mention how you added that spot light with volume
hey / how can i see niagara template i go step by step and template is empty ... please help me !
how difficult is it to make something like blood vfx with Niagara and Fluid?
I have a dynamic destruction system so the explosions aren't always facing a fixed direction. Is there a way to make the spawned meshes go a specific direction based on the explosion's location?
Sure, in the "chaos destruction data" of your niagara (set as user parameter in my video) you have options to control the particles velocity based on chaos destruction
Can you make a further tutorial based on tweaking the smoke?
Hello! can u please give me a hint , how can i add niagra to sequence, i've added a chaosmanager to add explosion but niagra isnt visible...
Anyone know what component to add to the sequence to get the bombfield to activate?
how do you set this up for camera/sequencer/keyframe so you don't have to keep pressing 'play' if that makes sense... thank you!
Hello I just use the repeat button in sequencer th-cam.com/video/BTt5b4fQ0vg/w-d-xo.html
why did u skip over the tweaking the material on the smoke ? at 15 min what did u do to make it look better ? really good tutorial both parts thanks
Thank you : ) Is just some tweak and tests on the Niagara shader parameters. This part took too much time on the video and the tutorial was not about that : )
@@sumours ya i get that but you really just need to show the instance panel for a sec to see settings so people dont flounder thru that part - theres so many parameters often its hard to know what to tweak
hey do you know if its possible to give the fractured mesh a material on the inside ?
I explain how do to that in the Part 1 at 8: 10
I cant see any templates when i get to this part 12:16, its empty for me. Am i doing something wrong?
You need to enable 'NiagaraFluids' plugin first
High quality
I can’t get the Niagara to spawn with chaos. I have enabled the plug-in but the option never shows up in the emitter spawn.
Any idea what might be causing this?
same here. !!
anybody??
when you enlarge on emitter update. try to click on source filtering and check the plugin. You might find it. worked for me.
@@yoli5222 Thank you. it is working!
I use Unreal Engine 5.1 and added the chaos plugins but still cant select "Spawn in chaos" any solution or other plugin I need to install?
You need to click/check on the filter button when in the ''Emitter Update'' the one that says ''Plugins'', I was stuck for some time aswell lol
@@obecomfort4382 Oh thank you very much
@@obecomfort4382 lifesaver, I was stuck too xD
@@obecomfort4382 i was stuck as well, lmao. Glad to know i wasnt the only one. Thank you!
@@obecomfort4382 Thanks a lot, was gonna die if this wouldn't work lol
What are your PC specs?
Great! one question. How you change smoke color?
With the shader of fluid emitter or you Can use curve color instead of black body in fluid emitter too
@@wallacedavid5891 where can I find these parameters? or can you share lessons about it?
have you changed color?
is it "color mode"?
For some reason when I set Sim to GPUCompute with fixed bounds all of the meshes fall through the ground... but it works with CPU Sim, any idea why/how to fix?
thanks for solution...i searching the same....Using CPU sim
Hi, loved your in depth tutorial, but i am facing a issue, in ue5.3 their is no such module Spawn from chaos and Apply chaos data, i tried everything i could, can anyone help with that ??
You need to turn on the Chaos Niagara plugin.
now how you tender the chaos destrution and the emmiters together on a sequence? I do know to make the Blueprint Chaos Manager to record the destruction, buth the events on the emmiters by niagara dont know how to make a cache of them.... any solutions?
you need UE5.2 with this new feature (I haven't tested it yet) dev.epicgames.com/community/learning/tutorials/Rk9v/unreal-engine-niagara-simulation-caching-in-sequencer
@@sumours Is version 5.1.1 ok? I can open the NiagaraSimCaching plugin
if youre struggling to get the timing of both out in an export render just mute the slow mo track on the sequencer, and if you still want slow mo up the FPS
13:19 I don't have this node in 5.3
Can someone please tell me how to find the 'gas' emitter option, I can't find it or figure out how to see it? 😢
open Niagara Fluids
@@user-pp9uj1tc6e Oh....dang....lol thanks bro, Ue5 next level unlocked ☠️
Can't find the Spawn from Chaos option, anyone can help?
Found it, the plugins filter must be on. LOL
can you help me please
I'm not able to run fluid like you are, I'm working on UE 5.1
I did everything and yet it's not working at all
I didn't specify it, but with the fluid emitter used in my example, the destruction and niagara fluid must be located at 0, 0, 0 in the world. Let me know if this solves your problem. To simulate destruction elsewhere, the emitter needs to be modified. And double check if your emitter driver is set in GPU.
@@sumours you are a legend!!!!
it worked
thank you so much
@@sumours what parameter should be modified if emitter is not at 0,0,0?
@@tigermehran Very good question :)
@@sumours saved my day! thanks man
17:17....there is no new chaos destruction area on mine, where did I mess up? So close yet so far 😢
Me too. Have you solved the problem? Could you help?😪
@@lidiasherbakova Nope....still hoping for a reply 😭
@@kanohane instead of gass I use fog😅
@@lidiasherbakova did that fix it?
@@kanohane I didnt get gass, but to get depth I just used usual fog(plane with material) I hope you will get the best result. text, when you will get
How to turn off the red fluid bound?
Disable "showOverlay"
Mortel !
1:35
my smoke looks so dense