#visual-fx

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gritty cloud
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Just so you know this is unfinished

fossil swan
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nice!
though the very big smoke plume at the end will probably be a performance hog

gritty cloud
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I'm... working on it

fossil swan
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second explosion is nice

gritty cloud
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Chernobyl moment

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Btw it's meant to be steam

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:/

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but it could double as both

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Well the first thing is steam I should say

fossil swan
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that was clear :)

gritty cloud
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After the second explosion

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that is indeed smoke

gritty cloud
gritty cloud
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This is the rebuild I'm working on for my games map

fossil swan
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looks good. I'd look into getting some refraction in there as well to make the boom a bit more kapow. so to speak XD

gritty cloud
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If you mean anything to do with particle

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I have no clue

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Because all of them are just particles I've modified

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๐Ÿ˜…

fossil swan
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its a shader-rendering thingy, it causes visual distortion.

gritty cloud
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Ohhh that

gritty cloud
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Around fire

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Is that what you mean

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The distorted blur thing

fossil swan
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yea

gritty cloud
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Funny story

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I was having a literal nightmare over lumen causing weird artifacts constantly

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I learned to deal with it eventually but knew players would find it annoying

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and guess what

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Updating to UE5.1 fixed it

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I am actually really glad that the update fixed it :/

fossil swan
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thats nice!

gritty cloud
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I'll send a control room POV

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Because why not

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Deactivating auto scram...

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Turning on all pumps

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Raising control rods...

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Preparing to AZ-5 at a really really bad time

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Completed

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boom

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Also I know there's a weird orange flash when the second explosion happens

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I'm going to fix that ASAP

gritty cloud
edgy lintel
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Yo really dumb questions, but in UE materials is there an equivalent to method to a fragment shader? I'm trying to get the Kuwahara filter working in UE5.1 right now and it's pretty difficult to find a way to get a kernel up and running for each pixel

edgy lintel
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I'm gonna need to do custom won't I

analog onyx
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Material is kinda fragment shader

edgy lintel
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Sorta? But I'm gonna need a way to sample each pixel's neighbors

brazen schooner
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So i found that video today and i want to replicate that blocky pixelated particle style

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But i have little to none experience in making both material and particles

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Is there any similar particle, either tutorial, project or asset that you know I could check out?

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Or even if anybody could replicate this fire effect

glad arch
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Alright, I give it a try again right here where it looks more appropriate and most likely I can find an answer.
I'm trying to use FluidNinja VFX Tools in 5.1, which is not ready for it yet. It doesn't look like having many issues but just one that looks like very repetitive and yet hard to fix at least at my level.
Here, in the screenshot below, that bunch of errors I'm talking about... solving those {one of which โ”€ the absent Object Path on the Make ARFilter node โ”€ seems occurring many times in other BPs as well} ones I should be able to use the tool until an updated version comes out.
Any suggestion that might help me? I never did much with FXs but for someone with more experience than me that's maybe an easy fix. I really hope in yours help guys. Thanks in advance!

quasi wolf
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found a problem, decals dont react properly to subsurface materials, is there any way to fix that? its really bugging me and I cant think of a workaround without making really ugly lighting

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I literally just want the most basic directional lighting across the whole map but its always been giving me such a hard time for it

true surge
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hello i just wanted to ask if anyone have watched the trailer for project perceiver, if theres a proper term for the visual effects that they used in the moving labyrinth of sort in the trailer. or just a visual effect concerning worldspace for those cool transition, i keep searching for worldspace vfx and screenspace vfx but theres i cant see any results that i want, thank youu

timber sable
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hi does anyone know how to render with an alpha channel in ue5.1?
Itโ€™s a static render and iโ€™m using tiling mode. I watched a couple of tutorials but nothing seemed to work. The .png or .exr files always have a black background even though i activate alphas in the projectsettings and in the movie render queue.

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did i do something wrong on my part or are alphas not supported in tiling mode?

elfin meteor
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How would one recommend I make visual explosion effects if Niagara fluids runs slow?

unreal thorn
elfin meteor
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I don't know how to make sprites. Do you have any tutorials you recommend?

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Is EmberGen the standard?

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I didn't realize there was a monthly billing plan for EmberGen

elfin meteor
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Well. I'm not sure what Houdini does over EmberGen

unreal thorn
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If you can afford it, that is.

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If not, Blender is a decent alternative.

elfin meteor
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Not sure if Houdini or EmberGen should be what I use. I'm not familiar with either.

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I'm mostly interested in particle effects ATM

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I use Blender for most 3d modeling otherwise.

unreal thorn
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Houdini has more learning resources compared to EmberGen, but then you can almost do similar things in Blender (just require more trickeries)

elfin meteor
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Ah.

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I'm wondering which is more newcomer friendly, EmberGen does seem specialized exactly for particle effects though

elfin meteor
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I'm wondering what most users here use for their particle effects in UE5 too

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Houdini does seem to have great tools for particle effects...

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Wow. Apparently Houdini has a free version too...

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Yeah.

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Houdini seems jack of all trades...

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Well. I am mostly just looking for particle effects right now.

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I use Blender for most of the other stuff.

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Is Houdini higher fidelity?

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Well. EmberGen seems better for games in that regard...

unreal thorn
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Well, you're going to turn them into flipbook sprite either way.

gray portal
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How can I make the camera effect like in this game wit lens dirt etc? I searched it but cant find a proper way to make it like this

unreal thorn
gray portal
unreal thorn
gray portal
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I understood, thanks

unreal thorn
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It's not complicated, but it may break on lower resolutions

tacit saffron
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I tried to make an animation where my character smashes the ground into pieces.
I have made the destruction of the ground vessel and the animation itself in blender and baked it
But I have no idea how to put it into unreal as a character ability or how to put it into unreal at all
Any keywords for youtube?

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Well at least I assume I should do it in blender/c4d then import it into unreal as it's purely vfx, not an actual destructible asset

unreal thorn
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Unless it's a predetermined sequence, actually bothering with the ground for the effect can cause some side effect gameplay wise and wasting on development effort.

tacit saffron
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Exactly
That's why I would like it to remain graphical
Like, not renderable, purely visual fx
But I have less than zero idea on how to do that

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Shader? That's how I should call it?

unreal thorn
tacit saffron
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can't find anything on yt at the moment but I'll try to brute force myself through it in unreal
Thanks!

gray portal
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The fish eye(or any other camera effects) tutorials in youtube are too confusing and I dont understand even what Im doing and why, is there any better way to do it? Also why an easy camera effect requires that much work to make it?

unreal thorn
quasi wolf
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how would I go about making an accurate water material, but like a cup of water rather than a flowing river? just need that nice refraction and reflectiveness, with the visible rim too, not sure how to do this

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but I also want it to work on a cube, which may complicate it a bit more, since I dont know how to make nice reflections on a cube

gray portal
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Should I adjust game ambience for under-high settings or for high-epic settings? Because low-med settings look too ugly when I adjust lights for high-epic? It will be a game so I need to add graphics sliders.

unreal thorn
gray portal
unreal thorn
gray portal
unreal thorn
unreal thorn
unreal thorn
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The tooltip was kinda misleading, as it's not limited to meshes

gray portal
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Im hiding good lights on lower graphics

unreal thorn
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I don't see how r.DetailMode is tied to sg. presets, so you can reverse the order

gray portal
unreal thorn
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Of course the caveat is that you'd only limited to hiding things on "higher" detail mode"

gray portal
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Making a fish-eye lens post proccessing material make image a bit bigger, and as a result the final image look low resolution. How can I solve this?

unreal thorn
analog onyx
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And / or do custom filtering

gray portal
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how can I enable it?

analog onyx
gray portal
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It added a blur, I think

analog onyx
frigid oak
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I want to make the effect of projecting fog, smog, lighting, and laser. Can i make it using an unreal engine?

unreal thorn
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Though you're going to need high resolution for it, and definitely going to tank some performance.

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For virtual production/live events, you're going to need a super beefy PC anyway.

frigid oak
carmine charm
# frigid oak I want to make the effect of projecting fog, smog, lighting, and laser. Can i m...

i dont know if it helps or not and if you knew this already, but its called a laser swamp. Commonly used in scare attractions, they are achieved by using a "line lense" on a laser pointer in order to spread the laser into a horizontal line than a single point, then applied through fog (fog machine, natural smoke, ect), it reflects off of every bit of fog in the given line while passing through, giving it a sort of "mystical swamp bog" look. https://www.youtube.com/watch?v=gS0sV7kj-8E

Here is an awesome light show effect that you can do at home with a laser pointer.

I used line lenses that I got from eBay for a couple bucks to do this effect.

Check out http://laserpointerforums.com to learn more about laser pointers, lasers, and laser pointer companies! I have been a member there for 8 years, and have received a bunch of h...

โ–ถ Play video
elfin meteor
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Anyone here use EmberGen for game particles?

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Like explosions?

drifting crow
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HI Guys, i try to make a Beam, just added a emmisive material but its always pale in color no matter how high i set emmive. IS there a better approach?

fossil swan
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set the emissiveness lower, and rely more on a glow trough the texture it has

gray portal
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Can anybody recommend me some effects for an old camera effect? I have chromatic abberration and fish eye-lens on, which other effects can I use?

unreal thorn
cunning mural
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I got a really simple but very specialized question

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Why is unreal turning my alembic animation into voxels when I import? How would I go about getting the smooth version?

cunning mural
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I solved it. It was a mixture of turning the resolution down and correcting the frame rate to 60fps

oblique briar
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Hi Usul, I am having the same issue, any luck or solution?

hot prairie
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I am trying to built a fake window into a virtual production set. A bit like in theaters, the environment outside but with parallax...

But it has to work on a simple plane...

I was thinking about 2d capture but it might be tricky since it also depends on focal length and in the end a good environment texture would be enough.

Are there any uv tools which allow me fake this using a 360 Panorama?

pearl fjord
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How come some have the red thingy

fossil swan
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means you (or whoever made it) changed a value after the screenshot was made. nothing to worry about.

pearl fjord
glass cipher
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Hi all, i'm looking to make an effect where a character turns to stone gradually spreading out from where the sunlight in my scene is hitting them, for a cinematic - any ideas?

analog onyx
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@glass cipher you can use niagara with raytracing. Ray query plus skeletal mesh data interface will get you there. Alternatively, you can spam random high amount of ordinary physics raycasts from mesh towards the sun, and populate render target accordingly.

glass cipher
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@analog onyx yeah i was thinking a render target was the direction i needed to go - could i perhaps make one that isolates light contribution from just the sun directional light and then use that as a mask to drive the transition - but then is some kind of infection solve possible? i was thinking i should just prerender it in Houdini as a sequence in uv space and use that in the shader - because in theory i know where the sun is going to be, although obviously it would be less clunky to do it all in engine

quasi wolf
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how would I make some kinda light effect like this on top of objects? here I just used two meshes, but Id love to know a proper way of doing it

smoky nimbus
fossil swan
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hey @onyx anchor , if the reason is to get a job, please post it in one of the job-board channels instead. if its just for showcasing, #released is where its at :)

onyx anchor
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Oh okay. So this is more for in progress stuff and feedback?

fossil swan
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most channels are question/problem solving ones.

onyx anchor
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Gotcha. Thanks for the redirect!

fossil swan
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np

celest violet
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hey guys, is is possible to remove/hide objects rendered on custom depth from the postprocess0? basically a post process that hides customdepth objects

unreal thorn
quasi wolf
wheat current
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Please someone help me check this out

quasi wolf
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luos already replied

fossil swan
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feels ignored

unreal thorn
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inb4 one way blocking moderators for some reason

cold bolt
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Anyone have an example of rendering FString onto a mesh via some material methods? shader? anything I could start from? I have a bunch of books that are being generated procedurally and would like to open them to read the stories

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being projected onto the pages

unreal thorn
cold bolt
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gotcha, which would you suggest?

unreal thorn
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I would suggest using widgets, though I have no idea on how to render that to a render target that a material can use thonking

quasi wolf
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Ive been using the subsurface shading model for some of my materials to remove the harsh ugly shadows over models in dark environments, but it has this side effect when looking towards a light source. is there any way to fix this, or is that technically doing what its supposed to do? I either need to fix this or find a different way to remove self shadowing https://gyazo.com/8dfed1ee5b42ab105bbead632013d5bb

tame pecan
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Good afternoon everyone. Does anyone know what is causing this error when packing? I would appreciate any help.

fossil swan
modern girder
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Hi! I'm going to learn vfx. What tutorials are good for the beginner?

young canyon
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This is the one that got me stated, great stuff in this. Maybe wait for it to go sale over Christmas

unreal thorn
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Also if you're on UE4.25 or newer, consider using Niagara and check the pinned message on #niagara for more learning resources

quasi wolf
hollow moat
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Anyone got any docs on the coordinate index property for the TexCoord node? I found someone saying index 3 is the pixel size but I have no clue where they got this information.

fossil swan
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first time I am hearing that

hollow moat
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Epic Developer Community Forums

Iโ€™m trying to render pixel perfect UI using signed distance fields. To achieve this I need the actual pixel size of the material currently being rendered. The ViewSize property just returns the size of the viewport, not of the current rendered material. Does anyone know how I can get the actual pixel size? Maybe a additional node should be adde...

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I'm trying to make a ui material, and I need to do operations based on the desired size of whatever is being rendered

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So I want the UV 0-1 range to be mapped to what is actually being rendered

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Which doesn't seem to be the case by default

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So say I have this effect based on the uvs (just using fmod)

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No matter that size it should have the same number of divisions

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Currently I get this

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Okay had it set to box instead of image

atomic lantern
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I'm seeing that some people are creating VFX just by creating NS, and creating a bunch of NE in there, but it seems a little bit weird to me. Isn't it better to create separated NEs, and then combine them in the NS instead?

fossil swan
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depends. sometimes I set stuff up in an NS because the NE's need to work together, can always export them into separate NE's afterwards.

vale rock
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Anyone knows can you see the effects of a post processing without being in the bounds/having it on infinate bounds, I want to create a different light setup within a volume in the same scene: anyone got any ideas?

gray portal
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How can I fix this artifacts that appear for a moment, when rotating camera too fast?

sweet urchin
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Hello

I am working with UE 4.25.4 to recreate this fire VFX following the tutorial video below.

I have got pretty far, although the video is vague on many details in the cascade system layout. It would be greatly appreciated if someone could help me figure out what I am missing.

I have also attached a video showing my progress.

fossil swan
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@sweet urchin its best to learn niagara instead of cascade at this point as cascade is depreciated.
as for cascade, iirc you'll need to set the amount of frames somewhere in the required node.

maiden summit
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Am i in the right channel?

I want to fade in/ fade out post process materials on a global PPV.. The "main fader" I get on the PP material interface doesn't really work that way..
what's a good way to fade in fade out those effects?

Do I need to create a new parameter on each material and control it from a BP? (using like set scalar parameter value)?

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bonus: what's the difference between scalar and float?

upbeat gate
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Hi! If I wanted geometry that floats around and collides but is attracted by outside forces (like a noise field) would you recommend Niagara or Physics bodies?

maiden summit
upbeat gate
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How do you do things like having a turbulence field with physics bodies? Would Chaos support it?

maiden summit
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no idea.. sorry i'm at your stage as well

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there is a 4-5 years old series of tutorial about physics

quasi wolf
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hey, I got some reflective blood decals, but how do I make it look nice at any angle? I dont necessarily need accurate reflections, just needs to look shiny (I probably didnt need the example but just in case lol)

upbeat gate
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Is there anything for it to reflect? What's behind/above the camera?

quasi wolf
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I dont think it should be an actual reflection though, just should be shiny somehow, Im sure theres a way that doesnt depend on real reflections

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but it also needs to not be so flat, and I cant find a way to do it with a normal map for this

unreal thorn
quasi wolf
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true, but in light itโ€™s still not good enough, like when a light shines onto it the whole thing shines white, rather than smooth over the edges like it should

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and then I think whatever I do besides a flat colour will cause horrible overlapping

bold moat
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hi, I have this bloom and lens flare in my scene and I can't find how to turn it off, and I already deleted all the lighting in my scene. Maybe this is super noob but how do i turn it off? I can't seem to find the setting

quasi wolf
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post process? idk why itโ€™s THAT bright, but post process volumes have default settings which you can override

bold moat
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I tried doing that but didn't work

bold moat
bold moat
muted oxide
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Not sure if this is the channel for this? I was wondering how to create a double exposure shader post processing effect, similar to the videos provided. https://www.youtube.com/watch?v=2DZjTC4SfEI https://youtu.be/q4PXCzf2n4U?t=82

See how our award-winning visual effects team pulled off some of the stunning stuff in Control, winner of the 2020 Visual Effects Society Award for Outstanding Visual Effects in a Real-Time Project. This video contains a detailed breakdown of reactive environments and dynamic destruction, which are some of the key visual elements in Control.

Ge...

โ–ถ Play video
quasi wolf
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I know this clearly looks really awful but whats what I meant about the shiny effect

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the mask paint system thing

bold moat
quasi wolf
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these are decals

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sphere normal map

bold moat
# quasi wolf sphere normal map
Unreal Engine

Rendering metaballs In UnrealEngine4.
There's no limit to the quantity of balls (Determined by the performance of the GPU)

Includes:
Rendering High Quality MetaBalls in RealTime
Creating Pseudo-3dTexture in BP
Sampling Pseudo-3dTexture in Mat

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at the cost of performance probably haha

quasi wolf
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but these are just decals

wise rain
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anyone else having troubles setting a default niagara system in a niagara component?

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for me it always stays at "none" no matter what i select

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i tried restarting the editor but the problem persists

deep flint
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i have a cascade anim trail particle on a bouncing projectile, when the projectile spawns within the viewport the trail works fine, but when the projectile travels out of the screen and bounces back, the anim trail stops working, is there a way to prevent that?

wintry vale
quasi wolf
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pretty much this exact system, decals wonโ€™t be great because of overlapping and performance, and wrapping around meshes badly so Iโ€™d prefer that way

quasi wolf
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in the video, you can see how it creates a mask onto the materials

wintry vale
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You want blood decals?

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Dynamically?

quasi wolf
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pretty much

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itโ€™d be a much cleaner way than spamming decals onto everything

wintry vale
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Not really

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You can do that with vertex painting or render targets

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Or decals

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All uniquely different with pros and cons

quasi wolf
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well this way looks best for what I need

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just need to know how the masks are generated

dapper dawn
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Does anyone know why my particle emitter deactivates / destroys itself after some time (I think it's like a few minutes would have to time). I want my particles to remain alive forever. It's a cloud I spawn that needs to persist forever. But I can't find how to stop it from eventually destroying itself. What could I have missed? What do I need to do to make it 100% certain it never destroys itself?

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I'm guessing it happens on the first garbage collection or something as it's always a set amount of time. I'm guessing like 5 mins

echo lotus
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Hey did you solve this?

dapper dawn
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I did some more testing and so the particles delete themselves after a long time, at least 10 mins+ and they even delete theirselves when looking straight at them. So it's nothing to do with visibility or view based. It seems like a hard delete after x amount of time. Perhaps some engine setting that deletes particles after an amount of time so that no particle can ever persist longer than a certain amount of time?

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Also fun fact, it also happens in the edtior view. Like not while playing but in the editor viewport while working. I place the actor in the level that has the emitter and after 10+ mins of working around i see that the particles are suddenly gone.

fossil swan
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not that I know the solution, but niagara or cascade emitter?

dapper dawn
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Cascade

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I guess it's worth a try

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The particles are GPU btw (if that is any useful info)

fossil swan
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one sec.

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double check if lifetime is set to 0, and not a superhigh number. (sometimes used as a workaround to have access to "over life" modules, as there arent any "over time" modules.

in the required module:
disable kill on deactivate/kill on completed

Doublecheck if it has LOD's, else yes, that option you mentioned could be a thing.

if you click on the empty space next to an emitter, there is also a "seconds before inactive" option, make sure its set to 0.
there is also an "auto deactivate" option there you can try unticking.

dapper dawn
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Thanks will check all these ๐Ÿ™‚

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Hmm all of these were already set as you suggest. Regarding LOD's. By default there is an entry 0 in the LOD distances array and another entry 0 in the LOD settings. Is this enough? Or do I need to add more LODS to these arrays?

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These are the default settings

fossil swan
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if there are no LOD's there besides 0, theres no LOD's

dapper dawn
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Ah ok

fossil swan
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you could try a lifetime of 24hours XD

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but yea, no clue then

dapper dawn
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lol

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I guess that's a last resort solution

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And then in come the bad reviews from nolife players playing 24 hour + marathons ๐Ÿคช

fossil swan
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by then they are so tired, they wouldnt notice XD

dapper dawn
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OMG game sucks clouds disappear wtf refunded.

eager geyser
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hi

wintry vale
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Can anyone explain to me why when setting my render target to RGBA16f I get 1.0 value for Blue and R = 0.03, but when setting it to RGBA32f I get R = 1 and B = 0?

wintry vale
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seems like read render target pixel is always the same color for RGBA32f...

sudden dune
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Anyone know how to achieve this volumetric turbulence fog in UE5?

golden umbra
sullen dome
# sudden dune Anyone know how to achieve this volumetric turbulence fog in UE5?

I saw a tutorial that did it with a video playing over a 2d plane:
https://www.youtube.com/watch?v=e9atAxm1Cc0

however the catch is it doesn't react to light

Hello Everyone,

Today I will show you how I create realistic smoke and fog in elements in Unreal Engine 5.
If you have any questions, please leave them in the comment section below.

0:00 Introduction
0:31 Converting MOV to JPEG
1:05 Loading in the Image Sequence
1:52 Create Media Player
3:05 Creating the smoke plane
3:37 Smoke Shader
6:14 Smo...

โ–ถ Play video
sudden dune
sudden dune
celest birch
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just starting with unreal engine am wondering if i can extract visual effects as obj or something to use them on blender or maya is that possible at all?

unreal thorn
celest birch
# unreal thorn No, and you better have a plausible reasoning to do so.

lol i use keyshot for rendering and texturing and keyshot materials cant be extracted so whatever i do in keyshot stays in keyshot cant take them to unreal engine so i hoped i could take the effects from unreal engine and use them on my keyshot scene instead of doing it the opposite way

twilit quartz
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Hi! I'm looking for a solution to fix an issue with an "unlit" post-process mixed with Planes with Translucent/Unlit materials

Here's my scene when I work in the viewport with the Unlit mode enabled:
https://cdn.discordapp.com/attachments/1055091838412922911/1055548723461103686/what_Im_expecting.png

To render my scene as a video (through the Movie Render Queue), I created a post-process to be in Unlit mode. Here its simple config:
https://cdn.discordapp.com/attachments/1055091838412922911/1055548722810998794/post_process_unlit_before_translucency.png

However, once in my Level, my scene really is in Unlit, but I cannot see anymore my drawings (which are applied on a Plane actor, with a Material Surface > Translucent > Unlit).
https://cdn.discordapp.com/attachments/1055091838412922911/1055548723112980520/post_process_unlit_before_translucency_no_planes.png

But if I disable my post-process and display the viewport with the Lit mode enabled, I do see my Plane actors and their drawings.
https://cdn.discordapp.com/attachments/1055091838412922911/1055548723758911578/when_I_turn_lit_on_and_turn_off_postprocess.png

I also tried to change the Material of my Plane Actors to make them "Lit" (instead of Unlit), but to no avail : the issue comes from Translucent mode (I don't have it when it's in Masked mode, but obviously, I need my material to be in Translucent).

Any help / advice is welcome ๐Ÿ™‚

obsidian sand
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Hey smart people. How would you propose going about recreating a retro looking "hazy" lens effects similar to the feel of shows like Ep. 7 - The Viewing from Cabinet of Curiosities or Blood Machines? Environmental fog? A post processing material? Combination of both?

unreal thorn
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I don't even know anything about the show lol

obsidian sand
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Sure. But pictures aren't really going to do it full justice. I'm not sure a picture or two is going to convey the full extent of what I'm shooting for and I don't think anyone is going to commit to watching either in order to help a stranger in a forum.

fossil swan
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a lot of this feels like good post processing, luts, and a neat lens-flare setup.

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how to approach it, iunno. you might want to read froyo's lens flare stuff.

unreal thorn
fossil swan
#

can always conversate with froyok about it :)

wheat tinsel
#

Hello everyone! May I ask if I can pass some of my custom parameters form source to the emitter receive my event?

devout portal
#

Can I still check HLSL for the shader graph in UE5? Cause for me it seems not generating a specific shader code. (i cant find ANY functions or variable related to it in the generated HLSL) (copy pased from #graphics )

torn echo
#

i'm trying to exclude one of my actors from my post process effect but couldn't find a way yet. any suggestions?

golden umbra
# torn echo i'm trying to exclude one of my actors from my post process effect but couldn't ...

Render to custom depth stencil, and exclude from pp based on that.

This should give you some pointers: https://dev.epicgames.com/community/learning/talks-and-demos/JM/how-to-create-masks-with-the-custom-stencil-buffer-tips-and-tricks-unreal-engine

Epic Developer Community

This episode focuses on using the Custom Stencil Buffer in a Post Process Material which allows us to alter how multiple objects are rendered on the scr...

torpid palmBOT
#
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fickle pebble
#

Hi guys does anyone know how could I mask/blend this hatching shader that I have done with colors

true flower
#

a lerp could work getting your original color and adding the hatching where needed

worldly monolith
#

Does anyone else have an issue on 5.0.3 where your post process volume will just lock and none of the options can be changed? It's happened to me like 4 times now and it's getting annoying

winged girder
#

Hi everybody! I just downloaded the infinity blade effects from epic permanent free content and i'm trying to open it on 5.0

I'm getting this even after rebuilding light

#

Does anyone know how I can solve it or what the problem may be?

fossil swan
#

check the material, see if its broken somewhere. if it is, file a bugreport.

warm spade
#

Hi Everybody!, I am trying to achieve an effect where there is like a gust of dust on the ground when an object hits the floor, is there a pack or tutorial video that I can get please ๐Ÿ™

fossil swan
#

@deep valley lookingat how the fog reacts, it could be something in the shader fading on camera depth, but could also be something in niagara system.
its my first two guesses at least.

fossil swan
#

@harsh crown
8. No recruiting or self promotion outside the designated channels. Use the Job Board category for recruiting (see #instructions ), and the Sharing category for self promotion. Recruiting and self promotion must be related to Unreal Engine unless otherwise specified.

unreal lichen
#

hey, is material node absolute world position making different results in 4.27 compared to 4.26 ?? really buggy for me in 4.27

sudden plinth
#

Hello everyone ๐Ÿ™‚ So I am trying to create a display scene for my 3D art in Unreal 5.1. I was hoping to have the tank mid shot with the round a couple feet in front of the barrel and I nice plume of smoke and fire behind it (I realize this will block view of the tank, it wont be the only shot). I have a couple VFX bundles I have been messing round with but cant seem to get any of them to do what I am looking for. Is there a good way to pose smoke and fire without pausing the viewer, and does anyone have a good way of going about putting them in a scene? I haven't dug into VFX much and while it is on my list of things to get better with, I was hoping to get this done without having to learn an entire new part of Unreal. Thanks

lilac obsidian
#

hello

#

i have a trail particle for my sword

#

but its doing strange things

#

the trail always has these extreme jittery parts :/

#

in any movement

#

even moving it to the right on a straight line produces these knicks

#

is there a way to deal with it

glass cipher
#

does anyone know how to approach rendering a full resolution sequence of some looping smoke and include the things that the flipbooktextures does, ie depth, normal, relighting info etc?

left skiff
glass cipher
#

@left skiff thanks. I can make it loop in houdini no problem but itโ€™s just getting it to match changes in depth of field and lighting. Itโ€™s for a cinematic so Iโ€™ll probably just use the vdb plugin

harsh crown
fossil swan
#

no. post in the job related channels instead if you need paid help.

vapid bison
#

I'm working on an HD2D game (think Octopath Traveler). Because the camera isn't at a 90 degree angle, I'd like to have my sprites and models face the camera. I can easily do this for my sprites by rotating them, but for 3D models I'd need to do a shear transformation.
The only thing I can find online is this recommendation to apply a vertex transformation in a shader: https://forums.unrealengine.com/t/is-there-a-way-to-apply-shearing-transformation-to-an-actor-with-static-mesh/55630
Does that seem like a good approach and if so, how would I go about it?

Epic Developer Community Forums

I even tried to compute the transformation matrix myself and used SetActorTransformation to force it to do so. However, the result still only shows rotation, scaling and translation, no matter what I have in the matrix. Did I miss something (such as toggle some attributes) or there is just no way to get around? Edit: Here is the my guess for th...

analog onyx
analog onyx
vapid bison
#

Do you have any resources I could look at for modifying the shader files and also for persisting those changes when sharing the codebase with others?

slender walrus
#

Hey, maybe I am overlooking something, but I can't get Dirt Mask working in Post Process Volume. This should be straight forward, right? I tried Textures with and without alpha channel but it just wont work.

#

I am using UE5.1

oblique oar
#

This is for a boss arena for a 3D bullet hell game. Does anyone know how to get this effect in UE5? What plugins, tools, etc? I really like how distant things curve in this video minus the scuffed rendering. I plan on using a grid pattern on a plane like in those vaporwave images.
https://www.youtube.com/watch?v=ryLvvcNMih8&t=277s

Today we look at 5 of the strangest minecraft shaders, these shader require optifine to work and make your worlds look completely strange! If you wanted to, you could use these for survival challenges or other fun things!

โœ…Subscribe for more: http://bit.ly/2J6WaCA
โ–ถ๏ธGET OPTIFINE: https://optifine.net/downloads
โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”๐Ÿ”ธSOCIAL MEDIA๐Ÿ”ธโ”โ”โ”โ”โ”โ”โ”โ”โ”...

โ–ถ Play video
#

I want to make something like this, but without the mountains, different colors, and with the grid curving upwards like in the MC shader. The player should feel like they are inside a hollow sphere. This effect would probably work best if the player was stationary and when the grid is a texture that's moved by the player movement controls. A distant fog will help blend the sky and the crescent horizon instead of using mountains.

hollow goblet
#

Hello ! Does anyone know if doing a water interaction system (basic fluid sim) was ever tried using runtime virtual textures ? I'm having a hard time understanding exactly their limitations

red mauve
#

hey got a question, how should I go about adding gas that covers the entire city

#

Should I use multiple emitters throughout the game or is there another more performant way that I am not aware of?

fossil swan
#

i'd prolly fake it with some post processing/cylinders with fog-like effect around the player/camera. and only (maybe) spawn in some actual smoke close to the camera, as actually spawning that much gas particles would kill performance like no other

red mauve
#

what if we have multiple emitters that are spawned in and out through world partition

#

also would it be more efficient to use 1 large emitter rather than multiple

fossil swan
#

more emitters is more overhead, and overdraw-wise it wouldnt matter.

#

I'd look into fake fog tutorials and such

red mauve
#

the issue is that we want the swirling effect within the gas

fossil swan
#

can prolly fake it in the material. else look into ninja fluid-fx on the marketplace.

red mauve
#

isn't the fluid system not performant for Realtime use, at least if u want it to look good

#

I'm assuming

fossil swan
#

still better than particles XD

#

but you'll have to do a lot of research and find the one performant enough for what you want

unreal thorn
#

Also built in Niagara fluid particles are much heavier than FluidNinja LIVE

granite mortar
#

Assuming it's a large map, this definitely shouldn't be handled with emitters because they're pretty expensive. You can achieve the effect you want with good texturing and perhaps spawning emitters close to the camera for extra detail.

oak adder
#

anyone know a site i cant get a fbx site to dowload things?

celest birch
#

(Think I posted on the wrong channel last time) Could someone help, my lightning effect looks exactly how I want it to look on "medium" editor settings but as soon I set it to "high/cinematic" it loses its glow

celest birch
unreal thorn
celest birch
boreal canopy
#

Hello, anyone here knows how to draw a persistent runtime virtual texture without having to spawn lots of meshes?

#

I'm not even sure if this is the right chat to ask it

brazen niche
#

I'm assuming you're talking about using niagara to do that, but maybe you're doing it another way?

boreal canopy
boreal canopy
#

I also thought i could took a look at the Engine source code, to see how a object is drawn on a RVT Volume, and maybe create a Blueprint Function Library to do that

#

It spawns these BP_InteractionPoint which is a StaticMeshActor, that draws to the RVT, their scale decrease overtime and when it reaches 0 it gets destroyed

boreal canopy
boreal canopy
#

I opened the code with Notepad++ just to visualize it, i'll get on VS Studio to see any references to that class, see where it's used and how it's used

echo lotus
#

Please help! I'm just looking for a simple but elegant way to create tap water in a sink? Any suggestions?

brazen niche
main urchin
#

Hi, how to mix rotate and scale WPO?

main urchin
#

seem like that:

echo lotus
echo lotus
unreal thorn
#

The thing is, physically accurate fluid sim is hard to do in real-time

echo lotus
unreal thorn
echo lotus
#

It's basically the same as Maya's Bifrost (with crappy settings) but in real time

hallow vale
#

I want to learn creating Plants environments please recommend to me youtubers who make content tutorials on this

echo lotus
#

Does anyone have any examples of a good running shower?

keen moss
#

Is it possible to limit the amount of spawned decals that overlap on one another? I have a simple blood particle system that spawns a decal on collide with the environment. However the decals will overlap to many times creating FPS drops. I'm just unsure and trying to find an answer to if you can do this and how you would do it cause my FPS runs at a full 60 but drops to 20 when like 30 decals overlap I just need to find a way to stop that overlap.

#

Should I maybe go about somehow setting up a custom collision for the spawned decals or is there a setting somewhere to ser how many decals can overlap?

analog onyx
#

Is it possible to limit the amount of spawned decals that overlap on one another? No

#

Should I maybe go about somehow setting up a custom collision for the spawned decals or is there a setting somewhere to ser how many decals can overlap? Perhaps.

keen moss
#

@analog onyx Would setting something on the runtime of the map itself like Get all actors of class "Custom Decal" (This way I'm not de spawning anything I have set in the map by hand)

Is Valid & Branch

From True

Overlap >=10

Destory Decal 0

analog onyx
unreal thorn
arctic lodge
#

~~Hey, I'm having trouble working on a niagara system. The idea is that when I place an actor, it has a niagara system component already within it, that has particles floating along a spline component from within this same actor. While I am perfectly able to build this system to have a selectable spline object from the world, I do not see a way to get the system as a component to use a spline component within the same actor. How do I go about this?

The Data Interface Spline has no dedicated blueprint nodes for setting its source variable unlike some other data interfaces. So I tried giving it a User Parameter from an Object parameter(ObjectSpline). But setting ObjectSpline in BP to the very spline component in the same actor does nothing. And setting it to Self, crashes the editor. What should I be doing here?~~

Edit: Its working now after an editor restart. :/

fickle pebble
#

has anyone had trouble with RVTs and landscape?

#

it's not capturing the landscape colors

#

the issue I'm getting is the exact same as shown at min 17:00

stone socket
fickle pebble
#

I fixed it already, you gotta generate the RVT in the landscape actor aswell

#

thanks tho

unreal frigate
#

How can i make this glitch effect? I tried making it in the material itself and just now realised it's probably a Post Process effect.

lunar tide
#

just getting started w/ making vfx in Unreal. I was hoping people had vfx tutorials they could recommend. I have some experience w/ making vfx just in Unity rather than unreal

unreal thorn
# lunar tide just getting started w/ making vfx in Unreal. I was hoping people had vfx tutori...

Today we start a new series focusing on Niagara, starting the with basics of the UI and changes in the workflow from Cascade.

If you want to learn more about Materials in Unreal Engine check out my new course here:
https://tharlevfx.gumroad.com/l/ue5materialspart1

If you have any questions about Game Art VFX or the Unreal Engine then email m...

โ–ถ Play video
odd spruce
#

Hi, I was following a tutorial to do a flamethrower with fluids but it looks like in 5.1 the way to setup collisions has changed. I can't find a way to make it collide with meshes in my scene. Could somebody help me with that ? Thanks !

left skiff
odd spruce
#

Yes I did :/

left skiff
#

does it respond to the sphere if you drastically turn down the velocity or turn up the pressure iterations?

#

I can't remember the exact settings in 5.1 but maybe try making the sphere moveable. Also I'm assuming that is an engine sphere but in general the meshes you collider against need collision shapes setup on the static mesh. Also you should make sure mesh distance fields are enabled in your project

odd spruce
#

I made it moveable too and tried with an imported mesh

#

I checked distance fieled and restarted and still no collisions ^^"

left skiff
#

I just made a Simple particle source fluid template, then added a sphere to the map, and the actor tag "collider" and got the collisions.

#

any errors/warnings in your log?

craggy badger
#

What is the difference between PhysX and Unreal Engine Chaos?

deft heath
#

Im looking to add an effect of dizziness to my FPS characters hud when he walks through a trigger. Ive created the Widget that has some effects on it such as blur and also made it a 6second animation. Im having issues linking it to the trigger, how would I go on about doing that?

echo oyster
#

how do i get a niagra emitter to flow in the direction it is facing ? like how do i get it to have its origin rotate with the origin of the origin location

warm fox
#

Hi, not sure where to post this so trying here! A friend of mine is having a problem with a collapsing wall, odd pieces flying off at high velocities on the playback only, he can't see it when simming, more details here https://forums.unrealengine.com/t/chaos-fracture-random-flying-pieces-turning-up-in-cache/752822 anyone here have any suggestions please?

celest birch
#

yes, in old times that water stream would be a sheet with animated water texture

unreal thorn
#

If the artificial waterfall stays on the whole time, it can still be achieved with a mesh with scrolling displacement and refraction

inland ibex
#

I am trying to change the hue of a color texture, at runtime. Not randomly, I need to change it to a specific color (set by current biome). Obviously multiplying my texture with the color of the biome gives wrong results. Blend_Overlay and Blend_lighten get close, but still not 100%. Is there a better technique I am missing?

I could use a grayscale texture on the outset, this would allow me to just use the multiply approach. But a grayscale image would produce somewhat boring results as the entire texture will have a single hue

I could maybe use the RGB to HSV node to convert the biome's color, and extract its hue value. But after that I don't know of a way to have the texture be hueshifted to that particular hue value.

Perhaps anyone has tips for such a scenario?

limpid rain
#

Does it possible effect can disable collision on overlapped actors? I have a black hole effect, and sometimes happens after effect that player and some other character nearby sunk through floor. I'm pretty sure it's not connected but I've already checked everything else and that stood out as last chance...

#

that is how effect looks

vapid scaffold
#

It's not possible to make a black opaque spark that is using the additive blend mode right?

inland ibex
#

it will be invisible

#

With additive you will never get anything that's darker than the background

inland ibex
# inland ibex I am trying to change the hue of a color texture, at runtime. Not randomly, I ne...

So, I ended up figuring this out, and it actually works pretty well.
You convert both your texture and your target color to HSV (RGB to HSV node) then grab the red channel from both (which is the hue), then you subtract the texture's hue from the target color's. Then make a Hueshift node, plug the resulting value into the percentage input, and the texture into the texture input. What you get is a texture that correctly shifts hues based on a target color's hue

inland ibex
#

If not then I can't imagine how those things could be related

limpid rain
vapid scaffold
inland ibex
#

You can also use modulate, since its a multiply. Then if you multiply by 0 = particle black

#

slowly raise that value to go from black to invisible

#

(at 1) if you go above 1 it will start to make whatever is behind it brighter

#

translucent also obviously works, but I think modulate is cheaper. So it depends on the use case ๐Ÿ™‚

warped galleon
#

Hey guys can I make vfx in blender and export it to ue5?

unreal thorn
surreal wave
# quasi wolf ideally Id have something like this, anyone know where to look to learn how? htt...

very late to this but you would want to make blobs draw a transparent material onto a render target and overlay that render target onto your material with a color change
disadvantage of this is you can't tell when the player's colliding with it, so if you're doing ink, there's no squid form system, and if you're doing blood, you can't make separate blood footstep particles/sfx/decals

quasi wolf
#

thanks that sounds fine, although I thought I heard of a way to detect what part of a material mask something hits

#

but I still dont know the actual way the mask is generated

surreal wave
#

render target

#

and please tell me the method you heard of if you figure it out

quasi wolf
#

it probably would have been something related to where you can cut holes out of a material and then trace through it somehow

upper oar
#

is there any way i can lower the resolution of a particle effect?

#

like is there a resolution scale option?

frigid cove
#

Hey guys

#

does anyone have any recommendations for using DOF? (depth of field

jade yarrow
#

(5.1) Hi. I am trying to modify my emitters inside my system but it tells me that they're "Parent Emitters" so I can only do limited things with them. I don't want to go back to the emitter pages all the time and I cant apply user parameters on them. How do I make those emitters children to my system instead of parents? On UE4 it worked just fine. But on UE5, when I add those independent emitters from the "Track" it locks everything. I made Niagara Emitters at first and then I made them

"This module in inherited from a parent emitter" when I hover over the modules. I can modify them completely if I make them directly from the Niagara System page but if I make an independant emitter page it doesnt work. I dont get it. ๐Ÿค”

mental harness
#

Sup people: I had a question. Im making a first person view game, and I wanted to know if somehow, i could make the character tear up, like water slowly rising bottom part of the screen and blurrier? Would I need to use a vignette, niagara or something like that? The blur would be from post process I know that much, but Idk how id make the tear come out as realistic and natural as possible

mental harness
#

What? Iโ€™d do the particle so it lands right in the eyes of the character?

stone socket
grim frost
#

how are people doing these chromatic abberation / air displacement VFX? Seeing it alot these days - in Forspoken and some other games.

analog onyx
#

sampling a texture 3 times ? @grim frost

inland ibex
candid grove
#

Any tips how to create animation like this? https://www.sidefx.com/tutorials/applied-houdini-rigids-iv-terrain-destruction-1/ I need to make an animation for a video where a crack appears on the ground and cuts through the ground forward while the camera runs after the crack. it seemed logical to me to use Chaos for this, but nothing like that comes out meh

swift crown
#

Hello, got a small issue with a mesh render in Niagara

#

I am trying to lerp color of the mesh:

#

the AlphaTarget parameter works well inside niagara. Meaning I can lerp between my 2 colors

#

but when I add this NS to an actor and try to set the parameter, only 0 and 1 works

mental harness
swift crown
#

the mesh goes black

#

I am using a pretty standard material, opaque for testing, but transparent does the same thing

mental harness
swift crown
#

using the RGBA channel to emissive gives only white

#

help ?

fossil swan
#

dont use RGBA but RGB or A

grim frost
mental harness
swift crown
#

if I don't scale it works

mental harness
swift crown
#

no scale color:

grim frost
swift crown
#

did, still goes dark

#

Seems there is something going on with the scale color update particle

swift crown
#

oh I think I found

grim frost
silk steeple
#

QUESTION: flow maps are for creating possible dynamic weather and moving clouds?

toxic berry
#

Hello. I am in need of help with my particles being visible on screen always. I currently am not able to see my particles when I rotate the camera past a certain point. They just disappear. I don't know what to look for or to have checked. Could someone please help me?

#

I am using cascade particles and have a blueprint.

round fog
toxic berry
#

Hi Jan

#

May I please message you directly so you can see what I have

round fog
#

Sorry, I'm just about to head to bed. It's probably more helpful if you just post it here

toxic berry
#

OKay

#

Ill post a couple pics

#

first one is visible, the second one the particles disappear.

#

If no one comments on this, Ill try contacting you again about it tomorrow, perhaps you can help me at a better time for you.

#

Thanks. ๐Ÿ™‚

silk steeple
#

you wouldn't happen to know how to make a black hole or quazar (that actually looks good)

silk steeple
#

no free ones? nowhere that are good?

round fog
#

every object has information about how big it is - that is stored in the form of a bounding box and/or radius. The renderer uses those bounds to efficiently check if an object is on screen or not - and if not, it stops bothering to try and render it.

#

In Cascade, you can manually set the bounding box size for your effect. For GPU particles, it even gives you a warning in the particle system editor if you haven't set them. Make sure the bounds you define are big enough to contain the entire effect, so that the renderer doesn't cull it as soon as the pivot is off screen

nocturne meteor
#

been learning how to use unreal, I was working on a twisted metal inspired game in unity before so i moved it over to unreal and have been plugging away. I finally got the VFX for 3 of the weapons i had in unity and wanted to show them off a bit here. Its nothing crazy but im proud of them.

toxic berry
#

Thank you Harlist for tutorial and thank you Jan Kaluza for the help. ๐Ÿ™‚ You guys are amazing!

lime cosmos
#

Any idea about how to fix DFAO ghosting? This kind of things: https://youtu.be/KwUDExNzVcs / https://youtu.be/JYk1x883pAI

r.AOUseHistory 0 removes ghosting but adds flickering. With 1 flickering is removed, but adds ghosting...

Is there any fix to this?

Culprit appears to mainly be r.AOUseHistory, set to 0 in your Engine.ini to reduce this glitch.

[/script/engine.renderersettings]
r.AOUseHistory=0

You can also remove ambient occlusion entirely if you want to fully get rid of it at the cost of flatter visuals.

[/script/engine.renderersettings]
r.AOUseHistory=0
r.AmbientOcclusionLevels=0

โ–ถ Play video
leaden smelt
#

Hi!

Is it possible to export smoke (3D fluid) simulation from Maya to Unreal 5? I cant export the smoke/fluid simulations into alembic :/

analog totem
#

Hey all.
Having a weird issue.
I have a replicated actor, that has 10 particle choices.
Only about 8 of the particles are working in my packaged game, on a dedicated server.
Works fine on singleplayer, but not dedicated. Its just a simple integer index with on rep.
Not sure if its some weird setting I'm missing or what, kinda stumped.

hard venture
#

@leaden smelt you could use volume textures with a ray marchers material or a vdb plugin. Possibly useful in a cinema, unlikely to be usable for in game fx.

inland ore
#

hey all, I'm a coder with very minimal art skills, I'd like to add an effect to my game where when the players health is low his peripheral vision starts to get obscured by a red blood splatter pattern that fades in / expands as his health gets lower (so you'd want the opacity to be driven by a radial gradient I guess), is there an easy way to generate a mask to use for that?

fossil swan
#

there are some spherical/radial gradient material functions.

inland ore
golden umbra
fossil swan
#

you could also hand-author one with a painting tool like photoshop and apply it to the screen. all up to what you wanna do :)

sonic lintel
#

Hey, i've got a problem with caching of Chaos-destruction:

#

โœ… THIS is what the correct destruction looks like (and also what it looks like while recording the cache)

#

๐Ÿšซ ..but THIS is what the Cachemanager plays back in the static-pose mode.. I can't to get it to rotate back to the correct position. It seems to have to do with the Location of the "ChaosCacheManager", but I can't seem to make any sense of it

#

Anyone knows what's going on, or how I should troubleshoot it?

inland ore
fossil swan
#

awww thanks

inland ore
# fossil swan awww thanks

so if i just want to take a radial gradient that is transparent in the middle and blood red on the edges like this, but then basically multiply that by one of the noise textures so that the player has red noise in their peripheral vision, what is right way to do that?

fossil swan
#

you can make the radius of the gradient a variable you increase/decrease over time.
Instead of multiplying, you could invert the radial gradient and subtract it from the noise, which might give nice results.

#

additionally, you could try and give the noise texture polar coordinates, so it feels more like going inwards.

#

but its all up to you and what results you are okay with

#

its prolly going to be a bit of fiddlediddle till you get something you can live with :)

inland ore
#

how do you give it polar coordinates?

fossil swan
#

there is a node called polarcoordinates

inland ore
#

i am probably being dumb lol

inland ore
#

tried putting something like this into the "Normal Map Panner Speed (V2) but it doesn't seem to work, I'd like it to move radially inwards or outwards rather than in an x/y direction, although having it just move down very slowly doesn't look bad

fossil swan
#

@inland ore at work now so no time to set something up, i'll get back to you after work

foggy walrus
#

guys how I can put clouds lower ? so when I will be playing on map I can fly through them?

opaque prawn
#

looking for random ideas, I have this "liquid" shape, i want to fade it away over time, using a dissolve effect in the material looks okayish but not great, i'm really trying to get a droplet feel

#

i can't use vertex normals * negative on this particular mesh because it just looks like the entire surface is getting thinner

#

i thought about doing something with the 'droplet' shapes already there, then using the vertex normal would work

#

but getting it to shade as one single continuous object, that would be the trick, not sure if i can disable AO on a particular mesh because that really breaks the illusion when the meshes are all stacked like this.

#

then there's the normals, i guess i could turn off tangent normals, and bake a world space normal based on a sphere maybe? like maybe that would work

#

or, mask a few verts, subtract them to the centre of the mesh and use a sphere mask to hide them as they move inwards

#

hmmm

fossil swan
#

@inland ore show me the material so far.

inland ore
#

a bit laggy when i try to record gif, in actually looks smooth, but is like this

fossil swan
#

k, ill take a look in a bit

fossil swan
#

@inland ore not that it solves anything, but dont use RGBA output.
RGB or A are fine. RGBA is for a different kind of data transfer

fossil swan
#

(can use same "vectortoradialvalue" node for both, i was lazy)

#

though editor is smart enough to merge them anyways under the hood.

#

just play with the values until you get something you like / learn from it / change to your needs.

inland ore
#

Amazing will take a look at the code shortly, thanks so much

fossil swan
#

np :)

opaque prawn
# opaque prawn looking for random ideas, I have this "liquid" shape, i want to fade it away ove...

ended up using a mask to pull verts to a central location, with a sphere mask to hide the stretched polygons as they entered the "inside" of the sphere, driven by a mask with a bunch of blobs, looks fine, possible polish would be to add a normal map to accentuate the 'collapsing holes' but not needed for my use-case. this shit is spinning around so fast you'll never notice the shading isn't perfect..

inland ore
quasi wolf
#

maybe a pretty specific question here, but Im having two problems and Im wondering if anyone has any idea, I have a depth of field effect on the camera, but this makes small parts of meshes such as the trees too thin or look odd
and Im using a post processing for outlines/drop shadow kinda thing, but as you can see in tight spaces like the corners, it goes too dark

fossil swan
quasi wolf
#

man no ones gonna know are they depress

#

Im at that horrible stage of game development where its all my own specific problems that no one else will know about because I caused it

golden hamlet
#

Why is this error occuring while using with a particle system?

onyx steppe
#

anyone know how to get this light reactive dirt mask? I can get a regular dirt mask but it is always visible and doesnt change according to light

violet badge
#

The jump from 5.0 to 5.1 broke cascade mesh emitters that had overriden motion blur to stay on. Now they blur unreasonably unless motion blur is turned off. Anyone know what might have caused this?

left void
#

how to make Unreal Water system to leave trails behind the moving object? I had impression it was build-in, but can't find any documentation on that

dim nexus
#

Hi, when a line from a material/VFX is too thin, the line flickers, what's they way to fix this issue ?

silent plover
#

Do anyone have a tutorial for making a burning floor with "fluidninja vfx tools" or with out it? ๐Ÿ”ฅ ๐Ÿ’จ

bold shell
#

i try to put keyframe to one vfx but its not move like hpw i want

#

when i play w,ith stick of sequencer its moving like how i want with trace

#

but not when i just click to play

drowsy lynx
#

I'm working on an effect for quite some time and made a little compilation of all evolution steps (WIP thread (https://realtimevfx.com/t/simon-trumpler-vfx-sketchbook/4177/314) :

https://imgur.com/yF1IOra

deep crater
#

@drowsy lynx amazing stuff!

bold shell
#

how can i do that in unreal guys with whic vfx i wanna make animation with vfx on unreal like that

bold shell
fossil swan
#

its just tiny gpu-based sparks, which can draw tens of thousands at limited cost.

#

bit old, should work now for gpu me thinks. but people can correct me on it.

lime cosmos
#

Somebody know whats the best / easy way to exlude objects from motion blur? all i found is some material option for translucency object to uncheck "output velocity" or in 5.x "render after motion blur". But only for transluceny materials. What about opaque/masked ones? Is for a racing game, where i want exclude the player car from motion blur. ANy idea?

frigid cove
#

Custom depth is your best bet there

#

thats what i use (im also making a racing game)

reef hound
#

my particle seems to go invisible unless i am very close. like very very close. I need it to be visible from far. What should i look at?

fossil swan
#

if they are gpu particles, check bounds.
Also check the material to see if there is any distance fade/camera distance nodes going on.
If its cascade, check LOD's.

shell topaz
#

does anyone know how you would achieve a particle based look like this from a texture? how is it done

https://www.youtube.com/watch?v=xWDura_GJbY&ab_channel=VFXcobaltblue

All Asset is converted as a Niagara system.

New type of Niagara butterfly particles added ( 20 particles )

Butterfly particles Overview
https://www.youtube.com/watch?v=_hq1etGqVqo

Market Place
https://www.unrealengine.com/marketplace/en-US/product/butterfly-particles

โ–ถ Play video
buoyant bridge
#

Anyone know How I can hide the Volumetric cloud Gizmo?

fossil swan
toxic nexus
#

how do i make simple water effect (for a sink/bathtub)?

stone socket
warm sand
#

does anyone know why particle effects are cut off with this post process material applied

minor flicker
#

hey everyone, anyone knows what causes these square/voxel shapes in my vdb in unreal?

shell topaz
#

Hi, Does anyone know how i can achieve a drip effect coming off of the slime ball instead of having a different particle fake it? because it dosnt look good to me right now

upbeat gate
#

My student wants to create a flock of birds that follow a character. Would you recommend BP/AI/ or Niagara for this?

analog onyx
oblique stag
#

hey guys I have a post process shader that basically takes the values in the scene and amplifies them and it works pretty well for my use case but I have a problem, the more amplified darker areas of the scene are, the more "fuzz" i get on the screen

#

ideally I'd like this not to be fuzzy, anyone know what I'm doing wrong?

slate grail
#

Anyone have a recommended approach to creating optimized foggy environments for a horror game setting? Iโ€™m trying to make a hazy corn field, with a player using a flashlight. Using UE4

cobalt jay
#

hey how is everyone so I was wondering if this is the right channel because I need help with Environment Light Mixer in Unreal engine 5.1 and I want to add the light shaft coming through the window but there is a weird fog line thing happening inside the room

craggy osprey
#

Anyone know if you can modify cascade particles during game time?
(Not via the constructor, I know that works, but I want to fade out particles via blueprint)

craggy osprey
#

Nvm, figured out what I needed to do.
Created material instance dynamic, reset the base material for the particle with my override material, and then just modified the material params as normal

#

result

bold shell
#

hi guys i try to find a vfx like this or i wanna do it do u have have idea guys how can do this or do u know same vfx like this i checked amost all niagara vfx but not so realict

#

like in this video

#

and i wanna make aniamtion like this guys

honest sable
#

encode the triangle origin in an extra UV channel

main urchin
honest sable
#

each vertex retrieves its UV coord and moves toward it

main urchin
honest sable
#

actually, looks like I use the UV coord to index a VAT which holds the pivot position

#

where i process the mesh with an editor util BP (to create a 2nd UV channel) and write out the texture

#

from there, you can use the abs world pos - pivot pos

main urchin
#

I'm not sure to be able to create such texture map....
isn't that a vertex animation map?

honest sable
#

pretty easy. can use 3rd party apps like houdini or do it yourself in-editor using
encode position: (Value/Bounds + 1.0f) * 0.5f
decode position: (Value * 2.0f - 1.0f) * Bounds

#

@main urchin also checkout the "pivot painter" documentation

main urchin
#

Aah well. Thanx.
A bit overcomplicated for me for the moment.
Thx!

tacit saddle
#

im trying to use niagara to recreate the effect this weapon leaves on the ground, any idea how to start making such a thing? im mostly concerned about the black goo texture that the floor has

#

i tried making a texture and distorting it but it doesnt look right

frigid cove
#

Hey guys, could anyone here help me with a ribbon problem?

harsh crown
#

Hi guys, how much time take to achieve 1 VFX AAA quality ? Please

fossil swan
#

depends on the effect.
can be an hour, can be weeks.

fossil swan
#

a static frame doesnt tell me much

molten orchid
# harsh crown Hi guys, how much time take to achieve 1 VFX AAA quality ? Please

There is honestly no useful answer to this question. Like, for the right person with the relevant experience, it could be done in an afternoon if everything goes well and there are no special requirements. But if you haven't created an effect like this and factor in the time to learn the techniques being used, it could take weeks or months. At this point, it's not about when, but if the effect is finished.

stable oyster
#

Is there a way to make a niagara particle die on collision?
I successfully generate collision/death events for another particle, but the initial one only dies when the life time is over. I want it to die on collision instead.
How can I achieve this?

visual carbon
#

hi fellas, looking for a pointer to any helpful tutorials or maybe even just experience for a decent tracer effect for bullets and such, i've found everything but for this. specific version would be 5.1.1 and looking to have quite a few in scene.

young quail
#

im looking to create realistic water simulation to bring into unreal, specificly a submarine breaching the water. any tips would be appreciated

nocturne patrol
#

Today we're looking at an amazing property that can be accessed within materials in Unreal Engine called Distance Fields!

Distance Fields can be used to create ripples in your water, blend surfaces together and to create SLIMES! There are some limitations with distance fields and you need to be careful about what emits distance fields and what ...

โ–ถ Play video
#

@young quail This video might have some information for you

quasi wolf
#

does anyone know how I could blend blood decals together in some way? Id assume something with masks maybe? its only the light that causes it to look like this, but I want it to reflect a bit

quasi wolf
#

also, is there a way to reduce that white light that always gets shined onto it, isnt there a way to change the colour of that too?

golden umbra
quasi wolf
#

yeah I was trying metallic, but that makes it too glossy

golden umbra
#

turn specular down?

quasi wolf
#

then if affects the reflections too much

green torrent
#

I have two effects (cascade i think) attached as child actors to an actor. The parent actor has a timeline that plays multiple times and the timeline makes it move, but the effects only stick to the actor the first time the timeline plays then just dissapears

fossil swan
#

depending on if the emitter is looped or not, you might have to restart it/enable it/respawn it. which you can do trough blueprint.

green torrent
#

My cascade is super makes the entire environment super bright how do i fix this

slim steppe
#

hi guys ! Please help me with this problem!! I have made a fire ball in niagara system in unreal but ฤฑ dunno how to make it projectile , ฤฑ dunno how to throw it like cannon. When i call the vfx it jsut standing in air it doesnt throwing . Do you know why ?

remote pine
#

Hey. I'm wondering if it's possible to get a volumetric (such as Volumetric Clouds) to be captured (scene capture 2d OR sequencer/cine camera) with a transparent bg, for compositing later in After Effects or something

#

Straight up, it doesn't seem possible. But perhaps there's something I can do to finagle it to work.

fickle ravine
#

I have a problem with volumetric fog in a lil level I'm making, seems to be related to geometry/bsp

shadow zenith
#

@remote pine do you know the steps to render with a transparent background through a level sequence and movie render queue? That part I can share if you donโ€™t know how. But I am not sure if the volumetric fog will respect the alpha, but I donโ€™t see why it wouldnโ€™t.

remote pine
# shadow zenith <@350186292631437322> do you know the steps to render with a transparent backgro...

Yep.
I'm asking about the part that you're not sure of.
atmospheric fog and sky is opaque, according to the documentation.
https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/RayTracing/MovieRenderQueue/

Once this change is applied, you will be prompted to restart the engine. To create a transparent background, you will need to hide opaque objects in your scene such as Sky and Atmospheric Fog.

A how-to guide for configuring the Unreal Engine Movie Render Queue feature to get high-quality cinematicsโ€”particularly when using ray tracing

#

Even though I'm able to hide the sky and fog actors (in fact all actors except "Volumetric Cloud"), giving me a black bg with just clouds, it appears to still render an opaque alpha channel.

#

So unless I'm missing some setting in the MRQ, I'm feeling like volumetric cloud actor is opaque too ๐Ÿ˜ฆ

#

I'm going to double check now that I've set the setting the documentation talks about and try rendering again.

shadow zenith
#

I see. That is interesting. Whatโ€™s your plan for the image after exporting it?

In the deferred rendering in the movie render queue render config, did you check the box that says accumulator alpha or whatever it says in there?

#

Then are you also using png?

remote pine
#

Let me check that config.

#

We're thinking we could composite the clouds in After Effects. This method would be much faster than, say, VRay rendering.

#

As it stands, white clouds on a black bg is OK as we can UnMult it, but you lose detail that way.

#

I tried exr. I supposed that png would have the same outcome./

#

that being, no alpha channel data

shadow zenith
remote pine
#

Ah true.

shadow zenith
#

Let me know if png is the same result. And was that box checked in the deferred rendering setting in the config as well?

Iโ€™ve gotten a lot of png transparent renders to work through Movie render queue. But I donโ€™t know if I have had volumetrics problems or not

remote pine
#

Gimme a sec, it's a work computer ๐Ÿ˜›

#

Thanks for helping btw.

shadow zenith
#

No problem! Itโ€™s 1am here so Iโ€™ll be going to bed. So feel free to Ping me tomorrow if I donโ€™t see your response if this doesnโ€™t work.

remote pine
#

gnight then!

fickle ravine
remote pine
#

beautiful png sequence ๐Ÿ˜„

shadow zenith
thin sand
#

How to adjust the size of the cubemap so it gets seamless to the scene? It was captured with scenecapturecomponentcube and I'm using reflection vector as UVs

thin sand
#

Please anyone? I'm doing a project for my work, it's kinda important, I can't find anything related to this issue

thorn pelican
#

hi is this where i go for shader help? i want to have a shader that uses a texture for shadows (so i can have a painterly look), does anyone know how i can acheive that look? im on ue4 btw

fickle ravine
analog onyx
hot oxide
#

Anyone know if the camera shake duration is broken in 5.1.1? no matter what value I apply it acts more like a intensity scalar rather than a time duration , fade in and fade out also dont appear to do anything

#

I'm doing this in a blueprint

hot oxide
#

ah, i had it hooked to a timeline on update

sharp pasture
#

Hi, I have a question about Chameleon Post Process
I want to make this scene, but I cannot get same result in UE5.1....
How can I make this?

winged girder
#

Hi everybody! one question about clouds

How would you go about making some clouds like this?

#

for better performance i'm thinking on attach that to the character and keep it at screen size, and when move, change the material clouds based on TexCord (Clouds would be noise texture).

Is this possible? Any better idea?

winged girder
#

whatever your system is, check the spawn node, it's probably set to "loop infinitely" change it to "spawn once" and to avoid them dying, check "lifetime"

shadow zenith
# winged girder Hi everybody! one question about clouds How would you go about making some clou...

So I donโ€™t have an answer on how exactly to achieve this, but I know in Unreal I have seen some demos of using a volume texture along with particle emitters to fake a sort of volumetric cloud volume like this.

Another option Iโ€™ve been hearing about but Iโ€™m having a hard time seeing where it was mentioned, but apparently Zelda Tears of the Kingdom has developed a brand new way to render clouds in an extremely cheap way that are volumetric in nature. So that will be really interesting to investigate and see potential of future application.

#

Summary ใ€Ž็ŸฅไนŽไธญๆ–‡็‰ˆ็‚น่ฟ™้‡Œใ€ Volumetric Fog small demos ไฝ“็งฏ้›พๅฐdemoไธ‹่ฝฝDownload Making beautiful and feasible volumetric effects has been a trending topic for game development. Inspired by the Gears 5 tech talk and the good ol' Guerrilla paper on cloudspaces, I decided to do my own take and created this fluffy dry ice fog using Volumetric Fog feature that

#

This is the reference for using the volumetric fog for effects like this. Main problem is it can get really expensive as you have to set the grid size really low

#

You also need to make sure you have an exponential height fog in your scene

drowsy vale
#

any tutorial to apply post process volume settings only through some silhouette ? I've looked at stencil / custom depth but found only how to apply effects on top. I want to have like a clear visor and apply VFX through it and not on the whole screen.

lunar knot
#

Hey guys does anyone know if its possible to add post process effects (night vision) in VR?

winged girder
#

Hi!

By any chance does anyone know of a tool to make an image move like this?
https://www.youtube.com/watch?v=i6ftm4adTu4

REVISITING "Immortalys" just shows how far Ivan Torrent was in 2017 ๐Ÿ˜Ž
โ€œImmortalysโ€ is Ivan Torrent's second studio album. 18 tracks, where orchestral and electronic music meet again to forge a new sonic voyage, through mystical landscapes and emotional melodies performed by the amazing musicians of the GIOrquestra, and the wonderful voices of La...

โ–ถ Play video
shadow zenith
drowsy vale
fossil swan
winged girder
#

someone on another discord told me it's normally called "breathing effect", that one seems to do the work.
Thanks for the info!

shadow zenith
# drowsy vale I dont think it works, i have in my scene a post process volume with the setting...

Youโ€™ll basically create a lerp between what is inside of the visor and the post process 0 scene texture then use the visor stencil as a mask. Youโ€™ll have to get the values to a range that is usable, meaning the visor area will be white and outside will be black, then cut it down to 0-1 using a clamp. Then you can plug the visor stencil mask thatโ€™s been adjusted and clamped into the alpha of the lerp, post process 0 into the a value of the lerp, and whatever you want to display inside of the visor in the b value of the lerp.

drowsy vale
#

yeah tricky part was that my visor needs to be translucent, i've found a God forgotten thread that discuss about a bug that takes place at the 0.35 opacity margin of a translucent material and yet have a custom depth value assigned to it (if i understood ok) and managed to make it work

Epic Developer Community Forums

Have the same question. For me somehow โ€œAllow Custom Depth Writeโ€ flag on translucent material enables Custom Depth only in case if opacity is above 35% and if opacity goes below that it stops working on per pixel basis. That look like a bug. More interesting note that in additive material it works fine. That is in UE4.25.

#

margin .35+ has custom depth assigned
whatever is lower than that doesn't
@shadow zenith

shadow zenith
drowsy vale
#

oh wow didn't know about the render in main pass or just have forgotten about it as this is still a struggle for me (shaders) thanks ! i think it will be future proof as well rather than having to rely on this 0.35 thingy

gray portal
#

Is anybody know a way to make camera have quality like a late 2000's phone camera?

devout bobcat
#

is there any good unofficial documentation for the Render Dependency Graph? all I can find is a 2 paragraph description and a powerpoint that was probably part of a talk but is missing said talk

analog onyx
chrome root
#

Hi, is it possible to export alembic FROM Ue ? i have a setup that i "rig" in UE using meshes and arrow in BP. but when exporting in fbx with the sequencer, the animation of the fbx in 3dsmax is not correctly assign. I though that alembic would be a good solution but if there is something else i can take it too ^^

devout bobcat
brittle remnant
#

I'm so confused. Why can't I access scene color in a material anymore?

#

Is scene color only accessible in postprocess domain now?

brittle remnant
analog onyx
#

you still can

#

just not scene color

#

for that you are expected to use scene color material expression

#

not a scene texture

devout portal
#

Hello. Question, is it possible to switch Atlas Curves dynamically? I can only see a float to sample the curve.

humble crest
#

Anyone knows how i can make the firing effect when shooting?

fossil swan
#

look into muzzle flash tutorials

plucky moss
spring surge
#

When two alien abductees return to earth, the inhabitants of a small town are forced to deal with the resulting havoc and chaos.

https://www.youtube.com/watch?v=6WuLvEbCmJw

https://www.mumuniverse.com/
The first feature film installment of the MISCHIEF UPON MISCHIEF UNIVERSE franchise is coming to Theaters | Metaverse | Streaming SUMMER 2023!

The MUM UNIVERSE franchise consists of Feature Films | a Play-To-Earn Metaverse Game | Stylized Animated Series | VR & AR Experiences.

*We're an EPIC GAMES (creators of For...

โ–ถ Play video
devout portal
#

Not sure where to ask...
I have a linear gradient texture, imported as linear, set to linear, sampled in linear...but it only looks correct if i convert sRGBtoLinear when applied to Emissive. What I did wrong?

#

Notice, not LinearTosRGB, but sRGBtoLinear.

mental robin
#

How to open a widget on screen but smoothly

hoary yacht
#

Does anyone happen to know if there's any way to toon shade niagara fluids?

shut flicker
fossil swan
#

@shut flicker sprite (bottom of emitter)
scroll down to cutout.
iirc "use material cutout" texture uses the material of the sprite as a cutout. (or the texture within it)
cutout texture can either be the texture of the sprite, but can be a texture of any arbitrary shape, which is what I tend to use. I have a few shape textures like circle, half circle, square, 8 sides circle, etc and use that.
they get cooked out when packaging the game anyways (learned that recently)
BVC 4 vertices cuts it out in a way to have 4 sides.
BVC eight > eight sides.
opacity source: either uses overall brightness, or one of the RGBA channels.
alpha treshhold is just that, Im generally content with 0.01 to 0.1,

#

the material version not working can be due to other textures in that material, its a bit vague on that part. but tbh, I never use that one, and use a texture that gives me a specific cutout.

#

if you have flipbook, you can use the flipbook textures alpha/red channel/or brightness generally.

#

added that info to the thread as well, because why not.

stray willow
#

anyone know how to cache the textures/animations permanantly between PIE sessions for Mass Crowd Characters in the City Sample? I think the VAT animations are rebuilding every time. Is there a way to cache to disk?

heavy basin
#

Anyone able to shed light on why beam emitter would be lagging behind its SourcePoint?

fiery goblet
#

Hi everyone, if I want to start creating game fx like fire and smoke can anyone tell me where to start?

#

I'm especially confused on how to create the texture atlas because it seems that a simulation app like Houdini/JangaFX (Embergen) or other plugin like NinjaFluid Live is a necessary tool to have, is it true? Or there are another alternatives?

#

Any help would be appreciated :)

fossil swan
#

it can be anything, from a panning noise texture thats bright as heck, to using houdini or embergen

#

depends on the art style partially

#

the more realistic, the more you want to look at software that generates simulations

#

the less realistic, either trough noise-textures or further down the rabbit hole and hand-draw fire flipbooks

fiery goblet
#

Oh okay, thank you for your explanation

#

I thought maybe panning noise texture would be a great start but a little bit confused how to make it less stylized

fossil swan
#

one can still do that, but you'd need to get skilled at using the material editor to pull off more realistic fire trough noise textures

fiery goblet
#

Okay, so a combination of knowledge from using material editor and having diverse variety of noises can make a more realistic fire right?

fossil swan
#

to an extend, yes

fiery goblet
#

I see, then I guess learning more about how to create a specific material is a good start

#

Since by doing so I can understand how different material node works

#

Did you by any chance have a youtube channel called "Yoeri -Luos- Vleer"?

fossil swan
#

who me? nahhh

#

hehe

#

I basically started by picking an effect I liked, and recreated it from scratch over and over till it became muscle memory

fiery goblet
#

Hmmm :)?

fossil swan
#

but yea, im that luos

fiery goblet
#

Oh xD

#

I'm a long time fan of your channel

fossil swan
#

thanks!
sadly I dont have the time to make niagara tutorials, but we do have a lot of pinned tutorial content on this channel

fiery goblet
#

I've tried to do your daily fx challenge but can't keep up with it xd

fossil swan
#

yea, they where more speed-videos than tuts

fiery goblet
#

Yea I know it's pretty hard to make content like that all year around so I'm fine with it :)

fiery goblet
fossil swan
#

thanks :)

fiery goblet
#

Thank you for your time luos, I really appreciate your direction :D

#

I also didn't expect to meet you in here xD

fossil swan
#

aww, no problem :)
and yea, I lurk/mod around :)

fiery goblet
#

Oo I see x)

#

Is it okay if I send you a DM asking about vfx related stuff?

fossil swan
#

While I dont mind, I am a very busy person as of late and not sure when I can reply.
It might be best to also ask questions here, on realtimevfx.com (and their discord)

fiery goblet
#

Okay, I can understand that ;)

#

I'll try to join the discord that you mention then

#

Thank you luos and have a good day, see you later :D

fossil swan
#

good luck, have fun, and take care :)

blissful path
#

Anyone used cube depth sampler? I'm trying to capture depth into a cubemap and then reconstruct the same depth from that cubemap in a particle system.. but its sort of bulging, so I assume I need to remap the depth value somehow?

#

thinking about it, might be due to the camera intrinsics

dire forum
#

๐Ÿฅน

#

wish there was a lot of vfx artists

fossil swan
#

there are, just need to know where to look.

plucky moss
#

Fr

plucky moss
dire forum
#

cuz its hell to find expert one they are all taken or i think not that many

fossil swan
dire forum
#

am forced to go to studio to get this

fossil swan
#

thats mainly just some well times and placed ribbons and sprite particles.

dire forum
#

the issue is where are the artists who can do such but as freelancers and not studios

#

in upwork many rejected not cuz the budget but the skill saying they cant

#

the rest well studios

#

and its a one time shot i cant just go on and hire any hopping they have similar in there portfolio so i can be sure they can do it without thinking ill have to pay again and again

#

am not into VFX so i dont know how it works

plucky moss
#

Are you hiring?

dire forum
#

yes

fossil swan
#

there are job-boards on realtimevfx/their discord.
we also have the job boards on this discord.
but if you follow some photoshop and niagara (and maybe blender) tutorials for a few hours, you can do that as well.

dire forum
#

i did place job offer here

#

and did got some attention and did paid demo as well

plucky moss
#

materials, orientations, the system, BP if he know, a lot of things

fossil swan
#

i did not say that

#

follow tutorials for said hours

dire forum
#

the details is a must with the quality

plucky moss
#

hmm

dire forum
#

i cant do that by studing even for months

#

studying *

#

but just using this video as a referance for the quality am looking for

#

or any elden ring videos

fossil swan
#

the quality is nice, but if you break it down, its all very basics stuff you can --if you wanted-- learn yourself.

dire forum
#

๐Ÿฅน why not hiring

fossil swan
#

but yea, either that, or fiver. and have really good descriptions of what you want.

#

and be patient until someone has time :)

plucky moss
#

ye

#

and ur chicken Luos?

fossil swan
#

chicken is doing fine XD

plucky moss
#

zD

dire forum
#

@fossil swan seems you know much about vfx ๐Ÿ‘€

fossil swan
#

I'd hope so XD its my job

#

though, to quote Will, I generally have no idea what im doing

dire forum
#

you have time for freelancing ? @fossil swan

fossil swan
#

sadly, no

fossil swan
#

the tuts or the boards?

dire forum
#

realtimevfx

#

you mentioned

#

they have job boards

#

is it a discord name or

plucky moss
fossil swan
#

< afk (foods)

dire forum
#

yeah found them thank you

wintry vale
#

Anyone here know how to get particles in Houdini to follow the normals of the mesh?

plucky moss
#

More information-

wintry vale
plucky moss
#

v@v = normalize(v@N);

#

v@v *= chf("vel_control");

#

and in the pop network

wintry vale
#

My node setup right now

plucky moss
#

zD

wintry vale
#

Which node do I put that in?

plucky moss
#

did u got the normals?

#

or u still havent?

wintry vale
#

I have the normals in the Geometry Section?

plucky moss
#

create a point wrangle

#

and write this = v@v = normalize(v@N);
v@v *= chf("vel_control");
and in the pop network

wintry vale
plucky moss
#

dont forget change in the normal node to points

wintry vale
#

it is

plucky moss
#

yea

wintry vale
#

so now what do I do with the pointwrangle1?

#

It should be inside the Geo section right?

plucky moss
#

click there

#

and down the point wrangle u can control the velocity

wintry vale
#

But how does this get applied the Flip Sim?

plucky moss
#

open it

#

and it should have the velocity applied

wintry vale
#

Doesn't seem like it

plucky moss
#

hmm

wintry vale
#

What is supposed to be giving the Flip Sim the ability to apply force in that direction?

#

the Wrangle automatically does that?

#

Or the code sets some sort of global velocity to houdini?

plucky moss
#

So, u need to do it

#

in the pop wrangle that u can see in my screenshot there u can put ur velocitys

wintry vale
#

Some people do their dop net inside their Geo Graph and others at the object level, does it matter? I'm currently doing both to experiment

plucky moss
#

are u taking it with Sop?

wintry vale
#

I've been following several tutorials so I'm not sure what I'm doing any more lol. They were all fluid based but each done differently...

plucky moss
#

haha, this is Houdini, u can do the things of differents forms "D

wintry vale
#

@plucky moss If you have a moment can I screen share in Programmer Palor?

#

I don't think its supposed to be a difficult thing to do just new and following outdated tutorials and trying to make sense of the modern ways

plucky moss
#

but but..

#

i dont speak english very well

wintry vale
#

I don't mind you can text here maybe ?

#

I'm live in there atm

#

You can hear me right? @plucky moss

plucky moss
#

i'm writing in the channel where we are

keen arch
#

is unreal 5.1 water system can used for swamp creation and can some help to achieve goal water movement , shader moiser planet water movement.

long wolf
#

I don't know if this should be in #engine-source or #visual-fx, so I sent it in both.
I'm currently working on a custom shading model, and I need the GBuffer in FAreaLightIntegrateContext CreateCapsuleIntegrateContext(), which is in CapsuleLightIntegrate.ush. How can I get the GBuffer in that function?

fossil swan
#

@long wolf crossposting is against the #rules
I removed it from the engine source one, this channel should be fine.

crystal vector
#

So im trying to make rain with Niagara FX system, but i seem to can't figure out how i can get the rain to interact with the light when the game changes from day to night

golden umbra
wintry gull
#

Hello! nice to meet you all.. i'm a vfx artist who's approaching for the first time the workflow with Houdini solaris to ue5, to be honest i dont really have knowledge of ue5, but im good with houdini, for first exercise i was trying to export a USD from stage and import a volume in ue5, but it seems invisible, also i cannot find a way (under the details of usd stage actor and all the imported stuff) to assign the material to the volume, i can attach screenshot of the node graph in stage if it can help..

#

i just used the simple fireball as test

#

im importing the usd through the usd stage importer and then importing in the content browser, also, when i visualize the material, it says to disable ''Used for ''skeletal mesh(somethinlikethat)'' must be disable for a volume material, but when i look for that, it's ticked, but locked and i cant untick that.

crystal vector
#

I fixed my issue, so something with the Foilage nanite, kept my material from rendering translucent with nanite, so i redid the nantite and it works now

wet fable
#

What is I want to simulate an ocean, big waves, a boat on big waves (1st person view) an water coming over a dike (and maybe a dike breaking trough). Should I create all these in Houdini and import them into UE? Or are there better ways to create this whole in UE? It doesnโ€™t have to be interactive just a linear render. I chose UE because I want to create skies and have a fast render engine.

simple marsh
#

Fluid Ninja plugins in marketplace might be usable

stone nacelle
#

Really sorry for the ping but Im doing something very similar to this but cant quite figure out the world space reprojection. Did you make a view projection matrix of the scene capture comp using FPerspectiveMatrix or did you calculate it manually using trig? My current approach is to spawn a 2D grid of particles, sample the RT at their given index mapped to UVs to get the depth info but am having trouble trying to reproject into world space. Any tips or info would be graciously appreciated.

round fog
#

If you can't find it, I can look it up when I'm near my PC later

round fog
#

@stone nacelle did you manage to figure it out?

stone nacelle
round fog
#

Good luck! Feel free to ping again if you can't figure it out and I'll dig out the old project, I should still have that somewhere

stone nacelle
# round fog Good luck! Feel free to ping again if you can't figure it out and I'll dig out t...

Thank you! I am having a weird issue where all the points are set to one point after applying the reprojection module. Im using the same depth and UVs that I was calculating from my grid so it should be known good. It could be something with the default directional vectors being wrong but I cant really say as this is uncharted territory for me.

Here's my HLSL for calculating my UV and Depth Value per particle:

uint ParticleIndexX = ParticleIndex % GridWidth;
uint ParticleIndexY = ParticleIndex / GridWidth;

float U = 1 - float(ParticleIndexX) / float(GridWidth - 1);
float V = 1 - float(ParticleIndexY) / float(GridHeight - 1);

float2 In_UV = float2(U, V);

float4 DepthValue;
In_Texture.SampleTexture2D(In_UV, 0, DepthValue);

float3 NewPosition = ParticlePosition;
OutDepthValue = DepthValue.r;
OutUVLocation = In_UV;

And this is my setup for the reproject module, am I missing anything?

#

This is how my emitter is also setup, its just a simple grid spawn, calculate the needed info per particle and reproject

stone nacelle
#

Ive managed to get it to work! It was an issue with my depth information it turns out. I was normalizing the values to a near clip and far clip plane messing everything up. Thanks a ton for the help. I never wouldve solved this had you not pointed me to that node!

stone nacelle
#

also, since it doesnt hurt to ask, do you have any optimization tips for spawning 10s of thousands of particles?

gilded mesa
#

Hi all, was wondering if people here have experience with EmberGen from JangaFX and using it Unreal. Just finished the free trial, had a lot of fun with it and considering getting the full license. Just looking for some input from people what their take is on the software, experiences other people have, and if it would be recommended to use in the workflow

fossil swan
#

its being used from small indie studios up to AAA studios.
My employer purchased it for me and my team, and I dont wanna go back baking out sims.

round fog
stone nacelle
round fog
#

yep!

raven lodge
#

Hello! I am relatively new to UE, but I've been doing Unity for a while.

I have a prototype Iโ€™m trying to recreate in Unreal that is basically a copy of Dishonored 2โ€™s โ€œA Crack in the Slabโ€ level.

Basically, the level operates by having two levels render simultaneously and having the player be able to switch between them. That part is done as it is relatively easy. However, the main draw is having a sort of โ€œmirrorโ€ or mesh to be able to โ€œseeโ€ the other โ€œrealityโ€. In Unity this is relatively easy as well, the hard part is writing the correct shader so the perspective in the mirror perfectly matches that of the level layout. In Unity I actually found the shader shared in a github repo but I'm at a complete blank at trying to recreate it within Unreal. I tried using Custom HLSL nodes but I can't seem to grasp some of its functionality. Also it uses Unity's model-view-projection matrix which I also do not know the name equivalent for UE.
I assume It would be possible to recreate it entirely using nodes but without knowing the equivalents its kinda hard. The way I have it set up ere in Unreal is by having the BP_FPCharacter with two cameras, one being exactly -5000 Z local, the second camera RenderTarget texture is put into a material and that material applied to a plane, effectively showing the second camera in it.
This works for the very basic setup. However, the texture is projected into the plane entirely, not matching the player perspective. I can share the original shader code and also a quick picture of how it looks in Unity if needed but I don't want to take up much chat space out of a sudden, if anyone can help me it'd be very appreciated. I've been at it all night but didnt want to bother other people ๐Ÿ˜ฎโ€๐Ÿ’จ . Thanks in advance ๐Ÿ™‚

golden umbra
raven lodge
#

I'll need to look up a bunch of what that means ๐Ÿ˜… . Thanks for your answer

#

https://www.youtube.com/watch?v=PiQ_JLJKi0M Would this be a good place to start?

Masking enables you to alter specific parts of your final scene without affecting everything else in it. There are several options in Unreal Engine to perform real-time masking.

In this episode of Unreal Tips & Tricks, we focus on using the Custom Stencil Buffer in a Post Process Material which allows us to alter how multiple objects are rende...

โ–ถ Play video
golden umbra
#

Yes ๐Ÿ˜

#

Basically: enable custom stencil write on your mirror surface. Make a new post pro material that samples custom stencil value and lerps between scene color and render target color based on the stencil value. Then add thus material to post pro volume.

raven lodge
#

The mirror plane is inside the BP for the character, in that case what should I do? Can I enable the custom stencil on a bp as well?

golden umbra
#

You enable it per static mesh component. The video should clarify things for you. There's some decent tutorials around this too, search for Tom Looman

raven lodge
#

How can I get the node to grab the render target color? I presumed it was within scenetexture but unless i'm blind I cant seem to find it

golden umbra
#

Just a normal texture sample and set the RT as the input. You probably did this originally when you displayed it on the plane

raven lodge
#

Ah crap, thanks

raven lodge
#

It looks like its working, it is a bit bugged but I think I can figure it out. Just to clarify, every mesh that is in the secondary level should be set to 0 in the stencil so it renders the texture on top of it, and every mesh in the primary level should be 1 so its not, with the exception of the mirror plane

golden umbra
raven lodge
#

I was confused about the writes stencil bit, didnt quite see the parameter just below the custom depth one >.>. Haha oh well, It looks fine through the mirror so the logic is working, I'd need to figure out whats causing that

raven lodge
#

Sadly the image is still misaligned :(. I remember there was some code in the original shader to account for perspective correction. The projection is working now at the very least but I have no clue how to fix this issue

golden umbra
raven lodge
#

Imma double check when I get back on

raven lodge
#

I got it! Thanks!

Just a quick additional question: How would I go about applying a material to the mirror mesh that has the projection, so it renders on top of it? For example a random glass material. In Unity I got it looking like this

#

I found this, which would be ideal for my solution, as I can then just have two planes on top of each other https://medium.com/unreal-engine-material-guides/overlapping-custom-depth-stencils-a084aa763f10 . However I am not sure how would I sample the mirror material from within the post process material.

Medium

In this post Iโ€™ll assume that you are already familiar with UE4 editor basics, material basics, scene depth and post process materials. Ifโ€ฆ

raven lodge
#

Still iterating on the material but just wanted to share I did eventually get it working ๐Ÿ˜›

golden umbra
#

Nice! Well done ๐Ÿ‘

raven lodge
#

What would be the optimal way to optimize this? This is essentially rendering the whole thing twice which is abit performance heavy. Is there any way to mask the 2nd camera so it only renders whats in view of the mirror mesh?

golden umbra
#

Anything rendering a second scene is always going to be expensive. You might be able to add an occluding mesh surrounding the mirror in Scene2 so more objects get culled.
Not sure if there's a way to modify the camera cull frustum.

Depending on the effect you want, maybe there's a way to do it without a second scene?
e.g. a stencil masked post pro material that reveals different objects, or changes their material.

raven lodge
#

I was looking into a dev blog of Psychonauts 2 and they apparently used similar techniques for the portals of the game, they were able to mod the camera cull frustrum, so Looks like there is a way to do it, I'll look into that. Looks complicated but I'll give it a try

fleet vault
#

Is anyone else getting instant crashes when trying to use Niagara (or even Cascade) in 5.1? It can be the simplest emitter, literally one of the defaults, and my engine completely shits out as soon as it's dropped into the level or even sometimes in the niagara/cascade editor viewport.

fossil swan
#

yea, ive had my share of crashes these last few week

fleet vault
#

I'm literally considering moving to 5.2 Preview 2 to see if it works any better ๐Ÿ˜…

quasi wolf
#

are decals just not really usable for a 2d game? specifically with a lot of moving parts, because the decals will just go onto everything they overlap

fleet vault
quasi wolf
#

no but I mean if a decal spawned onto the edge of a moving object, then it will show on everything else when it moves

eternal vapor
#

Hi, is there a chance I could ask a unity vfx graph question here?
I wasn't able to get any help or any of the unity related servers so I am kinda desperate.

fossil swan
#

@eternal vapor try the realtimevfx discord. i'll dm you the link

fossil summit
#

Is it possible to have a DOF post-process effect on mobile on the Deferred Shading mode? The "Mobile DOF" of the post-process volume only works on the Forward Shading mode and the usual DOF effect doesn't seem to do anything on mobile. Am I missing something? I'm using UE 5.1

tender fiber
#

does anybody know of any tutorials. videos, etc on the topic of making tears or sweat droplets on a skeletal mesh?

jade crag
#

Does anyone know what may be causing these weird FX artifacts? The triangles in bottom left of the screen, and then the blurry nightmare when two lasers cross. It's a pretty standard Ribbon Renderer using DefaultRibbonMaterial.

lavish bough
#

Hello, I'm new to UE and I was wondering if you had any tips on how to use the nanoVDB plugin correctly as I must admit I'm having a bit of trouble understanding it.
I created a smoke simulation on houdini and imported it on Unreal but I can't find the same aspect with shadows etc.
left houdini flipbook, right Unreal.
The light is not the same but the smoke look is not the same at all.
I've already done some tests with Pyro too but I don't get a satisfactory result :/. I've already done some tests with Pyro but I don't get a good result :/ Here's hoping to find some answers to my questions ๐Ÿ˜„

finite frigate
#

I want to scale a simple ring-like mesh but keep the thickness of the ring consistent as it scales, anyone able to point me in a direction ?

#

in niagara ofc

Update: I was able to get a desired effect with niagara sprites and Shape Location set to ring, not quite what I want but works for now

fossil swan
#

Ever wanted to scale a donut but keeps its footing diameter?
Well here is how!
#ue4 #ue5 #vfx #vfxfriday
(Screenshot of the nodes in the first reply!)

โ–ถ Play video

Ever wanted to scale a ring but keep its footing diameter? Well here is how!
#ue4 #ue5 #VFX #realtimevfx

(Screenshot of the nodes in the first reply)

(addition to this tweet about the torus/donut version: https://t.co/v5xwa8g9Cf )
cc: @Detektiv1702

โ–ถ Play video
finite frigate
#

@fossil swan Perfect thanks!

coarse cosmos
#

Adding water to lg terrain on ryzen 3600 Rex 6600 8 go, 16gb ram,,,always. Rashes gpaโ€ฆis this expected or bad gpa maybe,,,,

finite frigate
#

@fossil swan Is there an easy way to point the vert normals out from the center in blender? I think I have it setup right but can't quite get it to work

lusty sierra
#

hey ho ๐Ÿ™‚

#

so i have a question, is it possible to do a dissolve effect, but in reverse, so instead of getting rid of a mesh, it generates it ?

heady jacinth
#

99% of the dissolve effects you find on youtube are done with materials. those are driven by parameters that you control via blueprint. so those always work both ways. Wherever in the tutorial, that you find, the blueprint controls the effect via parameters, you can simply reverse what is being fed into the material to reverse the effect. you can slow it down, you can make a slowmotion effect, you can do whatever you want. that's why shaders are so powerful.

heady jacinth
lusty sierra
#

awesome, thank you very much ๐Ÿ˜„

heady jacinth
#

no prob ๐Ÿ™‚

#

gl!

lusty sierra
#

ty ๐Ÿ™‚

steady moat
#

Im having an issue with EXR img source in a media plate. Im putting an image plane with an animated media texture, and using EXR gives me a linear gamma while a PNG gives me a "normal" gamma curve, IE how I see it in DaVinci resolve.
I just know its something silly im overlooking and exr gives a much smoother playback then PNGs. Tried to ask in the /materials section, but nada. I could swear it worked without a hitch earlier...

edgy narwhal
#

hi how would you go about creating some sort of a hose putting out liquid in ue5 ? thanks a lot

spice root
#

Hi everyone, I use rendertargets to mask specific deformation info (like r for landscape deformation, g for foliage etc)

I find it very hard to write to specific channel only. Every time I do this, it overwrites or somehow else affects the other channel. Is there a way to specify the channel better way? Thanks

analog onyx
#

Depends on blend mode.

#

But you might need to copy your render target and read from a copy to preserve the channels you do not want affected.

carmine tangle
#

Hello guys, i am new here and i have issue with my niagara system and i don't know how to fix it, i know it something about the spawn but i don't know how i can make it fluid
(don't mind what i am saying in the video i was angry)

glossy lintel
#

hello everyone ๐Ÿ‘‹

#

does anyone know why does my translucent material render like this? (blurry?)

lilac obsidian
#

Does anyone maybe have an idea on how to make a cloud tunnel with volumetric clouds?

#

a long cloud tunnel

#

like a warp tunnel but its clouds

#

and there is light at the end

opal ginkgo
# glossy lintel does anyone know why does my translucent material render like this? (blurry?)

that looks like depth of field. By default, translucent materials dont write depth like other things so depending on a few settings they will get blurred with the depth of whatever opaque thing is behind them. you can change the material to render after DOF in its settings and then it will never get blurred. Or, if your material doesnt use depth fade or other effects that require the depth buffer, you can set the translucent material to Output Velocity, which will make it render to the depth buffer and get proper DOF. that might be the best option for your scene. good luck

bleak gyro
#

In blueprints, I want to spawn a Niagara beam particle, and set it to be attached to two points. I'm able to attach it to one point by using the node SpawnSystemAttached, but how do I set it to the second point?

golden umbra
golden hamlet
#

Empty system, works fine in the emitter editor, but once in the level it starts to lag heavily, also in play mode. This is 5.1

golden hamlet
#

nvm that issue was solved

#

Is there anyway to retrieve the user parameters created in a emitter?

heady bramble
#

anybody using UDS? the video tut shows just to pop the blueprint into the scene and all the stuff comes in by defaults, but i'm just getting this