#visual-fx
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nice!
though the very big smoke plume at the end will probably be a performance hog
I'm... working on it
second explosion is nice
Chernobyl moment
Btw it's meant to be steam
:/
but it could double as both
Well the first thing is steam I should say
that was clear :)
Cool
What do you think btw?
This is the rebuild I'm working on for my games map
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
If you mean anything to do with particle
I have no clue
Because all of them are just particles I've modified
๐
its a shader-rendering thingy, it causes visual distortion.
Ohhh that
The haze effect?
Around fire
Is that what you mean
The distorted blur thing
yea
Funny story
I was having a literal nightmare over lumen causing weird artifacts constantly
I learned to deal with it eventually but knew players would find it annoying
and guess what
Updating to UE5.1 fixed it
I am actually really glad that the update fixed it :/
thats nice!
I'll send a control room POV
Because why not
Deactivating auto scram...
Turning on all pumps
Raising control rods...
Preparing to AZ-5 at a really really bad time
Completed
boom
Also I know there's a weird orange flash when the second explosion happens
I'm going to fix that ASAP
How does it look?
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
Erghh
I'm gonna need to do custom won't I
Material is kinda fragment shader
Sorta? But I'm gonna need a way to sample each pixel's neighbors
Just a simple stylized particle effect made in Unreal Engine 4
So i found that video today and i want to replicate that blocky pixelated particle style
But i have little to none experience in making both material and particles
Is there any similar particle, either tutorial, project or asset that you know I could check out?
Or even if anybody could replicate this fire effect
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!
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
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
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
hi does anyone know how to render with an alpha channel in ue5.1?
Itโs a static render and iโm 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.
did i do something wrong on my part or are alphas not supported in tiling mode?
How would one recommend I make visual explosion effects if Niagara fluids runs slow?
Use the traditional method of sprites (you can make one in Houdini, Blender, or EmberGen)
I don't know how to make sprites. Do you have any tutorials you recommend?
Is EmberGen the standard?
I didn't realize there was a monthly billing plan for EmberGen
Well. I'm not sure what Houdini does over EmberGen
Houdini is basically de facto standard for proc-gen and VFX authoring
If you can afford it, that is.
If not, Blender is a decent alternative.
Not sure if Houdini or EmberGen should be what I use. I'm not familiar with either.
I'm mostly interested in particle effects ATM
I use Blender for most 3d modeling otherwise.
Houdini has more learning resources compared to EmberGen, but then you can almost do similar things in Blender (just require more trickeries)
Ah.
I'm wondering which is more newcomer friendly, EmberGen does seem specialized exactly for particle effects though
I'm wondering what most users here use for their particle effects in UE5 too
Houdini does seem to have great tools for particle effects...
Wow. Apparently Houdini has a free version too...
Yeah.
Houdini seems jack of all trades...
Well. I am mostly just looking for particle effects right now.
I use Blender for most of the other stuff.
Is Houdini higher fidelity?
Well. EmberGen seems better for games in that regard...
Well, you're going to turn them into flipbook sprite either way.
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
UE has built in dirt mask functionality, and a built in texture you can try.
thanks, is it also have a effect that make this fish-eye look? Or should I make it manually
You have to make it with post process material.
I understood, thanks
It's not complicated, but it may break on lower resolutions
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?
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
If it's a gameplay ability, you don't have to concern about the ground destruction
I don't think God of War went that length for similar ability either
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.
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
Shader? That's how I should call it?
Just have mesh emitter in your particle system.
can't find anything on yt at the moment but I'll try to brute force myself through it in unreal
Thanks!
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?
The general idea is to distort the UV of the scene texture. That's what makes up like 99% of full screen distortion.
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
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
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.
You could add a non-shadow casting point light (with inverse square root falloff disabled) serving as ambient light.
A cool trick you might not know is that you can designate some actors to appear in certain scalability settings
I didnt understand first one but will search about it, in second one, you mean I can use 2 different lighting setups for 2 different graphics settings?
Okay, my bad, turns out it's actually for mesh primitives, not light sources
But for the former:
So am I need to replace my existing lights or add this as an addition, sorry if I ask too much I am still trying to learn basics
Or is it?
Actually I tested it and it turns out it works with light sources
This would be the ambient point light
For once, this is actually documented in the UE docs, so what this does is allowing certain actors/components to be visible on certain detail mode or higher
The tooltip was kinda misleading, as it's not limited to meshes
this one helped me so much, thanks
Im hiding good lights on lower graphics
I don't see how r.DetailMode is tied to sg. presets, so you can reverse the order
I understand how to hide actors in lower settings, but how is it work reverse? Like hiding actor in high preset?
Showing the actor only in High preset, but pretend it's the Low settings
Of course the caveat is that you'd only limited to hiding things on "higher" detail mode"
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?
Try adjusting the blendable location to Before Tonemapping? It'll be applied before the AA but I doubt it'll hide the lower res effect that much, which in that case, there's no way getting around it (except maybe cranking up the screen percentage > 100%)
Enable filtered lookup
And / or do custom filtering
will search about this, Im using an post proccessing material to do it btw
how can I enable it?
It is in details of scene texture material expression
This, right?
It added a blur, I think
Yes
ok
I want to make the effect of projecting fog, smog, lighting, and laser. Can i make it using an unreal engine?
Yes, with volumetric fog.
Though you're going to need high resolution for it, and definitely going to tank some performance.
For virtual production/live events, you're going to need a super beefy PC anyway.
I'm not going to use it for a live events.
I'm going to photoshop the image
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...
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?
set the emissiveness lower, and rely more on a glow trough the texture it has
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?
Film grain, and mess with the color grading - they don't have the best color reproduction
I got a really simple but very specialized question
Why is unreal turning my alembic animation into voxels when I import? How would I go about getting the smooth version?
I solved it. It was a mixture of turning the resolution down and correcting the frame rate to 60fps
Hi Usul, I am having the same issue, any luck or solution?
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?
How come some have the red thingy
means you (or whoever made it) changed a value after the screenshot was made. nothing to worry about.
oh thanks!
do you maybe also know why some of these get darker with light and others whiter?
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?
@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.
@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
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
Once I updated to the full 5.1 non-preview version this seemed to fixed. Are you seeing different behavior?
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 :)
Oh okay. So this is more for in progress stuff and feedback?
most channels are question/problem solving ones.
#969360633386655744 is for feedback :)
Gotcha. Thanks for the redirect!
np
hey guys, is is possible to remove/hide objects rendered on custom depth from the postprocess0? basically a post process that hides customdepth objects
No. Custom depth doesn't manipulate the main buffer
just need some kinda way to add decoration like this
luos already replied
feels ignored
inb4 one way blocking moderators for some reason
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
being projected onto the pages
Depends.
Printing text to material directly is not possible, but there are many ways to tackle this.
gotcha, which would you suggest?
I would suggest using widgets, though I have no idea on how to render that to a render target that a material can use 
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
Good afternoon everyone. Does anyone know what is causing this error when packing? I would appreciate any help.
Hi! I'm going to learn vfx. What tutorials are good for the beginner?
Would suggest the Unreal engine niagara tutorials udemy. They do a great.jov explains the basics.
This is the one that got me stated, great stuff in this. Maybe wait for it to go sale over Christmas
Pinned message has great resources on VFX. Do think twice before you waste money on Udemy though, they're putting up fake discounts.
Also if you're on UE4.25 or newer, consider using Niagara and check the pinned message on #niagara for more learning resources
CODING YOUR OWN GAMES? ITS EASIER THAN YOU THINK
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.
first time I am hearing that
Iโm 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...
I'm trying to make a ui material, and I need to do operations based on the desired size of whatever is being rendered
So I want the UV 0-1 range to be mapped to what is actually being rendered
Which doesn't seem to be the case by default
So say I have this effect based on the uvs (just using fmod)
No matter that size it should have the same number of divisions
Currently I get this
Okay had it set to box instead of image

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?
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.
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?
How can I fix this artifacts that appear for a moment, when rotating camera too fast?
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.
@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.
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)?
bonus: what's the difference between scalar and float?
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?
yo i want to build something similar and depending how many objects you got I think physics body can work well.. I'm not very far but I intend to use physics bodies and applying forces to them
How do you do things like having a turbulence field with physics bodies? Would Chaos support it?
I just started messing around with niagara while I waited for a reply
no idea.. sorry i'm at your stage as well
there is a 4-5 years old series of tutorial about physics
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)
Is there anything for it to reflect? What's behind/above the camera?
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
but it also needs to not be so flat, and I cant find a way to do it with a normal map for this
I had a wound once, and few drops of blood on the table. Inside a dimly lit room it's not going to appear shiny due to lack of different intensity light to reflect.
true, but in light itโs 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
and then I think whatever I do besides a flat colour will cause horrible overlapping
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
post process? idk why itโs THAT bright, but post process volumes have default settings which you can override
I tried doing that but didn't work
well i was making a flat shader so it's an unlit shader with an emmisve surface so that's probably why it's blooming so hard
oh shit that actually fixed it, thanks!
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
The Outlast Trials - Main Menu (Outlast 3 Main Menu)
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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...
kinda got it how I wanted, but is there any way to fix the very obvious overlapping? or is that just not a thing
I know this clearly looks really awful but whats what I meant about the shiny effect
ideally Id have something like this, anyone know where to look to learn how? https://youtu.be/Vu5AhmBTEyM
UE4_Lab by Unreal Engine 4.18.3.
Github link: https://github.com/aceyan/UE4_Lab
the mask paint system thing
Can't you use metaballs instead of spheres?
https://www.unrealengine.com/marketplace/en-US/product/realtime-rendering-of-metaballs-in-material-and-bp/questions?sessionInvalidated=true this would solve your problem
at the cost of performance probably haha
but these are just decals
anyone else having troubles setting a default niagara system in a niagara component?
for me it always stays at "none" no matter what i select
i tried restarting the editor but the problem persists
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?
What are you trying to do exactly?
pretty much this exact system, decals wonโt be great because of overlapping and performance, and wrapping around meshes badly so Iโd prefer that way
What exact system?
in the video, you can see how it creates a mask onto the materials
Not really
You can do that with vertex painting or render targets
Or decals
All uniquely different with pros and cons
well this way looks best for what I need
just need to know how the masks are generated
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?
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
Hey did you solve this?
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?
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.
not that I know the solution, but niagara or cascade emitter?
Cascade
Could this be it ๐ค
https://gyazo.com/35447e98ebcfd3de004fc2c0dfd0b08c
https://gyazo.com/843d9ff279abf9f52d0f76366138a34d
I wonder...
I guess it's worth a try
The particles are GPU btw (if that is any useful info)
one sec.
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.
Thanks will check all these ๐
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?
These are the default settings
if there are no LOD's there besides 0, theres no LOD's
Ah ok
lol
I guess that's a last resort solution
And then in come the bad reviews from nolife players playing 24 hour + marathons ๐คช
by then they are so tired, they wouldnt notice XD
OMG game sucks clouds disappear wtf refunded.
Hi, I wanted to know how would I go about implementing this VFX on attacks? Would it be better do do this with montage notify or spawning this as an actor?
https://www.youtube.com/watch?v=MJduQFfv3Uc
https://www.unrealengine.com/marketplace/en-US/product/stylized-vfx
hi
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?
seems like read render target pixel is always the same color for RGBA32f...
Anyone know how to achieve this volumetric turbulence fog in UE5?
So, using the volumetric fog system is one way. Either by using niagara to spawn fog particles in the area, or by using a mesh with a fog volume material that samples a 3d noise texture over time.
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...
Yes I would prefer it was volumetric and 3D
Itโs a good hack and my goto if things fail, Iโve been using this method for years but now I would like a 3D solution.
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?
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
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 ๐
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?
I don't even know anything about the show lol
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.
a lot of this feels like good post processing, luts, and a neat lens-flare setup.
how to approach it, iunno. you might want to read froyo's lens flare stuff.
Oh, this. I found out that it (or at least my implementation) doesn't work with UE5's DX12 SM6, so this doesn't go well with Nanite...
can always conversate with froyok about it :)
Hello everyone! May I ask if I can pass some of my custom parameters form source to the emitter receive my event?
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 )
i'm trying to exclude one of my actors from my post process effect but couldn't find a way yet. any suggestions?
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
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Hi guys does anyone know how could I mask/blend this hatching shader that I have done with colors
a lerp could work getting your original color and adding the hatching where needed
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
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?
check the material, see if its broken somewhere. if it is, file a bugreport.
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 ๐
@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.
@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.
hey, is material node absolute world position making different results in 4.27 compared to 4.26 ?? really buggy for me in 4.27
Hello everyone ๐ 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
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
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?
It isn't a full answer, but the Niagara has the Baker that generates flipbooks. You could use that along with Niagara Fluids or particle sims , but there would be some extra work to generate relighting info and make it loop cleanly.
@left skiff thanks. I can make it loop in houdini no problem but itโs just getting it to match changes in depth of field and lighting. Itโs for a cinematic so Iโll probably just use the vdb plugin
Sorry, it is related to unreal engine 5 indeed ! Could you maybe help me with my project sir ? Please
no. post in the job related channels instead if you need paid help.
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?
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...
I havent looked at the link, but there are several points to consider: 1) You can do that using world position offset. 2) You can do that by modifying shader files. The last is vastly preferred method as if you pick the first, you will create a lot of otherwise unneeded vertex shaders
Which shader files?
Base pass vertex
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?
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
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!
โ
Subscribe for more: http://bit.ly/2J6WaCA
โถ๏ธGET OPTIFINE: https://optifine.net/downloads
โโโโโโโโโโโ๐ธSOCIAL MEDIA๐ธโโโโโโโโโ...
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.
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
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?
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
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
more emitters is more overhead, and overdraw-wise it wouldnt matter.
I'd look into fake fog tutorials and such
https://forums.unrealengine.com/t/fake-fog-volume-tutorial/84221/11 has some interesting comments about it.
the issue is that we want the swirling effect within the gas
can prolly fake it in the material. else look into ninja fluid-fx on the marketplace.
isn't the fluid system not performant for Realtime use, at least if u want it to look good
I'm assuming
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
It's kind of a trade off, especially since there's no (that are publicly available and I know of) lower level implementation.
Also built in Niagara fluid particles are much heavier than FluidNinja LIVE
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.
anyone know a site i cant get a fbx site to dowload things?
(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
Sketchfab and Polyhaven are pretty good...also the unreal marketplace๐ช
Why not try adding the fake bloom sprites yourself?
I could but I'm just curious why it did this, it's never happened before so was just wondering
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
Do you mean spawning just one mesh that loops seamlessly?
I'm assuming you're talking about using niagara to do that, but maybe you're doing it another way?
Yeah i guess, i'll send a print showing what i mean
Is that possible with Niagara??
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
On ground there is a material to show where it gets drawn
I know this chat it's not related to C++ but i guess i found it, the only thing i don't know is how to get these inputs, what to pass to them
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
Please help! I'm just looking for a simple but elegant way to create tap water in a sink? Any suggestions?
photoreal or stylized?
Sorry, Im not familiar with coding in unreal. Hope you've figured it out ๐
Hi, how to mix rotate and scale WPO?
seem like that:
Photoreal is what I'm trying to go for
I was able to get pretty far using a water sim from Maya (frozen and retopologized) and a panning water Normal texture. However, I'd prefer to do something more clever and "real" than this...
If performance isn't a concern, you can get close with Niagara Fluid
The thing is, physically accurate fluid sim is hard to do in real-time
Performance is somewhat a concern but it's not a huge project so I have some affordances. I would eventually like to use Niagara's new FLIP sims but the documentation isn't far enough for me to fully understand how to make a custom one from scratch.
It's either real-time but compromising accuracy and performance, or pre-baked maintaining accuracy and performance but compromising interactivity
Yeah makes sense! I think the Niagara 3D FLIP Water Sim would be perfect it's just there's not much documentation on it yet unfortunately...
It's basically the same as Maya's Bifrost (with crappy settings) but in real time
I want to learn creating Plants environments please recommend to me youtubers who make content tutorials on this
Does anyone have any examples of a good running shower?
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?
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.
@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
no, definitely not get all actors of class, but the direction is correct
Just improvise rain particle emitter.
~~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. :/
has anyone had trouble with RVTs and landscape?
it's not capturing the landscape colors
In this tutorial, I share my way of creating stylized mesh grass. First of I started form grass mesh creation in Maya, and try to form small bunches of grass. Then I import grass mesh to Unreal Engine 4 and make a master material for the grass. I talked about how to set up virtual textures in UE 4. I also talked about how to set up this materia...
the issue I'm getting is the exact same as shown at min 17:00
and have you tried her fix right?
I fixed it already, you gotta generate the RVT in the landscape actor aswell
thanks tho
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.
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
tharlevfx has a playlist on using Niagara in UE:
https://www.youtube.com/watch?v=bEWWIVM3Vns&list=PLHjQE2fLIZu97z7Iwf-PjV2e1Y4_k2GKL&index=1
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...
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 !
Did you try adding the actor tag "collider"? That should work in 5.1
Yes I did :/
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
I just tired it doesn't change anything sadly.
I made it moveable too and tried with an imported mesh
I checked distance fieled and restarted and still no collisions ^^"
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?
What is the difference between PhysX and Unreal Engine Chaos?
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?
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
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?
I have fractured a wall and recording it falling down into a chaos cache which i then control in the sequencer to create a cinematic shot. It all works fine, except a few small pieces (which behave fine during the simulation and in the scene decide to fly off super fast in different directions in the cache for some reason. I have tried turning ...
the water
yes, in old times that water stream would be a sheet with animated water texture
If the artificial waterfall stays on the whole time, it can still be achieved with a mesh with scrolling displacement and refraction
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?
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
It's not possible to make a black opaque spark that is using the additive blend mode right?
Nope, you are adding a 0 to the pixels
it will be invisible
With additive you will never get anything that's darker than the background
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
Does the black hole have any effects on the characters? any logic? does it pull?
If not then I can't imagine how those things could be related
no there is not logic, and not on character, it's on the floor. tnx on answer
Good to know thanks! Is the best option to make black particles that can still fade out the Translucent blend mode in that case?
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 ๐
Hey guys can I make vfx in blender and export it to ue5?
No, you'd have to build it in Niagara
But you can export meshes that make up the VFX, or bake volumetric effects into flipbook sprites
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
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
it probably would have been something related to where you can cut holes out of a material and then trace through it somehow
is there any way i can lower the resolution of a particle effect?
like is there a resolution scale option?
(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. ๐ค
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
would something like this help ? https://youtu.be/syVSRDQxrZU?t=626
Niagaraโฆ?
What? Iโd do the particle so it lands right in the eyes of the character?
are you talking about a literal tear as in crying or does tear-up is the phrasal verb "to destroy/disintegrate"?
Literal tear
how are people doing these chromatic abberation / air displacement VFX? Seeing it alot these days - in Forspoken and some other games.
sampling a texture 3 times ? @grim frost
you could animate a gradient in a post process material to slowly scroll up from the bottom of the screen, and use that as a mask to blur the image? Blurring is qute difficult and expensive, I am not sure vanilla unreal has a good solution
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
In Rigids IV, we're going to use Houdini 16's new Boolean SOP to learn how to fracture and subfracture (and sub-subfracture!) a large chunk of terrain that we'll make from scratch. We'll learn how to make a powerful workflow to surround this new production studio-class fracturing tool, as just knowing how to do the fracture is not enough. We wil...
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
I got a blueprint for it if youd like?
the mesh goes black
I am using a pretty standard material, opaque for testing, but transparent does the same thing
Scratch that, I saw it was about particles
dont use RGBA but RGB or A
That'd be nice, what's the blueprint do? I think it's particles (refraction and chromatic abberation on particle trails) but not sure if there's a standard way of doing it like using EmberGen or something
well the blueprint is simply chrome abberation, ill show you how it looks like
i am using RGB rn. It goes black as soon as the niagara system is spawned
if I don't scale it works
I think he meant the top node is rgba
use ComponentMask node to get just RGB out of the top pin
did, still goes dark
Seems there is something going on with the scale color update particle
i bumped up the params to show a bit more
oh I think I found
ah thanks ๐
QUESTION: flow maps are for creating possible dynamic weather and moving clouds?
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.
This is most likely an issue with the particle bounds. Ensure you have set a bounding box size that's large enough for the system if this is a GPU emitter, or if it's not a GPU emitter let the bounds be automatically determined
Sorry, I'm just about to head to bed. It's probably more helpful if you just post it here
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. ๐
you wouldn't happen to know how to make a black hole or quazar (that actually looks good)
no free ones? nowhere that are good?
Yes, I assume that's the bounds issue I described. I'd set those to be big enough, and you should be fine ๐
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
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.
Thank you Harlist for tutorial and thank you Jan Kaluza for the help. ๐ You guys are amazing!
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
Hi!
Is it possible to export smoke (3D fluid) simulation from Maya to Unreal 5? I cant export the smoke/fluid simulations into alembic :/
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.
@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.
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?
there are some spherical/radial gradient material functions.
thank you 3DY
I got something decent but itโs not as textured as Iโd like it, just a radial gradient is there an easy way to add some noise or a repeated pattern or frosted glass effect or something. Also thank you for the help
I'd recommend buying a couple of vfx noise texture packs to add to your library. Luos has a couple of good ones on the marketplace I've used!
Noise textures are useful for many material tasks.
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 :)
Hey, i've got a problem with caching of Chaos-destruction:
โ THIS is what the correct destruction looks like (and also what it looks like while recording the cache)
๐ซ ..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?
bought your noise pack ๐
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?
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 :)
how do you give it polar coordinates?
there is a node called polarcoordinates
I am pretty happy with this, but think it would look better with polar coordinates, however I can't find the node
i am probably being dumb lol
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
@inland ore at work now so no time to set something up, i'll get back to you after work
guys how I can put clouds lower ? so when I will be playing on map I can fly through them?
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
@inland ore show me the material so far.
a bit laggy when i try to record gif, in actually looks smooth, but is like this
k, ill take a look in a bit
@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
(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.
Amazing will take a look at the code shortly, thanks so much
np :)
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..
works and looks great, thanks again
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
no prob :)
man no ones gonna know are they 
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
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
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?
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
Hi, when a line from a material/VFX is too thin, the line flickers, what's they way to fix this issue ?
Do anyone have a tutorial for making a burning floor with "fluidninja vfx tools" or with out it? ๐ฅ ๐จ
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
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) :
Stencil Buffer Test with a small extra detail: Elements can leave the stencil area. This is done by adding everything in front of the card to the stencil mask. For this to work I store pos + front facing vector via Blueprint: In the material I then mask out the front/back area of the card with...
@drowsy lynx amazing stuff!
how can i do that in unreal guys with whic vfx i wanna make animation with vfx on unreal like that
GPU particles
whatr is that
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.
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?
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?
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.
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
Anyone know How I can hide the Volumetric cloud Gizmo?
one of the niagara content examples shows how to sample a texture for such things.
how do i make simple water effect (for a sink/bathtub)?
there are a few water plugins. one is really cool and free. and uses a just a plane.
does anyone know why particle effects are cut off with this post process material applied
hey everyone, anyone knows what causes these square/voxel shapes in my vdb in unreal?
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
My student wants to create a flock of birds that follow a character. Would you recommend BP/AI/ or Niagara for this?
Either mesh with pre-baked animation or a particle system. Unless exceptionally elaborate behavior is desired, when you would benefit from using AI and its trees.
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?
Anyone have a recommended approach to creating optimized foggy environments for a horror game setting? Iโm trying to make a hazy corn field, with a player using a flashlight. Using UE4
This tutorial might be helpful:
https://80.lv/articles/tutorial-simulating-a-school-of-fish-with-niagara-unreal/?amp=1
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
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)
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
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
encode the triangle origin in an extra UV channel
for example, flipping the triangles around the origin with WPO: https://www.youtube.com/watch?v=9Uj1CLY8ANo
Thank you.
Iโm able to make that UV.
But then, in ue, How can you move all vertices based on this new Uv?
each vertex retrieves its UV coord and moves toward it
Could you please show your node setup?
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
I'm not sure to be able to create such texture map....
isn't that a vertex animation map?
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
Aah well. Thanx.
A bit overcomplicated for me for the moment.
Thx!
An in-depth audiovisual showcase of 'Witherhoard', an Exotic Grenade Launcher from Destiny 2. This video is all about the weapon animations, sounds and the visual effects (vfx). The animations are shown in slow-motion as well.
Witherhoard was added to Destiny 2: Shadowkeep during Year 3 (Season 11) of the game. It deals Kinetic damage and uses ...
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
Hey guys, could anyone here help me with a ribbon problem?
Hi guys, how much time take to achieve 1 VFX AAA quality ? Please
depends on the effect.
can be an hour, can be weeks.
a static frame doesnt tell me much
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.
Yeah like 10 minutes
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?
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.
im looking to create realistic water simulation to bring into unreal, specificly a submarine breaching the water. any tips would be appreciated
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 ...
@young quail This video might have some information for you
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
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?
It's a bit of a hack, but usually metalness means the reflected light gets tinted by the base colour
yeah I was trying metallic, but that makes it too glossy
turn specular down?
then if affects the reflections too much
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
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.
My cascade is super makes the entire environment super bright how do i fix this
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 ?
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.
I have a problem with volumetric fog in a lil level I'm making, seems to be related to geometry/bsp
@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 donโt know how. But I am not sure if the volumetric fog will respect the alpha, but I donโt see why it wouldnโt.
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.
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 ๐ฆ
I'm going to double check now that I've set the setting the documentation talks about and try rendering again.
I see. That is interesting. Whatโs 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?
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
You can also add the clouds to the underlying image instead of multiplying. Thatโll only keep the values above 0
Ah true.
Let me know if png is the same result. And was that box checked in the deferred rendering setting in the config as well?
Iโve gotten a lot of png transparent renders to work through Movie render queue. But I donโt know if I have had volumetrics problems or not
No problem! Itโs 1am here so Iโll be going to bed. So feel free to Ping me tomorrow if I donโt see your response if this doesnโt work.
gnight then!
anybody know what could be causing this? the tunnel in that short vid should not be fully fogged out like that
ay that worked btw. thanks for the tips!
beautiful png sequence ๐
Are there any lights in there? Turn volumetric scattering intensity to 0 on oneโs you donโt want to impact the volumetrics. Just an initial thought of what could be causing it
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
Please anyone? I'm doing a project for my work, it's kinda important, I can't find anything related to this issue
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
I figured it out in the end, there was a hole in my geometry on the outside ๐
By engine modification only or by using lightfunction.
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
ah, i had it hooked to a timeline on update
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?
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?
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"
So I donโt 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 Iโve been hearing about but Iโm 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 ใ็ฅไนไธญๆ็็น่ฟ้ใ Volumetric Fog small demos ไฝ็งฏ้พๅฐdemoไธ่ฝฝDownload 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
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.
Hey guys does anyone know if its possible to add post process effects (night vision) in VR?
I'm going to check it out, thanks a lot!
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 ๐
โImmortalysโ 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...
You can mask the visor with a custom stencil and use another custom stencil to only display what you want through the visor. So visor would have its own stencil value and then anything else in the scene would have its own stencil value
I dont think it works, i have in my scene a post process volume with the settings i want, now i want to stencil out the screen as you described and apply to the entire map this post process only through that viewport created by the stencil, i've look at a few videos online but not one does what i'm looking for, many of tham just do the highlight of objects though walls or something like that
This is basically a few flowmaps and masks.
someone on another discord told me it's normally called "breathing effect", that one seems to do the work.
Thanks for the info!
Youโll 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. Youโll 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 thatโs 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.
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
- https://forums.unrealengine.com/t/custom-depth-and-transparent-material/56011/6
- post process mat 1st pic that goes in the 1st slot of the post process
- visor material (semi look through / translucent) 2nd pic
- 3rd pic is in game view
Have the same question. For me somehow โAllow 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
You should be able to make the material for the visor fully opaque, then disable โRender in Main Passโ on the visor mesh. Then itโll only render into the custom depth pass and wonโt occlude anything. But you can still use it for a mask
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
Is anybody know a way to make camera have quality like a late 2000's phone camera?
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
Read engine code instead. Best documentation.
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 ^^
if you mean the actual code, tthat's way too complicated for me to understand
if you mean comments, I don't really know where to start
I'm so confused. Why can't I access scene color in a material anymore?
Is scene color only accessible in postprocess domain now?
works as before
I recall being able to use the scene texture in a surface domain previously.
you still can
just not scene color
for that you are expected to use scene color material expression
not a scene texture
Hello. Question, is it possible to switch Atlas Curves dynamically? I can only see a float to sample the curve.
Anyone knows how i can make the firing effect when shooting?
look into muzzle flash tutorials
Yoo, and ur chicken?
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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.
How to open a widget on screen but smoothly
Does anyone happen to know if there's any way to toon shade niagara fluids?
Hello does anyone know the answer to this? https://forums.unrealengine.com/t/particle-cutout-niagara/441094/3
@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.
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?
Anyone able to shed light on why beam emitter would be lagging behind its SourcePoint?
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 :)
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
i'd take a look at realtimevfx.com, quite a big database of information
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
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
Okay, so a combination of knowledge from using material editor and having diverse variety of noises can make a more realistic fire right?
to an extend, yes
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"?
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
Hmmm :)?
but yea, im that luos
I guess trying to recreate an effect from another is also a good training
Oh xD
I'm a long time fan of your channel
thanks!
sadly I dont have the time to make niagara tutorials, but we do have a lot of pinned tutorial content on this channel
I've tried to do your daily fx challenge but can't keep up with it xd
yea, they where more speed-videos than tuts
Yea I know it's pretty hard to make content like that all year around so I'm fine with it :)
They're still really useful, I learn a lot from just a couple of minutes watching your speed-videos
thanks :)
Thank you for your time luos, I really appreciate your direction :D
I also didn't expect to meet you in here xD
aww, no problem :)
and yea, I lurk/mod around :)
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)
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
good luck, have fun, and take care :)
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
there are, just need to know where to look.
Fr
why?
cuz its hell to find expert one they are all taken or i think not that many
what do u want?
ngl, quite true though. hehe
https://youtube.com/shorts/H_e2c3-X2JA?feature=share@plucky moss this quality and details
#shorts #sekiro #editing #gaming #fromsoftware #eldenring #darksouls #pc #sekiroshadowdietwic
am forced to go to studio to get this
thats mainly just some well times and placed ribbons and sprite particles.
Ye
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
Are you hiring?
yes
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.
if he doesnt know about vfx he cant do it in hours
materials, orientations, the system, BP if he know, a lot of things
the details is a must with the quality
hmm
am not looking for flame VFX but something advanced and few very complex vfx
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
the quality is nice, but if you break it down, its all very basics stuff you can --if you wanted-- learn yourself.
๐ฅน why not hiring
but yea, either that, or fiver. and have really good descriptions of what you want.
and be patient until someone has time :)
chicken is doing fine XD
zD
@fossil swan seems you know much about vfx ๐
I'd hope so XD its my job
though, to quote Will, I generally have no idea what im doing
you have time for freelancing ? @fossil swan
sadly, no
where can i find them
the tuts or the boards?
realtimevfx is a comunite of vfx artist(that's a web site)
yeah found them thank you
Anyone here know how to get particles in Houdini to follow the normals of the mesh?
To follow the normals?
More information-
Ah sorry, I mean apply velocity in the direction of the normals for a FLIP Slover
use the normal node and change it to points, after u should use a vex node
v@v = normalize(v@N);
v@v *= chf("vel_control");
and in the pop network
My node setup right now
zD
Which node do I put that in?
I have the normals in the Geometry Section?
create a point wrangle
and write this = v@v = normalize(v@N);
v@v *= chf("vel_control");
and in the pop network
dont forget change in the normal node to points
it is
yea
so now what do I do with the pointwrangle1?
It should be inside the Geo section right?
But how does this get applied the Flip Sim?
hmm
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?
u arent doing a source for ur fluid
So, u need to do it
in the pop wrangle that u can see in my screenshot there u can put ur velocitys
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
are u taking it with Sop?
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...
haha, this is Houdini, u can do the things of differents forms "D
@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
I don't mind you can text here maybe ?
I'm live in there atm
You can hear me right? @plucky moss
i'm writing in the channel where we are
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.
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?
@long wolf crossposting is against the #rules
I removed it from the engine source one, this channel should be fine.
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
Make sure your material is not set to Unlit
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.
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
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 doesnโt have to be interactive just a linear render. I chose UE because I want to create skies and have a fast render engine.
Fluid Ninja plugins in marketplace might be usable
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.
Hey ๐ no worries about the ping, that's what they're for! For this thing, there's a Niagara module built in for this, called something like "reconstruct camera projection" or so. You enter the camera settings like fov etc and it reprojects the positions for you!
If you can't find it, I can look it up when I'm near my PC later
@stone nacelle did you manage to figure it out?
Thank you so much! I just got to my pc and will report back in an hour, thank you!
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
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
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!
also, since it doesnt hurt to ask, do you have any optimization tips for spawning 10s of thousands of particles?
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
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.
Interested in real-time simulations? Join thousands of VFX artists who have started learning EmberGen with my Free Magic FX Crash Course: https://t.co/QE54XtIEDr
Ah, sweet! Sorry for going afk on you there, glad you figured it out ๐ As for optimizations... it depends. (Almost) nothing is free, but (almost) everything can be budgeted for. Definitely use GPU particles, but I think you probably already are? I'm afraid I don't have any hot tips, haven't engaged too deeply with Niagara optimization yet myself.
No worries. Thank you a ton for the help! Yeah Iโll definitely have to budget for them, luckily thatโs all my scene relies on really. As for GPU particles, youโre referring to setting it to GPU compute sim correct? I am using that.
yep!
Hello! I am relatively new to UE, but I've been doing Unity for a while.
I have a prototype Iโm trying to recreate in Unreal that is basically a copy of Dishonored 2โs โA 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 โmirrorโ or mesh to be able to โseeโ the other โrealityโ. 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 ๐ฎโ๐จ . Thanks in advance ๐
You could render the hidden scene to a fullscreen render target using same camera settings as the primary (but -5000z).
Use custom stencil to blend the two in a final post pro composition pass.
Mirror mesh writes to custom stencil then read that in the post pro material to blend the hidden world texture in.
I'll need to look up a bunch of what that means ๐ . 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...
Yes ๐
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.
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?
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
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
Just a normal texture sample and set the RT as the input. You probably did this originally when you displayed it on the plane
Ah crap, thanks
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
No... both levels render normally, except the mirror surface writes custom stencil. This generates a mask that is used in PP material to blend secondary level in.
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
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
There shouldn't be any perspective correction if your 2 cameras have identical settings, and your secondary level geometry is the same as the primary (just -5000z)
Imma double check when I get back on
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.
Still iterating on the material but just wanted to share I did eventually get it working ๐
Nice! Well done ๐
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?
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.
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
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.
yea, ive had my share of crashes these last few week
I'm literally considering moving to 5.2 Preview 2 to see if it works any better ๐
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
set which objects you want decals to be applied to. Search for "Receives Decals" in the objects properties.
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
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.
@eternal vapor try the realtimevfx discord. i'll dm you the link
oh ok, thanks
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
does anybody know of any tutorials. videos, etc on the topic of making tears or sweat droplets on a skeletal mesh?
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.
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 ๐
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
@finite frigate
Unscaling ring:
https://twitter.com/Luos_83/status/1446588627207790594
Unscaling donut:
https://twitter.com/Luos_83/status/1447881255610195969
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!)
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
@fossil swan Perfect thanks!
Adding water to lg terrain on ryzen 3600 Rex 6600 8 go, 16gb ram,,,always. Rashes gpaโฆis this expected or bad gpa maybe,,,,
@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
I dont do blender, so no idea
hey ho ๐
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 ?
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.
!
awesome, thank you very much ๐
ty ๐
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...
hi how would you go about creating some sort of a hose putting out liquid in ue5 ? thanks a lot
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
No, you cannot write to a single channel.
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.
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)
hello everyone ๐
does anyone know why does my translucent material render like this? (blurry?)
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
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
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?
You have to make a user Vector parameter on the system. Use that in the beam setup module.
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