#visual-fx

1 messages · Page 7 of 1

split hawk
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You can make the effect attached to the camera instead. How many particles are we talking here?

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@spiral dove

quasi wolf
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its basically this isnt it

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but I dont know how to solve it here

tough basin
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in your checkerboard screenshot the moire pattern is solved by texture mipping

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if you are generating this grid by other means you likely will not be able to take advantage of this

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TAA/TSR can potentially prevent this as well, depending on what you're rendering

quasi wolf
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yeah I thought so since its instanced meshes as I said and theyre very thin, maybe world aligned texture is best then

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in fact if I remember rightly unreal editors grid itself is just a texture right

tough basin
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which it should if its size is a power of 2 and you haven't disabled mip generation

quasi wolf
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lowkey losing my mind now trying to make a grid texture at a power of 2 size with 10 squares

quasi wolf
lavish mica
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Hi everyone, I'm trying to use a video as a "Game Over" screen in my game. I'm using a widget blueprint for this ofc, but I canNOT figure out how to play one video after another, and have them both actually play, using the widget blueprint logic

I've seen some guides and tutorials but for some reason, none of them are working for me. Anyone who can help me out? I'm using the standard media player in UE5.3

pale citrus
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Does a post-processing volume apply to objects in the volume, or cameras in the volume?

wanton vector
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Hey guys. Do you have any tips on how I can prevent the particles from lagging behind here? I'm using Local Space for the niagara system, but since the particles have some lifetime, they remain in place until they die if the weapon moves.

crude fractal
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So ... I've been checking out the new "Advanced Portal FX" bundle that's free right now on fab.com, and I've noticed that they're doing a lot of cool stuff that's actually all materials-based. They've got a bunch of systems full of emitters that just spawn one mesh-rendered particle and then use material parameters to create their cool effects.

That's awesome, and I've got the rough idea that instanced mesh particles are probably more performant than individual mesh renders, but is this ... like ... "the way" for this sort of thing? I'm thinking from my perspective as a teacher - is this is a good practice for VFX, or - if you went into a project knowing you're going to do this, would there be a better way of going about making low-cost instanced meshes for this?

bronze tree
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Hello, Wondering if anyone can help me find a way to do array look-ups in niagara without using loop. Here is an image of what i am working with for my scratch module. The idea is, I have fires in my level that are filling my 'Position Array' then each particle is checking its distance to those locations and if its within the 'Push Distance' then it add some extra velocity. The math end works when i pass in a single position. I basically just need the array management end working since i cant loop. i don't think my solution is valid since its not working the array could potentially be changing if that matters so a static 'get' wouldnt really work well.

latent scroll
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Hello , I'm wondering if anyone has any idea how to fix this issue im enountering. I'm trying to have the particles bounce on the floor and then stay there for a bit. It looks like it should work just fine in the system view but in the sequencer the particles seem to bounce early in the opposite direction from my velocity. I figured if I offset the position high enough it doesn't give me the same problem but then it isn't the look I'm going for. My thoughts are maybe when I set my Niagara System close enough to the actor the particles may be bouncing off the actor's mesh ? I'm trying to have the actor looks like it disintegrating and leaving dust on the floor behind so I need the dust to spawn very close to the actor. I haven't seen any option in the collision node that would allow me to bypass the collision on the actor's mesh. I'm fairly new to this so any advice would be appreciated ! Here's a video of the problem and one to show what I want it to look like.

slender trench
latent scroll
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If anyone's got advice on how to make it better im all ears 🙂

fluid jacinth
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is there is any video to teach how to make uv mapping for vfx or to make it for panning ?

pale citrus
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Is there a way to visualize color grading areas in unreal? Just temporarily paint the scene like "THESE are the highlights, THESE are the midtones, THESE are the shadows"

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I know I could just completely fuck up my color grade settings to achieve that manually, but I don't wanna do that if I can avoid it

bronze tree
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Anyone here using the 'Write to Niagara Data Channel (Batch)' i cannot get it to batch send a location but it works when i use it without the batch call, but i need multiple positions being sent.

drowsy lynx
keen nacelle
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For someone with no fx experience. How should I start making my rock spell(rocks float out of ground, clump up, throw). Should I create it in blender and export to ue or just start from ue and do Niagara and what not? I’m not sure what the workflow for this would be

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If you’re still on here this many years later can you tell me how to make this lol

narrow lynx
turbid delta
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How can I make my game look like it

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(Flat colours with outlines on objects and lines on sharp edges)

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It sounds easy like just a wireframe but only on sharp edges but idk how

pale citrus
junior urchin
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👋 Hello everyone!
I'm a Unreal Engine VFX artist available for freelance or contract work. I specialize in real-time effects using Niagara, custom shaders/materials, and particle systems. I can help bring your project to life with optimized VFX for gameplay, cinematics, environments, UI, and more.

If you’re looking for high-quality visuals and reliable delivery, feel free to DM me for my portfolio and rates!

onyx rose
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there might be a cheaing way
(add an actor, and then a bunch of smoke systems component tied to the shape of it)

near locust
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Hello, does anyone know how I should make this hairlike flowing energy effect?

sterile hazel
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BABA_IS_WAVE_ANIM Hello, I'm a bit new to UE as a whole, especially when it comes to performance and VFX, I just don't know what's ok and what's not.

I'm looking to make tracers in a map, but not as actual bullets, more like background things, I'm talking a LOT of them (AAA shooting at planes in the sky for visual effect)

If I use actual bullets with movers and physics, there's just no way this can work. How can I approach this in a reasonable way?

paper aurora
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Virtual textures!! (I believe)

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I’m somewhat new as well but have you ever played a source game

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The skybox is actually a physical room projected onto a virtual texture

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This should be what you desire

sterile hazel
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Aaah perhaps

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I'll look into it thank you!

paper aurora
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As long as you can handle everything on the gpu you should be fine, maybe research how to do that if this is fruitless

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Look into whatever helldivers 2 is doing

glad gate
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how can i set this? I've created SkeletalMesh parameters in all namespaces and nothing ever shows up here

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ok seems like i just wanna do this

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no idea what that dropdown is supposed to do. unreal engine experience

drowsy lynx
fallow niche
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Hi! 🙂
I would like to do some distortion effect, but i ve a problem with the edges. its capturing the screen and transforming and of course, after the end of the screen it has no data, so its making a cut. My questing is: Is it possible to take the endpixels of that edge and make some kind of transition transform to match the pixels behind?
Thx for any answer 🙏

mortal jasper
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Does anyone have any tips or guides on changing vfx for spells? I'm brand new to modding and trying to make my own unique visuals spell pack mod for oblivion remastered.

astral estuary
cyan agate
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lil question regarding the Auto exposure "Low Percent" and "High Percent". both comments for these settings are the same. what should i expect when changing these values? when i dial in random values i dont see anything changing.

best regards

grim briar
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clipping point is probably the wrong way to describe it, more like its shrinking the range, but basically if you have small emissive lights in view, it will keep the auto-exposure from trying to adjust to accommodate them, it helps keep the exposure level more stable by excluding the extremes

cyan agate
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ok thanks, i am currently trying to dial in auto exposure with my day and night cycle and wanted to understand this thing

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@grim briar what i dont yet understand is this: what is the target of eye adaption? does autoexposure try to achieve a neutral grey by averaging all pixels on screen?

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i alway have this problem: in the night auto exposure wants to make the image to bright, during the day the sky is blown out because of the shadows that make auto exposure making the image as well brighter.

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also, playing around with low and high percent while having the eye adapation visualization open makes 0 sense to me

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eg., increasing both makes eye adapation go high, but the "low pct" can never be >= "high pct" and vice versa or else it resets or so.

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bot changing one or the other doesn't matter at all, both lead to the same result somehow

grim briar
cyan agate
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so manual compensation across the day [0, 24),

grim briar
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No

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In the post process volume you can provide a curve asset that sets the exposure compensation based on the view luminance

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you don't do it by time of day

cyan agate
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ah. uh how does this curve work?

grim briar
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though you can set it by time of day if you want, but it will only work outdoors

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its pretty intuitive, you're given a target EV100 on the X axis and you provide the compensation on the Y axis

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also it updates in realtime so if you just assign the curve to your PP volume then mess with it you should be able to figure it out

cyan agate
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x axis in this curve is the exposure from unreal and y axis is what my manual compensation?

grim briar
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This is slightly over-exposed during daytime, slightly under-exposed at night

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That's with a 10 lux directional light, if you're using a higher intensity directional light you'll need a different curve

cyan agate
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my directional light goes from nearly 0 up to 64

grim briar
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why

cyan agate
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thats what it ended up, with the sky, custom fog and skylight intensity

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now i have to find a way to compensate correctly

grim briar
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I don't ever change the intensity of the directional light personally, seems like a bad idea

cyan agate
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? how else would i change the sun light? 😄

grim briar
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but I'm using the SkyAtmosphere which sets the intensity/color based on the altitude automatically

cyan agate
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ah yeah, i dont use the skyatmo

grim briar
grim briar
cyan agate
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i use very old school only the skylight, directional light, fog and the skylight with realtime capture enabled

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okay, so i added my own curve now. what i dont understand is the x-axis value yet.

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why do i need negative values on the x-axis?

grim briar
cyan agate
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ah ok

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thank you

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is the value the final value calculated from the auto exposure which i must base my on curve?

grim briar
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not sure I understand the question

cyan agate
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i see the average ev100 is changing when i change post process settings. so my assumption is that i compensate the final value of autoexposure with my curve

grim briar
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as I understand it the average scene ev100 is calculated, then the compensation is applied from the curve based on that value

cyan agate
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okay yes, thats what i mean

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thank you

grim briar
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I would also suggest using curves for local exposure if you're using that, can help a lot with environments that are a mix of dark interiors and bright exteriors

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really helps to make exposure transitions virtually seamless, even in really difficult cases

cyan agate
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yes, i read all of them already

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i need to talk to humans to learn better 😄

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yeah regarding transition from interior to exterior i must find a few solutions as well.

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i only had major success with baked lighting (stationary skylight)

cyan agate
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yeah you saved my life, thank you. now day and night are very balanced i think (in terms of exposure)

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here i skip through a day in 1 hour intervals manually (by pressing a button)

grim briar
cyan agate
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yeah its not so easy to work with it i think. as you can see i have strange directional light values, but the other things are matching. i do use real world intensities for street lamps but that is just during the night

fallow niche
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hello 🙂
I m using a 2dgrid gas emitter for an aura. I m spawning particles on a skeletal mesh (triangles) and use this as a source for the 2dgrid emitter. This is set up in the niagara system, outside i use the actual mesh for putting it in the front, but somehow the aura is showing some weird gap between the aura and the mesh. You have any idea how I can solve this?

weary hatch
proper portal
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Hey folks!

I'm using a Volumetric Setup for a Storm Cloud system I'm making, I'm getting the Right results, however The clouds are extremely Grainy

Looking for help with this problem.

it seems to like Extremely Low values like .00006
the Multiplier before the Noise node seems to help with shape.

restive meadow
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Does stacking post fx reduce performance? I'm using chameleon and for some reason the "radial blur func" does not enable or disable effects, so I can only set it to 0 and augment it* later

zealous stirrup
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ppl can fix this. error.
i think it because i wan5t to set variable in emiter space. how to fix this?

sleek pewter
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Is there a way to hard set a heterogenous volume to ALWAYS sort in front of the others? It would appear that even if I set translucent sort order, and move sort order offset to extremely high negative values for the one I want in front and really high positive values for the ones I wan behind (the purple sand storm) there will always be a sort order pop when the centroid of the heterogenous volume moves further away than the sandstorm pivot/centroid. Bounds scale also doesn't work~-~ any ideas?

fluid halo
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Hi all
I'm quite familiar with Unreal Engine and decently with VR dev.
I want to make a standalone VR experience with heavy VFX (Particle Systems) and high quality visuals.

This will be for the Meta quest 2, 3 and 3s.

Imagine I'm trying to make a "creation of the universe" "big bang" kinda experience.
Clouds, smoke, post processing, glow and glare, explosions.
Not much game logic or interactions needed.

What UE version would be best for this - what tools and resources can I use to optimise the hell out of the app to make it as stunning as possible.

Like which are more performant - Particle Systems or Niagara Systems?

restive meadow
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Textures and materials bug out randomly in 5.5.4 has this happened to you?

astral scarab
wicked zinc
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Is there a way to get the physical material from the collision event in Niagara?
Right now I need to check with a line trace on collision event and I would really love to handle this inside niagara.
I'm looking to spawn in the same system an impact effect from the collision event. Currently this is done using BP to spawn the impact effect.

lilac shoal
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Wanted to ask if there is a decent way to do subframe motion blur effect on a 2d plane/texture
Imagine you have a dot as a 2d sprite, is there a way to make it have multiple motion blur like lines for lets say 4 movements in a single frame?
the example with the dot is only to simplify things, its not something for the ribbon, it has to be a 2d sprite

analog onyx
lilac shoal
ashen hinge
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If i have a NS that is infinite such as Moths or fireflies - what is the best way to kill them after the player reaches a point where they are no longer needed

earnest tree
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Hi guys! Are there any Houdini users here who have set up instancing in UE 5.6? As in the screenshots I'm attempting to replace the Houdini-native mesh with something in engine, but the mesh here is not interchangeable. Is this a new UE update, or something in the HDA blocking the switch? If anybody has had any experience with this advice is much appreciated!

tall sandal
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i can anyone help me with the sequencer and the movie render queue, i have a sequence, and when i export it to a video mp4, for the first 10 sec, all object are not working as programed, but the cine camera actor is working>
note that everything the the viewport is correct but not in the export,
can anyone help me?

carmine ginkgo
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Is it possible to modify the roughness output via a post proc?

neon seal
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Hello, “Are there any Niagara users” in the room?! I'm trying to figure out how to fix the pivot point of the particles on the torch, depending on the rotation. Here, vertically, no problem, but if I rotate the torch, it shifts!

warm lichen
neon seal
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@warm lichen Hello, Yes, I forgot to mention that.
Yes, it is a child of a static mesh in a BP.
And it is also connected to a mesh socket.

warm lichen
neon seal
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@warm lichen Nan, whether he's a child or not, it doesn't work. But I think I understand, the pivot is in the center here, whereas I think it should be at the bottom of the flames.

warm lichen
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Yes put the pivot at bottom of the flame and make sure your socket is at correct point

copper pecan
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Hey guys so I been working on a project with a team and we use perforce. one person made a wind sim using unreal's wind effect to move the cloth but when I get latest changes and press play the cloth seem to move correctly only for few seconds and then goes out like the wind has stopped blowing do you know what could be causing it or possible ways to fix it?

warm lichen
copper pecan
warm lichen
ashen hinge
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Got this to fracture and use my trace that i have but is there anyway to have the frame be static while i can disrupt the inside ?

proud minnow
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emm, is that a number ofACTIVE RUNNING NIAGARA instances?

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is there a way to see where are they being simulated?

proud minnow
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omg yes it was xD I don't know why my system wasnt dying out

dawn nova
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Hi there !
I have a simple question about materials and sprites in Niagara: When I use a texture with alpha made in Photoshop or Substance Designer, the sprite in niagara isn't smooth like the texture, does anybody know why ? (first pic is how it looks in Niagara and second is the texture)

craggy adder
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any shader/PP i could use to mimic wet surfaces? My overlay mat doesnt work on many meshes with nanite... so i need me a work around

craggy adder
dawn nova
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This is the mat I use tho

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But even when Using a simple mat where i just link the base texture to Emissive color and Opacity the same thing happens

craggy adder
dawn nova
dawn nova
craggy adder
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i'm garbage with materials, too D:
I usually just fuck around till i find out

dawn nova
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Yeah so do I lmao

drowsy lynx
wind saddle
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Has anyone here ever made a post process effect that is like a hallucinogenic? I'm trying to achieve some melty, color blending type visuals and I'm not sure where to start.

karmic mist
wind saddle
real token
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Hi, I am having trouble with importing videos to Unreal. My idea was to create VFX on transparent background in After Effects and import it as a video with alpha, so I can play it in Unreal. Is it even possible in UE5.3?

karmic mist
fervent thicket
real token
karmic mist
# real token The video is 50 fps, camera is locked (although what does it change?) I exported...

For using videos UE only accepts a certain format iirc. I’d say your best bet is to read this (or find a video) it’s not a simple drag and drop endeavor unfortunately. https://dev.epicgames.com/documentation/en-us/unreal-engine/play-a-video-file-in-unreal-engine

Epic Games Developer

Illustrates how you can play a video file inside a level on a Static Mesh with the File Media Source asset.

real token
karmic mist
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Alpha is supposedly supported but only certain file formats work. Also they need to be in a specific directory.
& this?

real token
dawn nova
fervent thicket
dawn nova
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It breaks the text for me

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Goes from this to this (Default to Grayscale)

fervent thicket
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oh lol. ah because it has an alpha channel. maybe try another setting that doesnt have compression. maxybe HDR or smth

dawn nova
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Hmmm every compression mode seems to have this result in materials

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Even when its looking smooth in texture viewer

fervent thicket
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hmmm very weird. did you create this texture in 16bit?

dawn nova
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Idk lemme check, I tried both in PS and Krita but didnt look at the bit parameters

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Oh I'm in 8bit

fervent thicket
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because if not, maybe a solution could be to remake the texture with a higher bitdepth (maybe just set 16bit in PS and blur it a bit) and then dont use the alpha channel. Import it as a grayscale texture and use one of the RGB nodes in the shader

dawn nova
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What does the bitdepth change again ?

fervent thicket
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more value steps, so better gradients

dawn nova
fervent thicket
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left is 16b and right is 8b the banding shows a bit more

dawn nova
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Indeed

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Whats weird to me is that the text is this one, and appears like so in texture viewer

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But when used in a mat it has the bandings

fervent thicket
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hmm yeah i just tested in in UE and its the same

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smooth gradient tho but the edges are a bit abrupt

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added a cheap contrast node with 0.01 I guess that does it :D

dawn nova
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Just plugged the rgb into a cheap contrast ?

fervent thicket
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yehh after saving it in PS with 16b and grayscale compression.

fervent thicket
dawn nova
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Okay it's better just have to add an alpha channel

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I never understand why some of my ps files have no alpha channel ugh

fervent thicket
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weird xd but glad u got it!

elder hill
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Hey! Quick question, Does the chaos cloth system interreact with the water buoyancy system? I am trying to get basically a piece of cloth to float down a river, but they don't seem to be talking to each other.

inner saddle
# dawn nova Okay it's better just have to add an alpha channel

Just btw. You should always be exporting your textures packed or only in one channel for masks like this and use the R channel as alpha. Else you are sending through unnecessary data. Eg 4x for rgba or 1x for R and if you have multiple sprites on screen these will eat your Vram.

split maple
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Hello, I was wondering if someone would be able to help me with this WPO issue of mine

My goal is to create a fish shader, that will move the mesh in a wave imitating the swimming motion. I've succeeded with the motion that I want, and isolated it to the Y-axis, but the issue is that I can't find how to set up the shader, so it can work independent of the meshes rotation in the world. Now, as you can see in the second image, it breaks if rotated.

I've tried having the TransformPosition in the end, and feeeding a subtraction of the new/old positions, which resulted in a large offset from the origin, but with success in the rotation goal.

warm lichen
# split maple Hello, I was wondering if someone would be able to help me with this WPO issue o...

Watch this video.
https://youtu.be/f0op34diYdo

Project Files: https://www.patreon.com/posts/96188513 .
In this tutorial, I am going to show you how to crate and export an animated static mesh from blender to unreal engine and create a animated butterfly mesh particle effect. Here, even though we are using a static mesh, the butterfly particle meshes will have the wings flapping animations a...

▶ Play video
split maple
warm lichen
split maple
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but doable?

warm lichen
split maple
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is it still doable performing this sine wave displacement in shader only? independent of mesh rotation in level?

warm lichen
split maple
dawn nova
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About channel packing, How do I add an Alpha channel that works in photoshop when it's just RGB in the channel window (When I just add another channel, it doesn't work as an alpha channel)

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Like here I had only the RGB Channels so I added the Alpha 1 channel but when exporting the texture into UE, said Alpha channel is all black

inner saddle
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"save as copy" then pick the drop down

hollow iris
# split maple Hello, I was wondering if someone would be able to help me with this WPO issue o...

Put the transform at the end but also invert it so local space to world space. Think of it as taking what youve done in local space, and then putting that into world space. Also probably replace the world position node with local position? Experiment more with it, im feeling foggy asf so I cant think the correct code but you dont need some quaternions baloney, youre on then right track haha

#

.
Come to think of it, the wave logic altogether doesnt make sense,
The steps are:

  • Make a gradient down the fish using local position
  • Apply a sine wave to the gradient
  • multiply this wave with another gradient to control falloff of the waggling
  • calculate offset side by side (so waggleSine * strength * (1,0,0) maybe?)
  • transform to world space
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Yours definitely needs a rewrite. I remember fucking up my fish the first time I tried this same method 🥴

inner saddle
drowsy lynx
primal hound
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Hello!
I'm trying to use curve atlas for sampling color in my material (I'm trying to set scalar param from bp, that is used as a "curve time" input in the material). But for some reason the whole curve atlas thing works only if the curves in it are 0-1. I have multiple of them, and they are all 0-1440. Is there a way to use curves like these?

split hawk
primal hound
# split hawk As far as I know a curve atlas only samples the 0-1 range of the curve, so you h...

Thank you very much for your answer. Sorry I havent mentioned that I'm aware of that solution. Do you think it would be faster if I sample color from curve in BP, and pass it to dynamic material? Oh and do that for 5 different curves/vectors.
Or If I normalize all the curves, make atlas, and pass only 1 float value to material scalar param.
Sry if that question sounds to vague xD I'm just thinking that running the whole sampling on gpu, and passing only one scalar to material is faster.
rn I'm doing this in BP (this function executes every 0.02 seconds):

split hawk
deep dagger
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You're implicitly unrotating world position into local position, you need to rotate it back again after modifying it to get back into world coordinates for the offset output

split maple
fossil wind
warm lichen
tawny kelp
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I'm trying to animate spline form. Made 2 keys with different spline form and positions but it's not animating. Spline always stays in the last position even in the previous key. I've also tried to attach spline to the bow and characters finger also made keys and it works properly but only the first time, after compiling it goes crazy and not in a proper location. Have no idea what's wrong other objects animate as they should

drowsy lynx
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Does anyone know, why I can't rename my Emitter? (the emitter is a single file, not placed in a system)

split hawk
wind saddle
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So I've been wracking my brain for a few hours trying to figure out a way to replicate this screen distortion effect without a scene capture 2d component and I'm not sure if it's possible. But I really want to incorporate something like this into my game, I just can't afford the performance hit from the Scene Capture. Anyone have any ideas?

karmic mist
wind saddle
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It's a really nice effect, but it has a huge performance hit in larger levels.

karmic mist
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Hmmm, I could be wrong but for persistent trails like that you'll definitely need a render target (so scene capture 2d iirc)

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If you don't need persistent trails & just want screen distortion you can maybe use the Scene Color node in a material.

wind saddle
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Darn, yeah that's what I thought. I already have chromatic aberration and saturation adjustments but the trails give a really good psychedelic feeling which is what I need.

karmic mist
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Yeah, I think anyway you cut it you're going to need a virutal type camera 🙁

drowsy lynx
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thanks to @karmic mist we found it out: you need to restart unreal!

wind saddle
hollow iris
wind saddle
split hawk
drowsy lynx
drowsy lynx
hexed lantern
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I’ve got a Niagara system spawning particles from a sword tip socket.
Right now the velocity always goes world up,(I tried setting local and world on emitter) but I want it to follow the sword’s rotation.
What’s the best way to make the velocity use the socket’s orientation?

hexed lantern
split hawk
# hexed lantern Yep

Then my guess is that your system isn't attached to the sword, and thereby not inheriting its rotation.

hexed lantern
split hawk
split hawk
# hexed lantern Sure here you go

It looks like the rotation is working correctly, just that the effect is oriented the wrong way. During the sword swing you can see the fountain is no longer spraying up but sideways. What is the orientation of the sword mesh?

hexed lantern
split hawk
hexed lantern
drowsy lynx
restive plover
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Hello, after adding Settings to the game, I've noticed that deactivated Cascade (UE 4.27) particles get reactivated after changing Effects quality. Does anyone have any solution to handle this?

prisma sundial
#

@frigid oar run like a chicken, panchoot

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@frigid oar कहीं न भागने का मतलब है कि आप हमेशा असफल रहे

rocky crown
#

How do you guys deal with large amounts of bullet/projectile tracers? I need a very busy scene and am looking for ways to optimise. Niagara aside (feels too heavy performance-wise), what else is there? I experimented with tracer ISM combined with material WPO offset, this works great, just wondering if I'm missing anything. How do AAAs deal with this problem pls?

analog onyx
lusty tide
#

Hey all! I have a fish jumping out of water particle, i am looking to get it to spawn randomly over a water area, any idea how i may do that with a blueprint?

cyan agate
#

hello, lil question. can i achieve a decent and subtle dof which is not too expensive for gameplay purposes with the post process settings or is it better to use a post process material with a custom blur material?

#

it should be always enabled and blur out the horizon a bit, based on 3 values: blurNear, blurFar and maxDistance at which blurFar is basicly active.

#

a bit like the old call of duty games blur or i think gta 5 has it.

neat thorn
#

hey people, i've been searching for some good information on quartz clocks since it's not very well documented, do any of you know where i can find some? or am i just missing something

tough basin
cyan agate
#

yes, but somehow i am either too dumb for the parameters given or i cannot achieve what i need

tough basin
#

making one comparable to unreal's in performance+quality in post process is likely possible but uphill. You're doing it in C++/USF land or you're using UserSceneTextures to do downsampling

#

what are you having trouble achieving?

cyan agate
#

i want only depth of field at 1000m distance, where at 0m distance i have no blur at all. obviously beyond 1000m the blur must scale correctly but i want that whatever intensity value i use scales the blur at 1000m

#

lemme get examples

#

here you can see in the distance the subtle blur. this blur amplifies the feeling of real fog/haze. only the blur amount changes with weather changes

#

eg., here with foggy weather the blur is stronger

#

but the distance is still the same

tough basin
#

unless you're focusing right in your face you will get near-zero far-field blur

#

if you want blurry fog go get Screen Space Fog Scattering on fab and don't worry about DoF 😄

#

if you want to try to make this work with unreal's dof, try setting the focal distance very very short. like start with 100cm and work backwards

cyan agate
#

using unreals DOF i also get this noise, noticable on the silhouette of buildings. is that normal?

tough basin
#

and use like 0.8 aperture, very low values

tough basin
cyan agate
#

yes

tough basin
#

yeah that's uggo and i do not think you have any levers for a fix

#

if Screen Space Fog Scattering can't do what you want then yes i would do it in post process. for far-field DOF you can do it in a single material pass though a downsample or two could still help your performance. (near-field really requires downsampling to do efficiently because the radius is much bigger)

#

but again, for blurry fog, SSFS is a great tool and is absolutely built for that job

cyan agate
#

ok. now i have another problem. perhaps you know wether i can even fix it or must edit engine source code. i have sorting issues with translucency.

i have a custom post process fog. its set to "Scene Color Before DOF"
All my translucency then has to be set to "After DOF" but that obviously doesnt work with DOF then anymore. what do i have to do to fix this?

tough basin
#

no magical bullet here. find a way to sequence things in an order that works for your needs

cyan agate
#

uh yeah, thats the only combination i found works but perhaps there is something i overlooked

tough basin
#

translucent materials are trouble when they're not "mostly translucent" or "mostly opaque". it's in between where you get into trouble

#

mostly translucent -> after dof, dont write depth/velocity
mostly opaque -> before dof, do write depth/velocity
in between -> going to look bad either way

cyan agate
#

what i found is that these materials work totally fine when i calculate the fog manually on each material

#

but that doesnt take into account the DOF then

tough basin
#

yeah, dof cares about depth so anything that's not writing depth is either going to be not dofed or dofed incorrectly, your choice

#

that's why the in-betweeny translucent stuff is a mess

#

if you can make your glass mostly-opaque and have it write depth + go before dof, fantastic

#

if it's almost entirely see-through, likely also okay, the artifacts will be low contrast

cyan agate
#

ok, thank you. i again fell into the rabbit hole and it looks like i cannot get the correct pass order

#

i would like to replace the exponential height fog shader and use my own fog shader and set the variables and still use the volumetric fog. i tried integrating my own code into the engine but i must admit this is above my knowledge, have no idea how to set the shader variables and how all the things are referenced

tough basin
#

yeah honestly haven't done that myself either

cyan agate
#

perhaps you have nothing to do and we both can implement our own fogs..together? 😄

#

looking for a while already for someone

#

i already did a good bit but unreals shader language is foreign to me still

#

and not well documented

tough basin
#

not documented period 😛 i would just look at existing examples

cyan agate
#

nice, i would hit you up in your dms then?

flat imp
cyan agate
tidal wigeon
#

Hi guys, I'm not sure if this is the right channel to ask, but does anyone know how to create a fog shader for top-down games? What I want is like the fog is surrounded only outside of the movable area, I've been trying to look for solution but it's quite hard for me to do it myselfcrying if anyone could help this out I would really appreciated.. here's the reference what I'm trying to achieve: https://kvachev.com/blog/posts/fog-for-topdown-games/

rare eagle
#

I am encountering an issue where the WorldPositionOffset is not working when importing custom meshes into unreal, it only works as intended on unreal native shapes.

I tried exporting a sphere from maya and houdini, with the same results no matter the export settings.
I also exported the sphere from unreal into houdini and then re-exported it and once back in unreal it has the same issues.

I tried every export/import option between programs but nothing changed the result.
I also matched every attribute I could read from the default unreal sphere in houdini to another sphere before export.

The issue is the same in unreal 5.6 and 5.5 - I also tried the same setup in another computer.

Anyone know what the issue is?

rotund notch
#

not sure but i know like blender has unreal presets/plugins to make the migration easier

#

so probably just about getting all the settings to align with unreals demands on that one

rare eagle
#

Hey thanks for the suggestion, I tried that with a blender sphere but the result is same.
I've seen a few forum posts having the same problem so it might just be a UE5+ issue

#

Well I'm stupid, its only in the preview where it doesn't work. Inside a level it works as intended

errant summit
#

Hello, 👋

I see you had the same problem that I'm having now back in May.

I wonder if you ever solved this?

stray pagoda
# errant summit Hello, 👋 I see you had the same problem that I'm having now back in May. I w...

Hello! Unfortunately not, I honestly have just been working around it by having materials be translucent when I'm editing particle systems and then changing it to masked once it's closed, no crashes or errors seem to come up in build

I've been meaning to more of a deep dive but since I had a work around it's never been high enough on my priority to figure out
(I had a friend suggest it could be something funky with my operating system not playing nice)

errant summit
#

Wait, so it doesn't crash if the particles are seen in game, just in the editor? 😆

stray pagoda
errant summit
#

And I don't suppose you've tried upgrading to 5.6, eh?

stray pagoda
errant summit
#

Alright well, this workaround is good enough for me. Sorry for bugging you but thanks so much for the tip!

stray pagoda
subtle epoch
# cyan agate eg., here with foggy weather the blur is stronger

the 'blur' is usually to do with how light not only illuminates (which is the only thing ue's vol fog does by default) small particles in the air but scatters between them creating this 'blooming' look.

for a screenspace effect that emulates this behavior which @tough basin also mentioned
https://www.fab.com/listings/a670ac7b-392f-4ce0-ab5f-87a441d5ebb7

sometimes this kind of soft look is also caused by the properties of your camera lens (see 'mist filters'). in that case you can combine shallow dof with local exposure's 'detail strength', i usually set it to slightly lower than 1 (0.9~0.99) even when not going for that mist filter like look since no lens in existence is made of perfectly smooth surfaces

Fab.com

Exclusive 10% discount can be found HERE.Used in such great projects as:Clair Obscur: Expedition 33Esoterica - Firefly (music video)Talos Principle: ReawakenedLushfoil Photography SimThe Last Camp (short film)And many more!Showcase Trailer | Support Discord | DocumentationScreen Space Fog Scattering (SSFS) is a new post process shader that enhan...

subtle epoch
# tough basin yeah that's uggo and i do not think you have any levers for a fix

generally you don't want to do that kind of extreme bokeh dof during gameplay since the performance will be awful. these are the settings i use if i have to add dof during gameplay (also see r.DepthOfFieldQuality=1 as you should be able to get away with it if using these settings), looks much cleaner vs. default on epic, good perf improvements, you will however either have to use cinematic or suffer the quality hit on high / epic if you want full bokeh dof

#

or you could use the default cinematic settings for cutscenes and these for gameplay

subtle epoch
cyan agate
#

but i cannot get the order as i need with the post process fog unfortunately

subtle epoch
# cyan agate yeah, some kind of blur 🙂

it really is a combination of light scattering by particles + lens properties in most cases , just simplifying it down to 'blur' isn't really going to get you far. but which isn't the end of the world if you're not looking for something super realistic super next gen loll

cyan agate
#

i already forgot what was the problem with "before dof" for translucent materials, i think some ordering or tonemapping was off then. i cannot remember.

cyan agate
cyan agate
# subtle epoch order?

yes, order of postprocess material fog, translucency (with fog math in it) and then dof of unreal OR postprocess blur.

subtle epoch
cyan agate
#

although, this thing is using a blur + fog right?

#

one way or another it is blurring the scene texture i assume. and that has no problems with translucency?

#

or is it just adding on top of unreals exponential heightfog?

subtle epoch
#

compositing and not 100% blurring btw, see the material functions with "blend_" in front of them

#

i'd honestly just suggest getting ssfs if you can its great loll

cyan agate
#

at the end of the day i have to integrate my fog completely into unreal engine anways. because of the post process fog i cannot get the volumetric fog and epic games decided to couple exponential heightfog and the volumetric fog together which is my show stopper.

#

and when i have that integrated one day, when i have the time, or someone flies by helping me at the last bit i am stuck at, then i dont have this DOF trouble anyways.

subtle epoch
subtle epoch
cyan agate
#

sec

#

this is what i get with "before DOF"

#

sorting issues

#

or some other problem, i really dont know what it is

#

here is a bit of the background peaking above the translucency (for comparison)

subtle epoch
cyan agate
#

you have to know that i have to cutoff the fog at farclip so it does not affect the skysphere, which created this problem... i just noticed.

#

i have no idea how to solve this

subtle epoch
#

it really depends on what your post process fog thing is doing then, honestly i still suggest just getting ssfs since it's the safest way to inject a scattering shader and never breaks anything in my experience

cyan agate
#

priority is to have a working fog

#

a custom fog

#

the scattering and DOF is totally irrelevant how now 🙂

subtle epoch
# cyan agate a custom fog

so scattering sim doesn't matter for now, and you just want to have a decoupled vol fog solution that doesn't depend on exponential height fog

cyan agate
#

my fog is way more complex and does more things than the exponential heightfog, thus it shall replace it in this project. except for the volumetric part it exceeds the exp heightfog.

cyan agate
#

i need the volumetric fog at the end of the day for the thousands of street lights/car headlights and ambient lights my game has.

#

so i need the global volumetric fog solution the exponential heightfog would implement, but with my fog replacing the exponential fog part.

#

when i put translucency after DOF and calculate the fog manually on the translucency it works without any problems

#

but yeah, no DOF in the future possible 🙂

subtle epoch
# cyan agate so i need the global volumetric fog solution the exponential heightfog would imp...

https://dev.epicgames.com/documentation/en-us/unreal-engine/sky-atmosphere-component-in-unreal-engine ? i'm still trying to wrap my head around what exactly you're trying to do but if what you want is decoupling the art direction knobs regarding atmospheric scattering from the exponential height fog this should do

Epic Games Developer

A physically-based sky and atmosphere rendering system with time-of-day features and ground-to-space view transitions featuring aerial perspective in Un...

#

if you want that 'thick fog look' a lot of older games have you can do it through a sky atmosphere with extreme values too

tough basin
#

and which you can now do in materials using UserSceneTextures

subtle epoch
#

but even then large bokeh in my experience is too demanding for use in gameplay, well depends on how fast your camera moves and how heavy your scene is and everything but

tough basin
#

yeah, "performant" is relatively speaking here

subtle epoch
#

being an 'extreme performance comes first so make approximations wherever you can' person i personally stand for gaussian dof during gameplay and bokeh during cutscenes loll

tawdry pier
#

I am just a beginner and when going to do in modeling mode the menu bar is not showing . The plug in is enabled and restarted multiple times also changed to modeling mode . What shoud i do..?

nimble ridge
nocturne oriole
#

I have a very weird Problem with a deffered decal material and a texture which is clipping farther than it should be able to.

#

I am creating a material which in the center is just a SphereMask with a lower harndess and outside there should be this "cirular" texture.

At normal scale it works perfectly, but problems arise when scaling it down.

#

This is my material setup, im taking the radius and dividing the texture coordinate (set to center by dividing with 0.5, 0.5 ) and then adding 0.5, 0.5 again to get right texture position again. Then i clamp it to not have repeating patterns when the radius becomes smaller, problem is, lines start showing up inm that case. Any idea on how to fix this? Been trying to fix it for multiple hours now.

#

I checked texture, tried setting clamping and wrapping etc. Nothing worked

grim briar
nocturne oriole
#

Oh wow thank you! Did not know it was such an easy fix

minor portal
#

Hello i am trying to spawn sprites with using Static Mesh Location on Niagara System. Since the triangles or vertexs density is not fixed at all seems weird. Is there any way to fix that? I tried all the choices in that node but couldnt solve. I want to spread the sparks evenly in the mesh.

split hawk
minor portal
#

it was really the solution. Thank you!

lone cypress
#

has anyone had good experiences with an asset for explosions in space? think the spheroid Cowboy Bebop/anime explosions

#

most assets work as if there is an atmosphere

turbid carbon
#

anyone knows how set thee visibility of only the box to zero but not the clouds if its possible

icy glen
#

Hey guys! Do you know if there's any documentation for Rigid Mesh Collision Query? I've seen it in the talk (https://youtu.be/PikR41luBws?si=-aJjJnTJymZ0hEFq&t=1590), but can't figure out how to use it for my purposes. Any help would be appreciated

In this presentation, Technical Artist Xiao Yue will walk through how to leverage the sim stage and some advanced data interfaces in Niagara to create various physics simulations. This includes exploring particle-based constraints and grid-based fluid effects. She’ll also share some exciting updates on the Niagara Fluids plugin.

▶ Play video
severe sable
#

Hello! Is there a way to have a text appear on this with materials?

icy glen
#

Btw, really nice texture
Is it your own or you got it from somewhere?

severe sable
drowsy lynx
honest adder
#

For those familiar with Niagara Data Channels: I'm setting up bullet impact FX and have everything working great! I'm wondering if there's any big difference in having all impact FX be handled inside of one Niagara system (with around 12 emitters that may or not fire based on the surface type from the NDC), or if I should split it up into multiple Niagara systems instead. Aka is one big system loading every time an island is activated preferred over a few smaller ones?

frail mango
#

what material settings should i do for a fx with hardware ray tracing on?

turbid delta
copper bane
#

I have an electrified aura effect applied to a mesh that id like to animate as if it were "turning on". anyone have any suggestions for a good way to go about that? I'm fairly new to UE so i'm unsure of what type of tutorial to look for.

could go with something simple like having the mesh hidden, then driving the emissive super high for a couple frames before settling to its normal level. or could go with a fast reverse-dissolve sort of thing to reveal the mesh that has the effect.

open to any suggestions anyone might have

vocal lagoon
vocal lagoon
#

Add it when charging, remove when it's not needed

#

You can add it to any mesh and not worry about having to include that effect in every material

#

I guess you could do niagara too, but I'm very new to niagara 😄

copper bane
#

lol same here. the mesh also has a niagara particle effect on it. i added a material parameter to the material that lets me animate its visibility in the sequencer, but its not affecting the niagara system.. still trying to figure out how to get that mixed in as well.

ill see what I can find about overlay materials, thanks for the tip

stoic zenith
#

are there any City Sample experts that can explain how to control the building interior lighting?
I've isolated a single Instanced Static Mesh and the associated materials. Acutal interior lighting circled in the attached. I assume it must be some emissive for the interior but can't seem to locate it when I open any of the materials.

grim briar
copper bane
#

i have a fog effect in my scene and would like it to pick up light from an emissive material applied to a mesh. is that possible?

zinc mica
copper bane
#

i ended up faking it with a rec light and shuffling light channels around. but ill take a look at this, thanks!

gray portal
#

How can I make a "Low bitrate" or "Youtube Compression" post proccess material?

tough basin
#

there's also a datamoshing plugin on fab

gray portal
#

I would like something more like youtube compression

tough basin
#

you probably can't do it in post process material alone because compression artifacts are temporal

gray portal
tough basin
#

if you want to learn to write custom render passes it'd be a good exercise but if you just want the feature you'll save yourself a few days' work

digital bough
#

i need to post freelancer job on this server

#

hi

gloomy junco
flat imp
#

I sent you a link about it

proven valve
#

No matter what I try, this ribbon here will NOT fade out.

This is despite its lifetime being less than the time below,

This is despite the opacity fading to zero,

this is despite other elements having the exact same settings fading out.

What is going on here? ;(

#

I'm wondering what I should check

split hawk
proven valve
#

I tried turning the alpha to 0.0 here but no luck D:

#

just makes the whole alpha invisible

split hawk
split hawk
#

Your current opacity curve is indexed over the normalized age of the particles. This means that the ribbon will be fully opaque at one end and transparent at the other. If you want the whole ribbon to fade out at once you need to use a different index, like the age of the emitter. If you want to combine these you can multiply them.

drowsy lynx
fringe flare
#

took me ages but I figured out the sims cutaway view (in theory)

proven valve
blissful path
# fringe flare

Oooh, nice. I was working on something similar, but had been using grids so it made everything a lot more complex. How did you do it?

fringe flare
blissful path
# fringe flare

I was going for an Izoi kind of thing, but ended up feeling like I didn't like it in the end

#

Oooh, tricksy 🙂 I like it!

fringe flare
#

Thanks! It still needs some optimizing at the camera level to make sure I'm not always updating the colours when I rotate around the rooms but its definitley been a fun challenge to figure out

blissful path
#

My main issue was that if you were going to cut doors/windows in walls, you'd want the walls to be a single static mesh and do a runtime boolean, or you're going to have a bunch of wall sections (which I have now) and then you have the issue of updating wall connectivity

fringe flare
#

I already solved that 😛

warm lichen
blissful path
#

I mean I could PCG a wall, but still it gets too complex for my tastes 🙂

fringe flare
#

the window/portal cutouts actually use a slightly different system. entirely shader based where I put a UCanvas on the wall section. Since my walls are in theory just lines between the grid a single canvas texture represents both sides of the wall. my windows and doors paint a white rectangle that makes up their shape on this canvas which is used to discard pixels

#

of course the caveat is no collision updates for doors

#

and there needs to be some loose guidelines for door/window meshes to avoid ugly gaps showing

blissful path
#

Looks good man, good job

fringe flare
blissful path
#

I never would have thought to do that, I've been doing CSG based editing

fringe flare
#

I suspect basements will be an entirely new can of worms

warm lichen
fringe flare
blissful path
#

So are your walls in sections still?

fringe flare
#

its 1 procedural mesh component that renders every wall on the lot

warm lichen
fringe flare
#

so each unit of wall length is a section

#

if that makes sense

blissful path
#

Doesn't procedural mesh give up UE lighting features?

fringe flare
#

I'm anti-lumen 😛

blissful path
#

PMC or DynamicMesh?

fringe flare
#

PMC. haven't gotten comfortable with the API difference

fringe flare
#

each wall section has a little texture for its canvas

#

so its a bunch of smaller textures

#

rather then a giant one

blissful path
#

I've been using a ton of ISM's for mine.. basically like a voxel grid, but for wall connectivity

fringe flare
#

thats how I started but then I wanted to be as close to the sims as possible 😭

blissful path
#

But I don't like it 😉 I think your approach looks great if you're not wanting UE5 lighting crap

#

Yeah, it definitely has the sims vibe to it

#

But yeah, different floors and stuff 😉 that'll be fun

#

I'm probably going a modular-snap route instead

#

Seems like a lot of people like the building in Enshrouded, so I'll head in that direction

warm lichen
fringe flare
#

i got a couple of kinks to work out with the existing functionality I have so far since I added wall cutaways and some optimization culling of faces

blissful path
#

I've been finding more and more base-building variations 🙂

fringe flare
#

for the basement I've been trying out a custom render pass

#

which has its own challenges

blissful path
#

I think you're on the right track though, looks really sims-y

#

I spent far too much time on my ISM approach.. trying to figure out wall sizes and the like.. eek

fringe flare
#

and while I don't have it showcased yet, each grid cell can adhere to elevation independently

#

here is a sneak peek at some landscaping tools that are stil very much WIP and jank. I've backlogged them to focus on the actual architecture part 😛

blissful path
#

My grid bvased thing

#

I'm going to keep the room editing though

fringe flare
blissful path
#

Yeah, I think for this I'm going to focus on the interior stuff and have some modular snap based building for the rooms themselves.. maybe just enter room prefabs

fringe flare
#

I'm also a sucker for wasting time on organization so I've begun prepping some asset factories for how I plan to organize my buy/build catalogue

blissful path
#

Hahaha.. yeah, I made myself a bunch of editor toolsets for data handling

#

I think UE's editor scripting and stuff is just awesome

fringe flare
#

I plan to also do an interior only mode eye_shake1

#

being able to build little scenes like this at runtime would be fun and yours looks like its already close to that

blissful path
#

Here's what mine looks like

#

This is what I'm going for

#

Mostly so I can just use a ton of asset packs for keeping things interesting

#

I mean, it won't be visually coherent, but thats part of the game itself

fringe flare
#

I'm too busy to make a full game so I'm just building this as a plugin and hoping someone else will make more sims games

warm lichen
blissful path
#

And my "topside"

#

Going to be mainly underground but figured I need a more chaotic topside

warm lichen
blissful path
blissful path
#

Going for a vibe similar to BigMediumSmall's "industrial zone" assets

#

This pack just got bigger again.

To wrap up the last day of the launch sale, we added a new Unreal 5 demo scene to this pack.

Look at how we build stuff in Unreal using this pack, rip it apart, and use it in your scenes.

Just a note!

It is not a game level but rather a showcase of what is possible with these assets.

This set is massive, and...

▶ Play video
#

Something like a more brutalist version of that

#

and less industrial 🙂

#

I've become fascinated with how to create really large architectural structures in Unreal

#

Most of my stuff is going to be a mix of Houdini and asset packs 🙂

#

Not an artist after all.. so got to make do

warm lichen
#

Yeah Bro that makes sense to use some asset packs for this, As having such big system underground takes too much time for indeis to make

blissful path
#

I'm going to houdini a bunch of building systems.. I guess similar to their project titan

#

But using assets is really the only way I can manage

cold shore
#

does anyone know any tutorial about turning character animation into vfx (like ghost or phantom )

loud meteor
cold shore
#

but with vfx

#

not material

#

like turn animation into a particle

loud meteor
#

Have You seen that (quite old but if thats something You are up to I'm sure You will be able to adapt this technique)?
https://www.youtube.com/watch?v=syVSRDQxrZU

In this demo, Chris Murphy covers the fundamentals of Niagara, Unreal Engine's new VFX system, and extends what begins as simple functionality into an advanced character disintegration effect. This presentation acts as a primer for new developers looking to create effects in Unreal Engine and provides a demonstration of the kind of advanced syst...

▶ Play video
quartz wing
#

Trying to decide how to make an object's color gradually shift between 2 specific colors. My leading plan was to set up a Material with parameters involving those 2 colors and a 0 to 1 Lerp parameter. From there I was going to set up an Abs (Sine (Total Time)) on the Event Tick.

Unless: anyone want to suggest another way to make an oscillating function?

tough basin
#

you don't want to have to change that parameter on tick

#

that is more complicated and slower

quartz wing
#

I can look for it

quartz wing
#

Time node in Material editor looks helpful! I set up a couple of materials with it: 1 that "Flashes" between colors, ie: A Continous oscillation that flows from 1 to others, and another material that "Blinks" in a Discrete manner ie: Just alternates between the 2 colors with no gradual lerp.

dark plover
#

Hello everyone. Does anyone here made Missile Smoke trail effect using Niagara or cascade in UE5.4+ ?

flat imp
patent parrot
#

Hi everyone, I'm a beginner at unreal and would appreciate help. Currently trying to set up a way to make a material appear more opaque if it's in shadow by a directional light (the only light source in the level). Seems like I can't check in the material graph itself whether or not the fragment is being shaded or not, so I was trying to see if I could somehow read the shadow map from the directional light an use a post process volume to overwrite the pixels on the mesh to see more opaque by multiplying it with the color of the material. Issue is that I don't know how to read this shadow map. Does anyone know anything about this?

tribal fable
#

When creating VFX for cutscenes, what is the way the industry usually tries to compile a list, PowerPoint presentation, or Excel spreadsheet with a timecode. I need to do something like that myself, but I want to make sure I am doing it right.

limpid spoke
#

Hello! I am a programmer looking for some help, I want to make a texture SubUV/Flip book, that contains the numbers and maybe a few characters like ! of a font I am using , so I can then use it in niagara to write numbers. I don't know how to create that flip book, which program to use or anything really, could use some guidance!

swift magnet
unborn swift
#

Hello everyone, i am trying to create a fluid simulation on a 2DrenderTarget to re use it has a normal map or vector of force to create Interactive Water or Snow etc can anyone help me with this ?

split hawk
drowsy lynx
#

Hey 🙂

I'm having trouble getting the water body interaction to work in my own map (Unreal 5.5).

When I make a test-map and just place a river, everything works perfectly fine (see GIF1). I placed another character and made it play a run anim to test the interaction without having to move myself into the water.

But when I place a river in my game map, place the same player character with the same anim, I don't see the water interaction (GIF2). And I have no idea why. Difficult to debug, because the water plugins are all written in c++.

Does anyone has an idea how to get the water interaction to work or what's required? II tried setting water tags in the component but again: It's the same player character. The issue must be in the map itself.

drowsy lynx
#

"Solution": This setting must be enabled.
IT WAS! I unchecked it, restarted, checked it again --> works now.

main totem
#

has anyone ever seen a scaleable rendertarget solution for stuff like water or tracks on ground in unreal?
I want it so the rendertarget is attached to thr player and everything shifts the opposite way as thr player moves, could be used for so many things yet i csnt find a working one

fringe flare
#

gable roofs and terrain brushing 🤓

sinful edge
#

any Niagara artists wanna collab on some plasma from a Wraith FX? I'm working on a halo starry night remake and need a good plasma ball with a smoke trail

upper jackal
#

Can you one give me advice how I would go about creating the led teeth on my mask design

split crane
#

The broad mask just being the teeth in general.

upper jackal
#

Well looking to hire a VFX artist for this then

distant zodiac
quasi wolf
#

anyone used this? https://www.fab.com/listings/ff0ac933-a621-4541-9efc-24f09c6a39e2 I use it purely for outlines and Im trying to use custom depth pass to disable the outline on specific objects, and I can tell it "works", but what since its an outline, the outline still renders because its around the mesh, so the mesh itself being a stencil doesnt fully remove it, I dont know what to do or if thats even possible to fix

#

the outline is around the model, so the model being the stencil doesnt work

#

the cel shader should just ignore these models entirely, but I have no idea how

quasi wolf
#

damn

drowsy lynx
#

Weird!

Why does the Water River Body Volumes don't end up in the shader complexity view? They are for sure not "for free".
And why does my test plane with a simple, OPAQUE "Single Water Layer"-Material burn red, while he river stays green?

This must be a bug of having water bodies not being part of the shader complexity view mode, right?

lethal estuary
#

Ok this is driving me nuts. Beginning of day 3 of working on my held torch. Not constant but at least 10 hours and I have come to the point where I need a genius to come through for me. My torch is a pickupable and for how the torch functions i need the fire to stay on the torch blueprint. I will not go over everything i did as I do not want to descorage help from any one but damn this should not be that hard. The behavior i want is to be able to press a button while holding it to turn it off and on, The problem is that even if set to auto activate the torch still turns off when I pick it up. I have tested the emitter in every way I know tried everything I know and have found but no matter what I do I can not turn it on while holding the torch. Any help would be great. Thanks

#

I just realized what it is. When I pick up the object I destroy it hence it is not working

#

I just dont know how to fix it lol

split hawk
lethal estuary
# split hawk Are you not able to not destroy the torch?

so with my pickup system I am destroying the item before hand and replacing it with an instance that allows me to have many different items so I cant put any of the turn on the fire logic within the pickup and my pickup system destroys the object on the ground which is the actual blueprint I am using and just swaps the mesh in the instance. So I essentially am not even holding my blueprint for the torch but just the static instance. So I stuck as to when and where I should call the stick(main static mesh that the rest are instanced from) but I want to be able to put the stick places and leave it on fire(that logic is already working) I strictly just need to be able to turn the fire on and essentially leave the fire in the torch blueprint so it can follow the torch. I should probably just make a different pick up for the torch only?

split hawk
lethal estuary
#

yup

#

its an instance of my pickupable system

split hawk
#

So when the torch is "picked up" it's acutally creating this other blueprint, setting its mesh component internally to the torch mesh, and then destroying the original torch blueprint correct?

lethal estuary
#

yup. Then once it is picked up it is only referencing the "stick"

split hawk
# lethal estuary yup. Then once it is picked up it is only referencing the "stick"

Ok, yeah making a child of your picked-up, functional blueprint for the added torch logic makes sense, though I wonder if in the long term unifying the pick-up blueprint and the picked-up blueprint would be a better design choice. It creates design complexity since they're supposed to be the "same" object, and the way it functions now forces you to implement similar logic in different places.

lethal estuary
#

So it is all one thing. I am picking up an instance of the same system its just when I have it is referenced as the "stick" I have tried so many ways to try to remedy it and truth be told i have spent to much time on it. I am going to just throw the fire on the "stick " on my character. Get a boolean from the torch blueprint to see if I am holding it and allow it to just be turned off and on from the character. I have already done all all of that except the Boolean

#

I just did it with a trigger box on the torch. If the character is holding the torch the trigger box will allow the input

split hawk
#

Not the best way to go about it but if it works it works. It sounds like the core problem is that you're getting an unexpected result when picking up a torch. If you would like help with that feel free to reply.

lethal estuary
#

Yeah i still have the same issue to have good control over it. So the torch bp is in the level. Once picked up it is destroyed and then referenced to as the "stick" once held by the player. If I call the torch in the player it always returns false because its now the stick

#

And if I just even try to check a boolean from the torch it fails

tawny zinc
#

Hi everyone! I'm developing VFX assets in Real Engine 5. I'd really appreciate any recommendations on how to improve them. I'd be happy to discuss it. 🙂

https://www.fab.com/sellers/maslow

cyan agate
#

@grim briar do you know wether i can access the current and target eye adaption value in c++?

grim briar
#

You'd have to read it back from the GPU, it might be possible to do that through Niagara

#

but there would be latency

cyan agate
#

ok damn. my use case is that i set the eye adpation speed to very high values and wait until it reaches the target eye adaption value and then reset to default settings. eg. to change the whole lighting scenario instantly.

lavish bough
#

Hi everyone,

I'm trying to achieve a specific tentacle-like spherical effect around a character (see reference).

I’m not entirely sure how to approach this. My initial thought was to generate a mesh in Houdini and then drive the motion with a material, but I don't know if that's the most efficient workflow for this.

If anyone has a video, some tips, or a starting point to recommend, I’d really appreciate it! I'm currently a bit stuck on this.

Thanks!

analog onyx
wispy merlin
#

But it depends on how that screenshot is animated, like if the tendril things are swirling around and stuff like that

lavish bough
#

Thanks a lot for your tips i'll look after these ! In the meantime i've found the original reference on youtube and it seems to be like a fluid simulation like blood or so ! I'm still thinking about whether to do it upstream in Houdini or whether to manage to do it all as you say with WPO etc.
https://youtu.be/T5sTIkFyR8k?t=103

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한 번, 두 번, 세 번, 의식은 끝났다!
남자는 야도신(夜刀神...

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wispy merlin
#

Trying to fluid sim that would be a nightmare to art direct, but it could be done. That's something you'd throw at a fast GPU based simulator like Embergen so that you could iterate quickly

lavish bough
pliant wind
#

looks like there's 3 main aspects to it. Spherical Particles, Spherical Ribbons, and Dust/Volume FX. I would handle the particle sim first to create the bulk of the shape in niagara, then duplicate that and cut down most of the particles and use that as your ribbon emitter. Then, I'd do the volume stuff in Houdini, and import it back into Unreal as a heterogeneous volume

wispy merlin
delicate inlet
#

trying to decide if I wanna be more heavy handed with the air distortion

#

feel like you can't really see it

golden olive
#

How is everyone doing ship wakes in a ocean environment for cinematic use? Are you using UE tools or plugins or bringing that from outside 3d tools, like Houdini? I can not seem to get realistic water fx inside of UE. Any good resources or tutorials showing that stuff? Thanks!

sinful edge
carmine ginkgo
#

any ideas on how to have a mesh particle align to the emitter. so if the emitter spawns on slope or something the mesh orientates correctly

near oar
#

hey its my first time playing with chaos stuff.
i want to make an explosive barrel, ive already fractured it and I used FS_Master_Field (copy) and tweaked its variables, its kinda working but im wondering if thats how its supposed to do

barren torrent
faint rapids
#

hello fellow devs , i want to ask for directions and inputs too

i have a laser system that reflect off surfaces , the traces are already done and working fine

but i am thinking about the VFX for this , is there a way to have single niagara system and i feed it many points and it connect them with ribbons or lines

i tried searching on youtube but couldn't find some one doing it this way , but i feel there must be since i remember someone in the past did a lighting effect and the lighting branches and so on but i don't quite remember the video name or if it was all in one system

unborn swift
#

Hi everyone, did anyone knows how to change the Ambient Occlusion in a post processe material to recreate the same shadow effect of the game Tunic ? I tried to juste Power or multiply the Ambient Occlusion Path but its pixelated and note rendering good…

cobalt patio
#

heads-up, there's a fresh article on the new 'Access Contexts' system in Niagara Data Channels (replaces NDC Search Parameters in 5.7)!: https://dev.epicgames.com/community/learning/knowledge-base/6mKa/niagara-data-channels-update-new-access-contexts-in-unreal-engine-5-7 I hope it's helpful!

Epic Games Developer

This document covers various updates to the Niagara VFX Data Channels feature as of the 5.7 Unreal Engine release.

hidden citrus
#

hey, anyone knows how to fix sharpening that flash screen its like strobe in movement? No matter it is Unreal or DLSS plugin

tired raven
#

yo can anyone help me with vfx

#

i am making a game with samurai attack animations

#

and i want to make good vfx using the niagra effects

tired raven
#

hello kevin

quasi wolf
#

something Ive noticed when trying to start an isometric shooter: I want to make it "2D" but still use 3d models for characters as Im not a 2d animator, but I cant find any way to replicate the camera angle
with 2d assets you can create this "impossible" perspective shown on the left, but with a 3d camera you get skewed ground no matter what, not to mention this messes with movement visually
if I make the camera face straight down, then you only see the tops, and not the walls at all
so how do you solve this? maybe Im stupid but I just cannot work out how these games are designed

tough basin
#

some options

#

orthographic camera removes all perspective and gets you the equivalent of 2D

quasi wolf
#

no thats already extremely low fov, pretty much orthographic. the camera is at an angle, so this will just happen

tough basin
#

orthographic would be absolute zero perspective

#

still perspective here

quasi wolf
#

no you can still angle an ortho camera

tough basin
#

yes

#

but parallel lines will remain parallel

quasi wolf
#

thats ortho

#

what Im talking about is I think a style choice which is simply not possible with a 3d camera and thats just how they drew the sprites

#

to be honest I dont know what Im doing anymore

tough basin
#

floor perpendicular to camera
characters tilted to get the perspective you want

#

3d objects do not need to be at realistic angles, just the ones that make them do what you want in front of the camera

quasi wolf
#

yes I tried that, then he spins wrong and I cant fix it

#

also would mean "gravity" isnt possible, not that thats priority but still

quasi wolf
#

cant pivot him at that angle for some reason

hybrid ember
quasi wolf
#

(dont mind the ugly placeholder textures)

quasi wolf
#

ah that reminds me, no one managed to get lights working in orthographic right (ue4)

#

Id like to at least find a way to make fake lights or something, like just a circle that makes everything under it brighter at least

craggy adder
#

I've a brand new issue where my post process settings are completely different when i build and test said build... I can't replicate this when testing from my editor and i'm a lil' stumped. Nothing "edits" my post process settings so i'm not even sure exactly what i could share to get assistance...

Any ideas?

#

the brightness of the screen just keeps'on increasing, despite my PP volume actor having limits on the exposure and bounds set to infinite. It's almost as though my PP volume isn't exporting with the game

stoic zenith
#

Trying to set up additional render passes with PathTracing after reading the documentation
https://dev.epicgames.com/documentation/en-us/unreal-engine/path-tracer-in-unreal-engine?application_version=5.6
see
Rendering Lighting Components with MRQ

But you cannot add a Post Process Volume to a Actor Blueprint, only a Post Process component!
What am I missing?

Epic Games Developer

Learn about the Path Tracer and how you can use it to render high quality images for final shots and ground truth comparisons against the real-time rend...

tidal falcon
#

Perhaps someone with more knowledge than I in the realm of FX can help here. I'm currently using an enemy object pool in which I move them to a spawner when active then back to the pool when killed. When killed it ragdolls then gets a snapshot to hold the pose before returning to the pool. I am spawning a dummy corpse actor that can be walked on to take it's place. The goal is to have a Niagara system on the corpse actor use the skeletal mesh component to spawn a single particle that captures the skeletal mesh pose and effectively replaces it. The issue is, so much has changed in 5.7 that all previous documentation is outdated and useless (including and AI assistance, which it terrible) would anyone be able to tell me what I would need to add and set in my particle system to accomplish this? I already have it set up with a single particle spawn with infinite lifetime, a skeletal mesh sampler on particle update module, linked to a user parameter, and a skeletal mesh component renderer in the renderer module.

drowsy raft
#

Hi everyone!
I’m trying to optimize a post-process effect using User Scene Texture
The issue is that WorldPosition seem to break when the User Scene Texture resolution doesn’t match the viewport ScreenPercentage.

If I set ScreenPercentage to the same value as the User Scene Texture divisor, everything works correctly.

Is this a known limitation of User Scene Textures, or is there a correct way to reconstruct WorldPosition in this case?

neat hawk
#

Who can help me with this project based on agreement.

rough geode
#

super newbie question... in paragon starter assets, there are a lot of rectangular vfx that seem like they're intended to be played in camera space for a vignette/edge of the screen type effect. how do I actually go about using these assets (or others) to play vfx in camera space?

swift magnet
rough geode
swift magnet
# rough geode thanks, this is just what I was looking for! it seems like these effects are mes...

you mean like 1080p vs 4k, or do you mean aspect ratios? former dont worry about it, latter you need to get the aspect ratio through the bp nodes and pass that into the particle system with user params in the lens effect bps that youll make(the user params youll probably need to set that up and edit the P system yourself if it isnt already), but i guess if its cascade (i beleve all the paragon stuff was cascade) you could also potentially get away with scaling the p system.

gleaming spade
#

Hey, I just started with Niagara and I have a randomized size sprite. I want to create a ribbon trail for the sprite. So far so good this works fine. But now I want to scale the ribbon dynamically to the sprites size that got randomized in the Particle Initialization. I cant seem to find how to forward the particles information though. Could someone give me a hint?

Thanks for the help 🙂

warm lichen
gleaming spade
full coral
#

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unborn swift
#

did anyone know why my LightFunction doesnt work when i put a TextureCoord in my material ??

swift magnet
#

unless someone want to remake the pack in unreal, seems kinda pointless to post a unity fx pack in an unreal discord, no?

near oar
#

is there a way to drive chaos geometry fragments position to niagara? Im using Chaos Data Interface to spawn my particles but i can only drive the break/trail and collision data, as soon as my fragments collide with the ground theres no more trail or collision data being fed into Niagara

near acorn
#

Hey guys, does anyone know if you can get rid off the particle limit for emitters working on the cpu in the viewport? I tried to increase the max amount with the console variable FX.MaxCPUParticlesPerEmitter but it did not work for me. In the Niagara preview window or if I switch to GPU it works just fine. I am relatively new to Unreal and Niagara. Thanks in advance.

warm lichen
near acorn
#

I will check this out, thanks for your help

quasi wolf
tough basin
# quasi wolf anyone know how I could create, basically exactly this? manually created this ef...

You will have to do some math (LLM can help with that part), but:

  • Make a translucent material
  • Given the camera vector, camera position, scene depth, and bounding box of the smoke object, determine the length of the line segment from the camera to the background intersecting the smoke object
  • Discretize that length
  • Set the opacity to some multiple of that length

so if the
length is 0, opacity 0,
length 1, opacity 0.1,
length 49, opacity 0.1,
length 50, opacity 0.2,
etc

#

if the fog is not axis-aligned you will need to do a bit of legwork to get the bounding box

#

"length of the line" is actually going to be "manhattan length of the line along the object's axes" (which if the object is axis-aligned, is just the sum of the segment dimension lengths)

wary grotto
#

I created two niagara systems and everytime i reload the editor i have to open them up and rebuild in order for them to work in game, any idea what might be causing this?

acoustic scaffold
#

not sure where to ask so i am trying at different channels but does anyone know how could i make something like these screens (anamorphic screens) in unreal i am not talking about anamorphic lenses but rather a screen in unreal

thick jasper
#

I have a text animation that has an impactful lock up at the end of the animation. I want to add a electric effect over the top of the text as it snaps into position, what is the best way to achieve this? Both the electricity vfx and the sequencer timing. Essentially this, but in UE5, and on metal text. https://www.youtube.com/watch?v=AaZWdbUxHi0

Inspired by the sonic trailer titles, i wanted to make something similar using only after effects with minimal amount of plugins.

Using saber we are able to create most of this effects in a pretty simple and quick way, hope you found this tutorial useful!

#aftereffects #tutorial #motiongraphics
tutorial saber glow plugin energy

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acoustic mural
#

Hey I'm just getting started in unreal engine for particle emission, is there anyone who can point me in the right direction like a tutorial, personal tips, or send a discord for me to find commssions in the future?

warm lichen
#

particle emission
What you mean by this?

#

@acoustic mural ^^

acoustic mural
# warm lichen <@778517676577521664> ^^

Basically I'm just beginning in unreal engine and I'm not sure where to point my work. All of my experience in VFX/Particle emission have taken place in roblox but I want to take it professionally now

warm lichen
# acoustic mural Basically I'm just beginning in unreal engine and I'm not sure where to point my...

Unreal have totally different system for VFX then other softwares in market.
you need to have basic understanding of the programing logic and general unreal workflows.
As you said you are just beginning in unreal engine then it mean if you just go directly to VFX in there, it is like going to hell.
There are many channels on YouTube that show you how to create different VFX in unreal engine.
One great channel would be CGHow

acoustic mural
acoustic mural
warm lichen
acoustic mural
#

Also wherever I look I don’t see vfx job listings or commissions, is it called something else like art?

warm lichen
acoustic mural
warm lichen
acoustic mural
#

I can’t even find anything for it on unreal

#

Does it go as visual arts & design?

warm lichen
acoustic mural
#

And wdym by technical? Hlsl?

warm lichen
# acoustic mural And wdym by technical? Hlsl?

Technical i mean how the whole niagara system works under the hood, and HLSL is just like writing code instead of nodes in niagara, which is not that difficult to consider as technical, but i did that also.

acoustic mural
warm lichen
acoustic mural
#

What I’m trying to say is i want to be lead in vfx for games and movies. Can I focus on vfx entirely on both sides? Will I need to learn how to code? If so which language do you prefer, I was going to go with hlsl but you spoke of it like it’s sort of its own thing

warm lichen
#

If you have a little programing knowledge. You know HlSL already.

acoustic mural
#

Ok so should I lock in on vfx and hlsl then?

warm lichen
acoustic mural
hollow ice
#

How do you make the furthest environment little blurry using PP?

tough basin
#

negative sharpen might work too

heady girder
#

hihi! does anyone know how something like this is done? id just like to know how to get an object or player visible through another object

#

now that I think about it, this might be an inverted mesh(?)

flat timber
#

Not sure if this is the right spot for this question, But im using the water plugin and having an issue with it doing this.. and was wondering how to fix it

errant oyster
#

Hey guys, Im trying to get some good camera shots of my Niagara system but there seems to be some slight blurring on the character's arms as the systems move behind them. I assume its something to do with the materials being translucent and not working well with the Focal length?(So I might ask in Cinematics as well) Anyone seen this before or know how to fix it?

bleak tide
#

I am having a similar problem

#

on the render I made some comands to fix some issues like blur issues, with the high quality blur, but it appeared this other one

#

this happened once I added some particles for smoke

#

the blur got cut like this and I don't know why

bleak tide
#

I fixed those serrated edges by using some configurations exporting the render

#

this config fixed this latest bug, maybe it helps you...

bleak tide
bleak tide
#

ok I think I've got it... it was about the DoF of the particle shader

#

I just made it before render and now it looks like it works better. I'll confirm when the render finishes 🙂

neat hawk
#

I specialize in a wide range of technical and creative projects including VFX, 2D design, coding, game development, project architecture, mod development, 3D modeling, and game asset creation. I work with Unity and Unreal Engine and have experience building and improving systems for different types of games, from indie projects to larger-scale concepts.
My skills include:
VFX creation (real-time and cinematic effects)
2D art, UI/UX elements, and animations
Game programming and scripting
Game architecture and system design
Modding and custom content for existing games
3D modeling, texturing, and asset optimization
Level design and environment building
Debugging, optimization, and performance improvements

cold copper
#

Hello i create gaming graphics and illustrations
if anyone is interested in getting work done feel free to message me privately.

night valve
#

Is there a node or equation to allow me to manipulate my material lights angle so that the lit parts look rounder like in the first image made in Blender, the value that determines it in Blender is the two sun lights "angles" set to 120 so I'm wondering how I could replicate that effect in Unreal

stoic shale
#

Hey, I'm a 3d sculptor, helps to create amazing ready to print 3d models. Do you commission artists?

rotund notch
#

say i have a glass cockpit of a craft, how or is it possible to go about making it so the widget is rendered into the glass material of the mesh? .. the reason i don't like how things are currently because i want to use the widgets curvature (world space) but i dont want to suffer the sizing/position/font legibility issues

#

this the best i can get it but i just feel like it still not legible enough

#

and the other reason its problematic is that as the physics pawn accelerates it pushs the widget further out

hollow ice
#

Can you disable tick or only reduce tick amount?

wispy merlin
hollow ice
wispy merlin
hollow ice
wispy merlin
wispy merlin
#

click on the blue node within the niagara system graph and it's right there. just check the fixed tick delta time and set it

normal solstice
#

Hey folks, im adding a dynamic dof effect to my project and I was wondering why my weapons are super blurry but my arms aren't, the only discernable difference is that one is using an opaque substrate material and the arms are using a transparent substate material. TIA.

fervent quest
#

in material attributes you have thing called translucency pass, hope it helps

normal solstice
#

Oh no sorry, the clear plastic is fine, i don't want the gun to be blurry

grim briar
#

May be possible if you write your own blur post process using User Scene Textures

tough basin
#

does the first-person rendering mode help you here? does it have a separate DOF pass from everything else?

grim briar
#

I don't think its done in a separate pass, but I may be wrong. There is additional gbuffer data stored for first person meshes that I think could be used to remove their contribution to DOF, but I don't know if there's any exposed way to actually do this

normal solstice
#

I might just have to lose the feature for now then. Thankyou!

coarse karma
#

Anyone know of any content creators / YouTubers / whatevers that are covering how each of the VFX in the new Niagara Effects pack work? (Link for reference https://www.unrealengine.com/en-US/news/discover-over-50-free-niagara-systems-ready-to-use-in-unreal-engine-5-7)

I don't know anything about VFX, but would like to learn, and it would be awesome to learn from this as the example as there are quite a few VFX in there that, if adjusted, seem like they could cover a wide range of circumstances.

thorn crater
#

why is motion blur so blocky?

elfin meteor
#

Does VDB compression make them less taxing on the GPU? I heard about ZibraVDB, sounded like it could help me a lot.

fervent quest
#

from my experience, its much more optimal to blend between HoudiniCache and NiagaraFluidSims, another plus is that you can add logic that modify your volume like bullets trails in CS through smoke granade or something

vale basin
#

I have a cascade particle that looks great, but disappears when the settings are set to low (in packaged only, no change in PIE).

The detail mode bitmask is set to include low, yet the issue persists. Any other ideas what might be occurring?

torpid dawn
#

Hi all,
Is there a way to make instances of niagara systems?
Just like you can make material instances.

I'm making bubbles and It would be cool to have a few parameter presets for the different types of bubbles.

glossy elk
#

is there some tutorial on how big studios handle exposure comp for VFX in day vs night scenes? (PBL)

fervent quest
glossy elk
#

am i misunderstanding something about vfx in that it should read similarly in all scenes?

#

also @fervent quest does this matter if my material is unlit?

tough basin
# glossy elk also <@516544083976781824> does this matter if my material is unlit?

the emissive pin does the same thing in lit/unlit

the emissive value correlates linearly with brightness in candelas. i forget the conversion but it's in the epic documentation

if you want a color to have roughly the same brightness after tonemapping, putting it through InverseEyeAdaptation should do it, but this can only account for exposure and not anything else you're doing in the color grading

Using additive blend mode ensures that you don't have eg black fire darkening the scene instead of brightening it or merely being washed out

glossy elk
tough basin
#

why not

glossy elk
#

but in darker scene in my PBL (2000 lux) my trail looks very bright, but on higher (30k+ lux), looks normal/slightly dim. what am i doing wrong?

#

I already use eyeadaptationinverse

tough basin
#

post material

#

and screenshots

glossy elk
# tough basin post material

trail material (translucent, with eyeadaptationinverse)

1st screenshot is my grey trail with Sun Light Intensity (using UDS) with 20k lux
2nd is the same trail with sun light intensity 2k lux

tough basin
#

the color values you're getting look the same, it's just that the average post-tonemapping color of your dark scene is dark and the average post-tonemapping color of your bright scene is bright

#

you could double check that in an image editor but it looks like it's working as expected

#

if your post-tonemapping scene color is too bright for FX to pop that's an art direction question and you may want to leave some headroom in your exposure for extra bright things

#

the other way to communicate brightness is through bloom

glossy elk
#

this is weird, because I used another material and I don't this stark of a difference. can i post a screenshot with that as well?

or maybe it's just me being paranoid

#

this is another material

notice how its actually much brighter in the case of higher lux PBL (the 20k one), and its decently dark in the dark one

glossy elk
thorn crater
#

what the heck is going on with the motion blur?

grim briar
thorn crater
#

it's motion blur

#

i don't use volumetric fog in this scene

#

it happens when i move my camera too fast

grim briar
#

no idea, sorry

lament pine
#

why does local fog volumes dissapear when you move up close? Im using them to fake bloom on some areas on my map

#

far away and then up close

#

any way i can make them not fade away when i move my cam closer?

#

oop nvm i see now they got a r.localfogvolume.globalstartdistance command

#

I know its kinda stupid to fake bloom from windows like this but i cant find a way to successfully do it any other way. Yall know some method that can just be localized like this?

tough basin
lament pine
#

Will think about those options in the future

#

This is just an art study so I might just do this for the sake of efficiency but if I ever need to optimize, I will for sure check it out

forest raven
#

Hello! How would I go about creating those thick, fluffy, stylized clouds that you can see on the picture, i tried working with VDB files but that was just terrible, i also tried creating my own cloud material but that is something im not that great at (im more experienced with the coding side of things). If anyone could give me some direction on where to start that would be amazing, thanks in advance!

#

ive managed to spawn in greyboxed "clouds", im not sure if this a step in the right direction however.

zinc minnow
#

Anybody have an idea about how to make the water pan/move in the waterline pro assets? I need stationary ships to have the illusion of moving without having to script them around the map on an endless loop

tiny gulch
#

Hello everybody, hope you're well ! I've done a simple Mirror in my game to reflect the Moonlight Rays but I've got a problem with the VFX I'm using : like you can see in the video, One of the VFX spawned is only visible from a certain angle, which greatly impacts the readability of the puzzle itself... Does anybody knows why ? Thx in advance !

tiny gulch
fervent quest
#

yeah you have to increase BoundingBox in emitter settings, its beeing culled by Niagara

warm lichen
tiny gulch
tiny gulch
old charm
rotund notch
#

if any one has some free building assets and such that would like to be showcased in the final of this let me know

trim fog
#

Ideas on how to make a whipped cream coming out of a can effect?

ocean vine
trim fog
ocean vine
#

you need to make a simulation then use a VAT addon to bake the textures and then make a advanced material for the textures, but its kinda advanced

#

but theire are other way bit easier tbh

#

you could do it a bit more manually if you setup the uv straight to shrink the tip in the wpo and make it appear along u axis something like that

#

like the roots in god of war same technique

uncut basin
#

Hey i'm having an issue with the NIAGARA FLUID system specifically shallow water, i usually could just set up a Tag with the word "collider" and it would should a ripple effect when my character walks through it but now it's not working and i don't know why, i rebuilt the engine and i tried a new map that was not open world, please help.

wispy merlin
hollow kiln
#

Is there any way to halt a niagara system loop so it auto-destroyed rather than having to manually destroy it? The latter just causes the system to disappear, which is obviously not desired

uncut basin
hollow kiln
#

Not sure how that's even relevant to the problem

broken hatch
#

Fr

broken hatch
hollow kiln
broken hatch
#

Aaghhh

hollow kiln
#

But there's no function to tell the system to simply end/stop looping

broken hatch
#

Got what you are trying to get

#

For example, you have particles moving

#

If the system dies in BP before it ends

#

The particle gets killed really fast

#

And bad

#

Is that?

hollow kiln
#

Yeah, just, poof, they're instantly gone, which looks terrible

broken hatch
#

Yee

#

Got it

#

Go to your emitter

#

Emitter State

#

Inactive response

#

Complete(Let Particles Finish then Kill Emitter)

#

In Emitter State

#

Use a user parameter in Loop Duration

#

Add a max life parameter

#

Add then by a Scrath Pad

#

The loop duration

#

And the max particle life

#

Export it to your BP

#

And then once it reaches that, you can delete it

#

And done

#

Fixed.

#

(max particle life + Loop duration)

#

Well, you can skip the part of adding the life and loop duration

#

You can just add the node called

#

Spawn Emitter at Location

#

And enable the Boolean called: Auto Destroy

broken hatch
hollow kiln
#

I'm not sure how that would work with systems with an indeterminate duration (like, say, a flamethrower)

broken hatch
#

If you use any kind of infinite loop, you won’t be able to kill it in that way

hollow kiln
#

That's really stupid

broken hatch
#

What

hollow kiln
#

It just beggars belief that you can't just arbitrarily tell the whole system to stop and die naturally

broken hatch
#

You can, but not in the conventional way

#

You will have to use scratch pad

#

And export those attributes to your BP

#

Wait, do you want to kill it in a certain time?

#

Or just within a certain duration? Key input

#

I mean, it changes or is it always the same life?

hollow kiln
#

I'm talking systems that need to be able to last an arbitrary amount of time and then die naturally, like, say, a flamethrower or a projectile

broken hatch
#

Yes, scratch pad

#

Or if I went too advanced you can just do this:
loop Durarion mode: Fixed
Loop duration: here the time you wish to keep your particles alive

#

If it’s not what you are looking for, then Niagara + BP is what you need to do

hollow kiln
#

...oh I figured out a pretty simple workaround, set everything in the system to multiple loops, use a "LoopCount" parameter bound to loop count with an extremely high loop count value, and then set it to zero via the BP when it needs to end

#

Even if the emitter is mid-loop it ends anyway

uncut basin
uncut basin
# fervent quest UE version? Logic screen?

hey thanks for the reply, i worked it out. i think some changes were made in UE5.7 and all i had to do was grab the emitter from Grid 2d sw (Shallow water) but i was grabbing it from Shallow water (Wake) and yeah it's all good now.

sullen abyss
#

Hii Everyone!! I´m new to FX , I want to know if anyone can guide me. I want to create some kind of runes that light up with time (maybe I can control the time it takes to light up and if it starts from bottom to top, or left to right etc. ) and that I can change the runes but use the same material or something just to try different shapes.

I´m not sure if it´s better to do it with materials, Niagara , UMG or something else? and how I´ve been searching in youtube but I didn´t find any guide.

broken hatch
crystal tendon
#

Good evening everyone,

I’m trying to create a simple firework effect using events in Niagara, but I’m running into an issue and can’t figure out what’s wrong.

Here is my setup:

Parent emitter

Spawn Burst: 8 particles

Velocity From Point (to shoot particles outward)

Module: Generate Death Event

Child (“son”) emitter

Spawn Burst: 80 particles

Velocity From Point (to create the firework explosion)

Event Handler: Receive Death Event from the parent emitter

My goal is simple:
Each of the 8 particles in the parent emitter should trigger a firework explosion when it dies, so I expect 8 fireworks (each one made of 80 particles).

However, what I actually get is only one firework, instead of eight.

I’ve checked several things but still cannot find the problem.

Does anyone know what might be causing this?
Any help would be greatly appreciated. Thank you very much!

cloud pumice
#

Does anyone know if the niagara light renderer can cast shadows?

cloud pumice
#

it cant

frigid cove
#

hey ya, can i get some help with VFX collision? i got this stylized smoke and i want it to be able to detect the car mesh its going through, so its a more "realistic" looking smoke

primal verge
#

VFX collision is a little bit costly. But you can use CPU or GPU collisions for that, usually uses the sprite size for it.

frank vault
#

i want to create a blood splash fx how do i create the texture

ashen hinge
#

running into some blockers on getting spawn rate emitters to work with Niagara Data Channels. Has anyone achieved that ?

lofty ore
#

Hello Everyone

#

I am trying to migrate my assets from unreal 5.7 to 5.6.. But the whole folder is empty after importing

#

Does anyone knows how to migrate assets from 5.7 to 5.6?

wispy merlin
remote olive
#

Hello guys, inside my niagara VFX, I'm trying to avoid the billboard in my sprite render, cause I don't want my sprite face constantly the camera
I've tried to change the "Alignment" and "Facing mode" but they still face the camera.
How can I solve it?

Thank you 🙈

lucid solar
#

you need to set sprite facing mode

#

there's a module for it should be easy to find

#

(in particle spawn)

remote olive
remote olive
#

🥂

tall anvil
#

Is there some way to create a fog effect that is only being created on the outside buildings? So far all I can find are ways to change the fog value when you enter/exit an area with a blueprint. But the very obvious problem with this is that if you look out the windows of the building, the fog is completely gone until you exit the building and is not being rendered on the outside only.

Some workarounds I found is placing a bunch of cubes around the outside, and applying a fog material with this, but the fog looks kinda bad using materials only.

Right now I'm using something from fab called UltraVolumetrics which adds winds etc. but I struggle to seperate indoors and outdoors. I've spendt days/weeks scanning the entire internet without any luck, I'm starting to wonder if this is even possible?

TLDR: I'm looking to achieve fog on the outside, but not on the inside, while still being able to see the fog outside from the inside.

fervent quest
#

Is there some way to create a fog effect

fierce arrow
#

Hey! Does anyone know why SkyAtmosphere does not work with a skysphere in the same level ?

drowsy lynx
fair ingot
#

Hi! Which tutorial or course would you recommend for Niagara VFX to start with?

knotty mango
#

very early WIP porting WaveWorks 2 into UE 5.7 with support for the built in water plugins (adding WW FFT/wave sim as an option for the wave assets for water)

quasi wolf
#

good timing, I came here for something related to water too

#

does anyone know how to recreate this water waves/ripples effect seen in many 2d games? Id assume some sort of procedural mesh or something, but I have no idea how to actually set that up

#

only managed to do it with skeletal meshes before and that was rough

rotund notch
#

not sure if some can help .. i have came up with this strategy which is some what of a experiment to create a full deformable world using voxel plugin..
what you are looking at is 2 voxel worlds.. World A = Terrian, World B = Ocean, so techincally even the water is deformable/destructible..

but what i am curious about is can the material of the water world be set to collide with the base world (which is the planet/surface) and how would you do it?

#

i dont know.. maybe i am not asking the correct question here.. so it collides already with the foam .. nm

cinder lagoon
#

gonna have my whole game world visible only in particles like in scanner sombre. anyone try anything similar and have ideas?

stray pagoda
#

‘Ello! If anyone has some ideas I’d appreciate it 🙏
I want to do an almost portal effect WITHOUT any render targets
Basically I want a box with a window in it, and when you look you can see what’s on the other side but if you go to the other side of the box it’s solid

Been looking into stencil buffers and a bit on object masking with another geo, but doesn’t seem to be quite what I want
(Side note I want the box to be able to move around as well so can’t just be world dependent)
Any ideas appreciated, thank ya!

#

Water 2D shader

wispy merlin
grim briar
#

neither is going to work well with lumen

shell belfry
rough geode
#

maybe a silly question, but is there a convenient way to display a trail for instantaneous movement as if something had moved from point A to point B really fast?
i.e, I have a trail VFX NS that I like a lot, I have an instantaneous effect happening with two points, is there a way to spawn the trail using those points without having an actor physically move between them?

quaint echo
#

I'm trying to learn real time VFX in ue5, does anyone have a good tutorial I could follow?

wispy merlin
#

I think flash-step is the right term, like what you'd see in shows like DBZ? I'd probably need to see some example of what your aiming for to really give any advice though

supple oracle
#

hey guys, how do I make this colored fog Post Proc not affect the sky material? I was trying to use the Scene Depth & make the fog turn off at a distance so that it doesn't change the sky color. The colored fog uses a Color Curve gradient. the Scene Depth is unplugged at the moment because I couldn't figure out what to do with it.

quaint echo
#

If I was to make a slash effect, would I use a flipbook?

#

Or just pan a noise texture along a crescent

wispy merlin
quaint echo
wispy merlin
lilac shoal
#

anyone knows if its possible to render custom depth (stencil) at full res even if you set screen percentage to be less than 100%
the effect it is used for needs to happen after tonemapper so if i downscale the res with tsr on game overall looks good but the effect gets insanely pixelated

remote olive
#

Hello guys, I've tried to package the game in development version, but I had this error in VFX

Invalid input type found while attempting initialize new rapid iteration parameters
on
NS_Rain>>WindForce>>Input Name: Module.Physics Field

I've solved it just removing the Wind Force module, but I don't understand the reason why for this error build, cause in Niagara I don't have any errors.
Somebody know the reason why?
Thank you (modificato)giovedì 28 maggio 2026 12:44

rapid thistle
#

So I'm curious, anyone have experience using layered POM on particles? Like a vortex effect or something with swirling clouds? Also first >:D

cold sorrel
#

Now that would be a pain in the ass. Even rotating a pom decals gives me headaches.

rapid thistle
#

I was thinking it could work if maybe they were layered in the material itself somehow. Like multiple rotating height map layers. Not sure how I would mask something like that though.

junior matrix
#

Layered POM? That's a weird concept. POM is already raymarching. How would one layer that?

rapid thistle
#

Like multiple height map layers of clouds rotating independently

bright panther
#

A channel just for us

tidal forum
#

I asked this under blueprints, but maybe here is better

#

Hey guys in the content example project, in the effects map there is a "2.8 beam emitter with nois" example. Would it be possible to have this beam arch between my to vive motion controlers? I see in the particle system there is a start and end point, but how would i define that through BP?
also do i make a blueprint just for the beam, or do i put it under my player pawn?

versed aspen
#

@tidal forum : That is what I use to spawn a particle emitter with source and target

#

Maybe that works for you to manipulate the target/source point

buoyant skiff
#

Visual FX guys, need your advice. So I want to create an actor that creates a glitch effect (probably post process(?)) that can be moved around in the level

round fog
#

@rapid thistle you're better off with simple bump offset for that

shut flicker
#

What do you guys use for bullet tracer particle collision? I'm talking about tracers that are on the bullets (like in real life), so they move along the line trace (like a projectile). Actor collision is pretty heavy right? I've thought about using a kill box and setting it's dimensions based on the line trace end point. Just checking if anyone has tips.

#

In other words, I'm using a line trace and trying to fake the tracer movement (without them going through things)

fossil swan
#

now all I needis my rainbow name as a moderator for this channel :p

tidal forum
#

@versed aspen thanks I will look for that

calm hemlock
#

I wonder if anyone here has any good ideas on implementing sprite glow for lights

#

I'm specifically interested in soft fading

#

When the light becomes partly obscured, the glow sprite should either deform or fade entirely

rapid thistle
#

i think that fft bloom does pretty much that

calm hemlock
#

Bloom is not an option

#

Bloom is a bad solution - it will not create nice glow for lights that have less than ~5 bright pixels exposed

#

Once you get down to a handful of bright pixels, bloom starts to be erratic

#

I should've clarified, I need glow to work for very distant lights as well. It is absolutely possible that there will be less than 1 truly bright pixel on screen due to distance

#

But the lights may be heavily focused, so the glow would be visible even 1000 m away

#

Correct me if I'm wrong though

calm hemlock
#

Here's an example of a real photo with the effect

#

The glow does not diminish for far lights, despite them being smaller than a single pixel

vivid arch
#

@calm hemlock stop

#

Oh, that's a real pic...

#

I was like wtf

calm hemlock
#

Yeah, I need to recreate the light glow effect from lights facing the camera

#

I already did it in the past, but that solution was unsatisfactory

tidal forum
#

I'm a noob, so i dont know how you would do it, but cant you scale them based on distance to camera?

#

then bloom could still work, or am i misunderstanding?

calm hemlock
#

@tidal forum There are two levels to the question. 1 is making them render minimum size at any distance (can be solved how you described or in other ways), 2 is making sure they interact with geometry correctly

#

These light glow effects have to cull and not render properly

#

For example, if light is halfway-concealed behind a wall

#

The glow will still exist, but it will be at half intensity

#

And third, there's also effects of directionality

tidal forum
#

well then.. i wish you luck sir 😃

calm hemlock
#

Sprites suck

#

So I'm gonna try something way different

#

Satisfy the "must be seen from far away" by a sprite, but mostly rely on mesh-based glow

#

Or better yet... scale the mesh effect with distance

#

So at far distances it's still visible

#

There seems to be a point at which rendering the small lamp becomes unstable

#

I guess I need to increase its bounding box

#

But bloating keeps the light visible

tame vault
#

@calm hemlock modify the TAA shader to use a longer history and bloom should be more stable for distant lights.

#

there is actually a parameter now I think, r.temporalaa something something

calm hemlock
#

@tame vault Thing is, there are hidden limits here

#

Our game involves moving vehicles and you spend your time in a moving vehicle

#

So not everything gonna work

#

There's already some tricks in place which modify normals for some objects to remove TAA flickering

rapid thistle
#

If the light's going to be less than 1 pixel, you need to get more old school with your flares and not rely on physically based techniques. Use an emissive billboard with depth fade so there's no hard edge, maybe pairing it with a bit of volumetric fog on the light to make sure it looks 'full'.

calm hemlock
#

@rapid thistle Emissive billboard isn't fully satisfactory

rapid thistle
#

Anything physically based won't work with less than 1 pixel and volumetric fog has its range limit

calm hemlock
#

There is no partial occlusion for sprites (sprite radius) in UE4, so either you accept that it will look odd or have weird "visible/invisible" problem

#

So I went ahead with mesh-based glow with some screenspace size adjustment

rapid thistle
#

Well what you showed was a single long tunnel, it would certainly work for that

calm hemlock
#

It isn't satisfactory

#

Billboards is what I've used before

#

But it's a bit finnicky to get billboards to be direction-dependant (see picture with lamps above)

#

And they don't do partial occlusion (mesh-based solution doesn't do that either, but mesh-based solution doesn't clip into mesh when you look at it sideways - no additional bias needed)

rapid thistle
#

Oh wow, it's so dark I didn't even know what that was at first glance

calm hemlock
#

Billboards will clip into mesh as you rotate camera without additional bias. Disable depth test & use depth fade -> now the billboards don't get culled and render all together

#

Yeah, sorry 😄

#

Problem with billboards is that when you have depth test enabled, they will clip into geometry (this can be solved by adding a depth bias - it works OK). If you disable depth test, they work correctly (depth fade based or no depth fade at all), but they don't get culled

#

In other words...

#

You're looking down the tunnel and every billboard is rendering, even concealed by geometry

rapid thistle
#

yeah you would probably need to make volumes that turn them on depending on where the player is

calm hemlock
#

Not feasable for us

#

Also I ended up with some wasted pixels with billboard based solution

#

So here's the same picture as above, but this is based on billboards

#

The anisotropic effect is relatively important up-close (not as important for far away)

#

These are tunnel lighting lights - there's one more set of lights (traffic lights), I'm considering mesh-based solution for those as well

merry berry
#

hello everyone,
i need to make ship wake behind ships in ocean, can anyone help or suggest anything?

calm hemlock
#

@merry berry Need more information. Are the ships moving on predetermined paths or they can move freely?

merry berry
#

yes predetermined path.