#visual-fx

1 messages · Page 8 of 1

lofty vapor
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Guys

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I have a blood paricle

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What seems to be pretty transulent from 1000cm

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And do not know why

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From close it alright

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But from far (1000 units) its too transparent

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(I do not use depth fade)

cold sorrel
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TAA?

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Lods?

lofty vapor
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Just have 1 lod

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So my scene looks like

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Like this

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And when I hit someone

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spawn a blood split emitter

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BUT its too tranpanent from this distance where my camera is

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Is it possible its transpanent because of the fog?

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(well the fog do not overlap the blood particle)

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from close

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From far

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:/

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(you almost cant see the blood)

cold sorrel
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Looks like it's rendering behind the smoke

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If you disable the fog, does it look right?

lofty vapor
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hmm

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give me a sec

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Yeah

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Eh :/

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W/O fog its fine..

cold sorrel
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Set the translucency sorting and you are fine 😃

lofty vapor
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Translucency sorting?

cold sorrel
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Translucency sorting priority

lofty vapor
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Is it part of the actor

cold sorrel
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The fog is particles as well right

lofty vapor
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the particle or the material?

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Yeah

cold sorrel
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on the particle instances

lofty vapor
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ok give me sec 😄

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Yeeey its working

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Thank you @cold sorrel

cold sorrel
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Np

daring narwhal
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I have a question. Is there some way to setup a looping particle system to burst only once when its activated and don't burst in the next loops?

shut flicker
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You could setup the burst as a separate emitter in the particle system. And not loop that emitter.

daring narwhal
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oh...that seems kind of obvious now that you mention it

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I will try that 😄

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ty

shut flicker
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np 😄

daring narwhal
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works like a charm 😄

old terrace
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Is it possibly to inherit particles rotation from particlesystem rotation? I want my particles always face up, but in relative of their emmiter.

fossil swan
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local space comes to mind

old terrace
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Local space moves particels with it's emmiter, wich I do not want to

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Moreover, Local space does not make particles rotation to be in local space. Particles are always facing camera or one direction if I set LockAxis. Is it possiple to get rid of that?

fossil swan
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Im lazy, I use meshes for that

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but it should be possible

old terrace
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There is no way to make it without meshes??(

fossil swan
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screen alignment type specific and lock axis stuff

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i dont touch it enough to give proper guidance though

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in init mesh rotation you have inherit parent

fossil swan
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Never realized the ditherTempAA node is just a mat function using some custom code and even a texture. did not expect that.
also makes me wonder if its optimizable because 12-15 instructions is a lot

old terrace
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It depends on what type of differ you want. You can easily write your own for 50% transparency, for example..

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I even had an example somewhere..

fossil swan
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hmm interesting, though "writing" my own wont happen unless I can make it with nodes. I cant code/script if my life depended on it

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even after 1.5 years of coding lessons I suck

old terrace
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Well, Blueprints and MaterialEditor are also programming) Blueprints = C++, Material = HLSL/GLSL

fossil swan
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yea I knooow, but "writing" and "placing nodes" imho isnt the same :p

round fog
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same thought process though!

primal token
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Blend weight doesn't do a thing on the material in the post processing volume

primal token
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Ok I figured out how to add the scene color back in but its still a hard black shadow instead of desaturating the area

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idk why the guy cut off the rest of the graph in his tutorial

slow gull
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Hello, I am looking in to drawing a “swipe” on the screen. My project is using a Mobile platform. I believe this would be done through some sort of material with a mask? I am a programmer and do not commonly work with advanced materials. Can anyone point me in the right direction?

forest burrow
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anyone know of any good tutorials on making big explosions? 😃

calm hemlock
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Well, you need some potassium nitrate and sugar

tidal forum
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hey guys.. I'm game jaming so everything is hectic :).. so I made some floating dust for atmosphere and they work in the vievport. when i run it in vr thoug, i only see them when i look down, they disapear when i look forward or up.. any ideas?

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wow i can't type.. sorry

final wadi
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@fossil swan hey mate u seem to be the go to vfx guy so sorry for the mention. Do you have any tutorial on you're channel for making animtrails vfx et for melee weapons . Or can point me into some resources to do it thanks

fossil swan
tidal forum
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@tidal forum to myself.. set bounds on gpu particles you noob!!!

fossil swan
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^ hehe

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we've all been there Varkie

cold sorrel
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@final wadi If you get fed up with the animtrails looking jagged, check this one out. Shameless selfpromotion #2; https://vimeo.com/223354261

shut flicker
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nice, I've been looking for a decent sword trail tutorial

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btw your youtube link doesn't work

cold sorrel
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Probably still processing

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Should be good now

shut flicker
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yep all good, sick explosion 👍

final wadi
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Thanks but $200 to make some anim trails is a little out of my budget right now. I'll just stick to ue4. Houdini does look pretty cool though

fossil swan
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Its really easy, there are enough free tuts on youtube for em.
you can even start with just a general white material.

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I need to finish some work, after that I'll consider to make a very short to the point tut

tawdry anvil
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So I want to do a mask thingy for a PostProcess flashlight effect. This is the best I've managed to do, ScreenAlignedPixelToPixelUVs has the right ratio but I feel like it's being scaled by something (texel size? 🤔 )

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UV spaces make my brain hurt 😦

fossil swan
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@final wadi uploading video atm

final wadi
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@fossil swan nice one man appreciate it

fossil swan
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nuuuh

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ffs

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my mic wasnt plugged in

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<_<

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fook me XD

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lets do it again

tawdry anvil
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You can just talk over the video 👌 😛

shut flicker
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nice, this looks amazing Luos, going to be so useful for me. Once there is audio 😉

fossil swan
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there XD

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that'll be 12,50 thank you

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:p

mossy agate
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Hi. I'm using mesh emitters. Is there any way to interect to other actors with using mesh emitters?

shut flicker
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What do you mean by interact? Collision? Going to have to elaborate a bit on that question.

mossy agate
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I'm creating rock rain, and when the rock hits you, I want to damage you.

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Actors are too expensive for that.

lofty vapor
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Just use depth colision

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Or smth

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And on bp check if its generate hit effects

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Oh wait this isnt the one

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I wanted to link

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xd

mossy agate
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Can BP notice it? Because I tried it and it didn't work

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Probably I did something wrong

lofty vapor
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Hmm

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Try with the

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OnParticleCollide dispathcer

mossy agate
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This is my emitter

lofty vapor
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Its not working even with this event?

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(OnParticleCollide)

mossy agate
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Hmm, i didn't try that. Thank you. Can I send you PM when I do this? Because I'm not able to use my computer now.

lofty vapor
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Yeah its fine

mossy agate
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Ok then, thank you. :) I'll reach you tomorrow.

lofty vapor
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OK 😃

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I will try to do one simple particle

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To check it till that tim

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e

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xd

mossy agate
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@lofty vapor That would be great. :D By the way, I'm using mesh emitter. If you can hit the character or any actor, that will help a lot to me. I don't really wanna use actors for rock rain.

lofty vapor
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Yeah I wanna use particle to try it

mossy agate
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Then good luck, just let me know. :)

lofty vapor
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@mossy agate Ah yeah

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Before I forgot

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Do you have GPU or CPU particles?

cold sorrel
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Can't have meshes on GPU particles

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And Gpu particles can't send events

mossy agate
lofty vapor
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Yeah I seen it

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But we want to detect it

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What matters is to use CPU

shut flicker
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you want to use that module^

lofty vapor
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I trying to do this

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BUT

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Do not know how to make an event xd

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To be able to use it in game

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So thiss

cold sorrel
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Give the event a name

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Add a on particle collide in blueprint

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connect it up

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done

lofty vapor
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Oh

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Seems izi

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Yeah

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Its work

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s

mossy agate
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So when it hits on something, can I damage it?

lofty vapor
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The only thing

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I cant seem to get a reference to the other actor :/

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BUT

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I get location

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So I can make a sphere

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SphereTrace

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Something like this

mossy agate
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That's a good idea. I really want to be able to use my computer now. :D When does the event start?

lofty vapor
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Umm everytime its hit something

mossy agate
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Wow, this is what i'm looking for

lofty vapor
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Cool 😄

mossy agate
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Thank you @lofty vapor @cold sorrel

lofty vapor
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Its alright, it wasnt just me x )

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So the particle will need the

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Event Generator

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And the ActorCollision

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And you have to set up the actorcollision module correctly

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Like collision types

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But you get the main idea

mossy agate
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Just give me a minute, I'm going back my home. I'll try it in 10 minutes

lofty vapor
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Haha 😄

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K

mossy agate
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Can you show your event generator?

lofty vapor
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Umm yeeaaah... but still kinda buggy

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Do not fire everytime

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Just tring to find a way to fire every time

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Hmm its colliding propelly with the camera

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Kinda confussing

cloud quest
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Anyone know of a good quick way to drive a few floats to a material for a beam emitter? Dynamic parameter is bugged, and I've used up ParticleColor already

cloud quest
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^ Nevermind, realized that I had enough precission to handle 2 values in each float

fossil swan
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with if statements, fracs, etc you can get more variables out of a single vector

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but its not cheap-ish

cloud quest
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Yeah I ended up solving it with fracs, luckily I'll only use the material in a few instances so it's not a big deal @fossil swan

lost vessel
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Heya, so does particle trail work better with anything that's not a character? I was looking into this at 4.12 or something, it was seemingly impossible to kill off the trail smoothly (fade out over life after you stop the effect)

cold sorrel
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Trails are not great, but I can't recall that ever being an issue.

lost vessel
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Hmm ok, maybe I'll try again then soon. Maybe I screwed up.

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Here's a better explanation, that's from a looong time ago though but tried again since without luck.

shut flicker
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What do you guys do for streams of fluid particles, besides spawning a ton of particles? I am trying to do something like a squirt gun

cold sorrel
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Ribbons

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I mean, trails

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in UE

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That way they stay connected along the stream

jagged rivet
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@shut flicker if you go to the Modding tab in the Epic launcher there is the VR Funhouse. It has exaples of squirt guns, they are not very taxing, they run fine in VR

shut flicker
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Hmm okay yeah I haven't seen any good example of ribbons used for liquid. I really want to do this for a slimy goo and I want them to be affected by gravity or at least fake it. I would love to see an example of something advanced done with ribbons tho, the magic might mostly be in the material

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@jagged rivet Can I test that without VR equipment? Thank you, I'll give that a look 😃

jagged rivet
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I'm sure you can

shut flicker
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Sweet, downloading it now

barren raven
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@shut flicker fairly sure most things in that demo make use of custom NVidia stuff btw! Really cool nonetheless

shut flicker
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ahh yeah that's what I was thinking seeing that it is from nvidia

barren raven
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Yeah not sure if it’s a royalty free license or whatever to use

jagged rivet
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It does use Nvidia only stuff like PhysX but part of the idea of this tech demo is to get other developers to use it. So yeah it's free to use.

shut flicker
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Yeah, it looks like that is using Flex Fluid for their liquid particles

radiant frigate
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hi um, was there a way to flag a material/particle to draw on top of absolutely everything? a quick google search told me that I have to use a translucent material, and then check Disable Depth Test on it but i can't seem to have it draw over meshes

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or is there a flag i must've missed either in Cascade or in the material (instance?) 🤔

fossil swan
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disabling depth test draws it on top of everything.
try using camera offset, and in cascade the order is from left to right as to what is drawn on top.

quaint bluff
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Question: I got weird blue tint after light build, any idea how this happened and how do I undo it?

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that's from default skylight

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no settings have been changed

spare hare
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the skylight applies a ambient light from the sky/ very distant objects (Sky Threshold in the SkyLight)

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if your Sky is blue, it will apply a blue tint to the shadows

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@quaint bluff

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If you are talking about the circle, it is the reflection from the Reflection Sphere.
The darker texture has no reflection applied to it

quaint bluff
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this is a default scene with no changes made to lights

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it does not look like that by default

spare hare
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it does

quaint bluff
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k ill open another project

spare hare
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prior 4.18, there was no SkyLight in the defaults cene

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the same goes for the Reflection Sphere

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since 4.18 you have now both of them in your default scene

quaint bluff
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ok seems to fix now that I deleted it

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why wasn't it on for the past 2 days

spare hare
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magic

fossil swan
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^not really a vfx-channel question

spare hare
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Yo, I have a torch.
Depending on the Physics Volume it changes the Particle Systems it uses:
Normal: Fire+Smoke
Water: Fire+Bubbles
I am using "OnPhysicsVolumeChanged" for that.
However sometimes Bubbles appear above the water when the torch is half in the water. Is there a possibility to forbid that?
The Particles for the Bubbles have an Actor Collision Module which tests for the Surface

buoyant skiff
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is it possible to apply a post process to an asset and visible from the outside the object, I would assume as a material?

barren raven
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Are normal maps typically also generated with smoke / explosion flipbooks so that you can have accurate lighting data or are they usually just run on a cheaper translucency model that doesn’t consider normals in general?

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Looking to get more directionality + depth than a typical masked smoke flipbook

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I know the Houdini game tools export normals from sims but from what I’ve tested, not much changed / they were fairly grainy and blobby (probably to be expected when generating normal maps from sims)

fossil swan
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you can use translucency & normal maps, it def looks better for smoke.

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sometimes we also just use a sperical normal and tile it X/Y times to match the flipbook frames for a generic somewhat accurate-ish shadow look

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just change the lighting mode under the translucency tab inside the mat editor

barren raven
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Gotcha thanks! will try the spherical normal as the normal from Houdini looked pretty strange- might also try blurring it to get more broad shapes!

barren raven
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@fossil swan do you use the "Generate Spherical Particle Normals" checkbox in the material settings in addition to the normal map? (I know this is a different thing to using a spherical normal texture , just curious what it does as it seems to add on top of whatever normal I input)

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Getting nice shading now just trying to find the best combination of settings

fossil swan
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no need for a normal map afaik if you use that checkbox but im not 100% sure

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i barely touch it

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(i wonder it it changes depending on the amount of X/Y frames)

barren raven
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Interesting. Yeah it seems to produce vastly different results depending on if a normal is piped in already or not

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Will have a play around and try to find a nice setting

fossil swan
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lemme know your findings, id be interested 😃

barren raven
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Got some interesting results

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Making a quick image now

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All identical setups etc

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Just changing the normal settings

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I'll record a quick lighting response vid with a point light moving back and forth

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Note that the texture normal from houdini is a bit funky, might try a few different ones to be sure

fossil swan
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first but def 3rd look rather well imho

barren raven
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3rd isn't picking up the directional light highlights much at all, can be cheated in the material but it's interesting as the first / second have the best highlights but the second has the obvious spherical shape. I guess what is happening is the texture normal is breaking up the sphere shape in the first one

barren raven
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Ok after some more tweaking on the spherical + texture normal version, got some shading I'm happy with. Thanks for the help @fossil swan

fossil swan
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np 😃 you did it all yourself

buoyant skiff
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I challenge somone to make a "realistic" looking ghost, not a cartoon or monster version, something creepy.

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I've given it a go using materials on robes but I wonder about a particle approach

spare hare
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black smoke and go 😄

fossil swan
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there was a willow the wisp challenge on rtvfx.com which had some cool results

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ghosts are never realistic as they do not exist :p

spare hare
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@fossil swan who says they do not exist?

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maybe there a ghost right next to you headbanging?

fossil swan
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I do not believe in ghosts.
I do believe our eyes filter out reality as we know it, but ghosts.. nope

spare hare
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My Smoke gets distorted when infront of refractive water. Any way to solve this?

barren raven
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For large explosions and dense smoke is it pretty much a given that you’ll have terrible quad overdraw and shader complexity (even if for a short moment)?

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I thought foliage was bad but large sheets being spawned at once is even worse- large areas of the screen being taken up by overlapping translucent quads... doing my best to reduce the spawn count, lifetime and material complexity but there’s still a drop in frames while it’s active (not anything crazy but can probably be the difference between a solid 120fps and a fluctuating rate). Any tips other than only use where necessary / be as lean as possible?

spare hare
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@barren raven have you tried Particle Cutouts? THey try to cut the fully translucent part of the particle so you have less overdraw

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LODs for the Particle Emitters may help aswell

barren raven
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I saw that on one of the Epic livestreams a while ago, thought something like that was happening automatically- will look into it thanks!

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Ooo LODs for particles! I assume this means depending on distance, less will be spawned?

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Gotta read up on it I think!

spare hare
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You can set the distance the LODs kick in and you can even disable modules completely

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LOD3 vs LOD0

barren raven
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Very interesting!

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Gotta test it out on some large smoke and explosion particles

stoic yacht
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hey guys!

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anyone have any nice particle tutorials in unreal? mostly looking for a spell cast kinda thing going on

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also, if anyone can take some time to dm me and help me out with a couple of questions, I'd love it. I might commision too depending on what I am looking for

fossil swan
stoic yacht
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@fossil swan thanks dude. and another question I have: effect being released, then coliding, then the effect of the collision --- how would I find tutorials on the whole thing rather than the beam itself. how does one go about a full spell sequence from launch to post collision

fossil swan
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a few weeks ago they released an advanced vfx stream on youtube, which goes into collision some more.

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there are barely any tuts that would go into the whole thing

stoic yacht
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I think I found it

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thanks

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that's sad :/ any tips on that though

fossil swan
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check out epic's learningtab, loads of content with effects, as well as some free packs on marketplace and pick em apart.

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on the UT tab you can also download UT, which also has the editor, that could show you more in depth stuff for weapons, which could be altered for other things like spellcasting etc

stoic yacht
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❤ thanks

drowsy lynx
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Am I stupid? I try to add a youtube video to a pinterest board. Some time ago I could choose between "upload url" and "upload image". now i only get the "upload image" option and can NOT just paste an url .. wtf am I doing wrong?!

cold sorrel
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Let's start with the fact that you are using Pintrest..

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😉

drowsy lynx
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it's shit but i don't know anything better. 😦

cold sorrel
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I've been burned to many times by: "Oh that looks like it could be a good ref and that's another dead link."

drowsy lynx
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it's the most shittiest website, the seem to hate good UI and UX and the pin button doesnt work or sucks or whatever and that you cant use it without account is a shame and that they don't have a tagging system doesnt make anything better 😄 i'm open for suggestions for a better system 😄

cold sorrel
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Keepvid and a large harddrive 😄

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I trust nobody to keep things online

drowsy lynx
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yes but it would be nice if others can make use of the collected stuff.

cold sorrel
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WHAT!? Sharing!?

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The awesome fx ref collections by Denis Girard are gone from Tumblr. I'm anticipating the same will happen to most pintrest collections.

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Sadly

drowsy lynx
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i know, in vfx this word is kind of new to people 😄

barren raven
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Anyone know offhand if motion vector flipbook performance is noticeably lower than standard flipbooks? Going to test eventually but have been battling Houdini all day

sullen forge
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@barren raven not really

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its super basic math

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its a second texture sample tho

barren raven
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Looks incredibly smooth

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A second texture is fine for the visual gains I think

sullen forge
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but the extra memory might be saved if you then use less frames

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ive been doing the mesh animation effects

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love them

fossil swan
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+1

sullen forge
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sadly in VR i cant do flipbooks

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only for very far textures or similar

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but a typical explosion or smoke effect? looks horrible

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@fossil swan in the jam entry i use vertex animation for the flames, and noise displacement on a sphere for the magic ball

barren raven
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Some of the Houdini game shelf tools are super cool

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It's a monstrous piece of software - just can't handle the render times especially when trying to test quickly- UE4 spoils us so much!

fossil swan
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@sullen forge shooow mee

sullen forge
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check the flames in the torches

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done like in 10 minutes, i just took a random flame simulation from houdini, made it "taller" to the shape i wanted, i made it loopable, and then converted to a mesh and exported it

cold sorrel
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Motionvector blending is the same cost as uv distortion+regular frameblending. Same amount of texture reads and the same math

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Mostly because, that's exactly what it is

fossil swan
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nice @sullen forge

sullen forge
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my favourite effect is the fireball i did for DWVR

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i used your noise pack in it @fossil swan

fossil swan
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Glad I could help

barren raven
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@cold sorrel would you use it in general, or not unless you needed some very fancy hero explosion?

cold sorrel
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Nope

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Unless it's specially crafted to work with MVs (as in, uniform movement, no direction changes and so on) it won't look any better than regular frameblending. And even if all those criterias are met the only time I've felt that they are worth it are for super slowmo things

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The only thing I've shipped with them were background smokepillars. Nothing else really felt worth it.

barren raven
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Nice, makes sense!

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I guess most things move too quick for it to be useful

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but yeah background smoke pillars would be a great use case as they can be super slow

flat sinew
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@fossil swan maybe it makes you happy

fossil swan
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I hope it comes out soon

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but i rather wait and have it as bugfree as possible

brave dove
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Hi everyone - would this thred be the best place to post a question about dynamic lighting issues with particle effects? (ue4 - 4.16)

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I am deff missing something with the translucency of particales. Example: I have a dynamic cloud blueprint that never changes brightness when my dynamic light changes. This happens with all of my particals. Here is an example...

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I know the camera is changing exposure but dear god... it's drowning out eveything else

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Any ideas?! Thanks!

timber whale
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So scaling particle affect systems seems to only scale the particles themselves not the area affected by the particle system.

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Is there anyway to scale the area that a particle effects without going into cascade?

fossil swan
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nope sadly, though you could expose it with particle parameter option

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not everything has that option though

timber whale
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Darn I need to scale the snow affect to about 1.5x the size of the spider but I don't know anything about cascade other then it is the particle editor

fossil swan
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most modules have a distribution option, one of em is "particle parameter", that way you can give it a parameter name and set some min/max options as well. this way you could probably blueprint something together that tweaks that value depending on its size

timber whale
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Which modules control the affected area?

fossil swan
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sphere, innitial location

timber whale
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that is suprisingly simple

fossil swan
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hehe

barren raven
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Trying to figure out when to use SubUVMovie vs SubUVIndex- am I correct in saying that movie would be more suitable for looping particles since it seems to restart the flipbook from the start if the frames run out before the lifetime ends and index is more suitable for oneshot flipbooks that shouldn't loop like explosions, as it plays the flipbook once?

cold sorrel
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Yes

barren raven
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Thanks!

fossil swan
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@spare kayak green circle seems to have something messed up in size over life, particle explosion (and anything else really) needs to be set to loop only once.

spare kayak
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The loop once can be set under the duration right? (emitter loops I'm guessing)

fossil swan
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required module has the loop setting

untold stratus
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is there a way to make a decal that overpowers an emissive material? For example a glowing wall gets shot and the bullet decal cracks the glow with blackness

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I thought stain but I can't figure out how to make that pure black over an emissive

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I think b/c the Deferred Decal has to be Translucent then it can never overpower Emissive.

#

true?

forest meadow
#

anyone out there who can help me make a few simple particles? 😄

fossil swan
#

have you followed any basic tutorials?

forest meadow
#

a bunch

#

infact, i made most of the particles i need using tutorials, but the specific ones is whats getting me now D:

fossil swan
#

whats the issue? perhaps I can give you a few keywords to google

forest meadow
#

like, i have no idea what to try to make an aura-type particle, like a character burn/poisoned particle

fossil swan
#

thats still rather global, try to make it smaller. what would you expect to see for aura or burn/poison. what would work? sprites? meshes? ribbons? want to emit from the characters body or just close around it.

#

i.e. for an aura i might make an inverted cylinder with an upwards going texture and some additional material tweaks

forest meadow
#

how do i emit with a certain shape? is that possible?

#

like, can i make the basic fire particle emit in a large circle?

fossil swan
#

you can emit meshes with intricate materials applied to it

#

ofcourse, cylindrical location module

barren raven
#

Is it possible to have non square flipbook atlases work? Like 1024 x 512

fossil swan
#

yup

barren raven
#

Working with a tall and long flame burst and there's a lot of wasted space doing it square

#

Oohhh! How so? Tried changing the UVs in the material editor but did nothing

#

I am using a SubUVTexture node though

fossil swan
#

it just works, shouldnt need to do anything

#

its still 0-1 space

barren raven
#

It does work but it's squashed

#

Like half as long

fossil swan
#

then make whatever you put em on twice as long

barren raven
#

Will try haha that makes sense

#

It seems the card in Cascade scales proportionally- only the X value affects the initial size

#

I can use a custom card I guess?

fossil swan
#

set it to rectan

#

required node > screen alignment psa rectan

barren raven
#

Oh wow

#

Had no idea you could do that

#

Thanks so much

#

This'll be useful for loads of stuff

fossil swan
#

velocity aligns to whatever direction its moving, which can also be great

#

etc

barren raven
#

Really cool

worldly trail
#

hey guys, any one know a tutorial for impact effects, wanted to try something a little stylized?

drowsy lynx
#

@worldly trail tutorials in general are rare but looking at other effecs frame by frame will give you an idea. i recommend pinterest for reference search.

#

you can step through any youtube video frame by frame by pressing "." and ","

fossil swan
worldly trail
#

hey guys for the links, love the effect i'll take a look at pinterest too!! Just need to figure out how to start something like this lol 😃

fossil swan
#

you done stuff with cascade before?

worldly trail
#

hey man sorry for the delay, was in a meeting ha. No I have done anything in cascade before so this should be fun 😃

fossil swan
worldly trail
#

@fossil swan Thanks dude i'll check them out 😃 awesome stuff!

shell topaz
#

Hey Guys i was wondering if someone could tell me how i would achieve the ring of fire effect like in this video im still learning how to use particles so i am unsure where to start if someone could help me i would really appricate it I come from the unity engine so this is all new to me https://www.youtube.com/watch?v=p3d9rY4oAXc

This is a work-in-progress demonstration of a magic effect called Ring of Fire. It was created using the Unity engine and, in the near future, may become a p...

▶ Play video
#

think i figured something out but still stuck on how i would turn that into fire

drowsy lynx
#

@shell topaz you can create a material with an animated flame (flipbook or changing the material UVs to give it a bit of motion) and then assign this material to the particles.

Another idea could be to spawn a cylinder-geometry (basically a ring) which has a flame-material assigned and gets scaled bigger until it reaches the max. distance of the spell

fossil swan
#

unless its project specific, .17 and .18 have a bug in cylinder location where it doesnt work only on the borders anymore

spare kayak
#

Not sure if this's the right chat, but I'm trying to get an average colour value within a material function. But the problem is that I can't use a texture sample as the input is a particle subUV. Is there a way to use UV's to fetch two different locations on a particle subUV?

brave dove
#

Hi everyone - would this thred be the best place to post a question about dynamic lighting issues with particle effects? (ue4 - 4.16)
I am deff missing something with the translucency of particales. Example: I have a dynamic cloud blueprint that never changes brightness when my dynamic light changes. This happens with all of my particals. Here is an example...
I know the camera is changing exposure but dear god... it's drowning out eveything else

Any ideas?! Thanks!

quick bridge
#

@brave dove Maybe your particles are using unlit materials and that is the reason.

#

Hi,
Can anybody tell me what is performance efficient way to contain particles in costum shape (ex. bottle)?

fossil swan
#

PSA: Bug in cascade in 4.16 and up. Cylinderm odule > surface only not working

#

PSA: Bug in Cascade in 4.16 and up, Gpu particles with PSA-Velocity, with innitial sizes where min-max are about 300 units in size difference result in flat particles on one axis

rapid oracle
#

Im looking to make VFX with particle system around my gun , is there any tutorials about it or something that will give me head start?

fossil swan
#

i dont have a muzzle flash tutorial, but i have a speed-create video of a very basic one.

rapid oracle
#

can i see

fossil swan
#

gimme a min, writing some docs

signal tapir
#

You could also look at the ShooterGame example from Epic

fossil swan
#

^

rapid oracle
#

i want to make like hologram of the mesh

#

almost exact same

#

but with vfx shizzle

fossil swan
brave dove
#

@quick bridge Thanks for the advice, I change my MAT's to "Default Lit" and nothing changed. Any other ideas?

#

maybe something must be changed/added in the BP to recognize this?

quick bridge
#

I advice return it back if nothing changed for now, maybe you have strong emissive in your particle materials?

fossil swan
#

how many of those clouds are you emitting btw?

brave dove
#

They are voluimetric clouds that spawn in a predetermined area. You can actually find the package on the UE market.

#

Yea good idea - i did return all the mat's to 'Unlit'

#

Lous - not sure how to answer that i guess. They are not meshes

rapid oracle
#

@fossil swan hey boss i was looking to make something like in final fantasy 15 when u draw a weapon it starts as a hologram then turns in to a mesh

#

i know how to do that with materials but id rather make a particle of that hologram then setting visibility of the mesh

#

like that

naive current
#

Hi guys, I updated a random project of mine from 4.15 to 4.17, and everything seemed to work, until I built the lighting. Everything looked normal except for this one wall, which now looks very odd. What could this be?

#

The wall and the door are two seperate meshes

rapid oracle
#

try setting two sided lightining for door and wall and build again

fossil swan
#

@rapid oracle id still use a mesh for it, not translucent hough, but masked & dithering.

rapid oracle
#

i guess ill do that then

#

got to do complicated uv then so my mesh have only 1 mat

fossil swan
#

you can use multiple uv-channels if that makes it easier. though a simple decent looking fade in/out function is easily made.

rapid oracle
#

if i have 10 mats on 1 mesh , i have to do fade in for each one separetly ? i havent heard about multiple uv @fossil swan

fossil swan
#

if you have 10 mats on one mesh you have 10 drawcalls for that one mesh, thats not good :p

#

you can apply multiple uv-channels to a mesh in your 3d program of choice

#

just like you applythe lightmap to another uv-channel, you can create more texture uv's as well

signal tapir
#

Nice. thanks Simon. When vector fields were first added, I checked for ways to create them with blender but it wasn't possible then. At some point I saw that plugin but haven't had a chance to use it yet. I might just do so for the upcoming Ludum Dare.

drowsy lynx
#

there are other tools as well but this one is free and the documentation is pretty large actually. nice. but as a blender non-pro i had some trouble following it so i made a video for all other non-blender-pros 😄

signal tapir
#

Yup, very helpful. 👍

drowsy lynx
#

@fossil swan since you played around with gpu particles...do you know what numbers are kind of standard these days? are 10.000 gpu particles a lot or is 100.000 totally common?

fossil swan
#

100k is pushing it, but 10k shoudlnt be too much of a problem. but it depends on the gpu

#

insta-bursting high values can cause a short stutter

drowsy lynx
#

ok good to know a rough estimate 😃

fossil swan
#

on a 1080ti 100k with low instruction materials isnt even much of a problem

rapid oracle
#

its fades out when i draw my wep again fast

fossil swan
#

@drowsy lynx 1m is a hard-locked value btw, probably can change it in an ini

drowsy lynx
#

hm ... let's see if i can make unreal crash 😄

rapid oracle
#

how can i prevent that?

fossil swan
#

10m*

#

@rapid oracle dont ask me, i suck at bp's

drowsy lynx
#

sun! 😄

rapid oracle
#

its ezi one tho pls bos 😄

worldly trail
#

hey guys super quick one do you know how to change the BG in the material editor preview window?

#

this thing lol 😃

drowsy lynx
#

@rapid oracle i don't understand the bug/video. but maybe the blueprint channel is a better place to ask ?

#

@worldly trail the only thing i know is that you can disable it. but changing...no idea

worldly trail
#

baa! I just wanted a simple black or something, it's really hard to tell the amount of glow i'm putting on stuff!

drowsy lynx
#

black is ok. go to the world settings and turn it off

worldly trail
#

👊

#

boom! thanks dude!

drowsy lynx
worldly trail
#

cheers dude woop, you can change the cubemap there too awesome sauce!

drowsy lynx
#

oh nice! didn't notice that 😄

celest birch
#

hey

#

How do you make a particle have collision, so like if the particle hits a player... burn them

#

But im wondering if there is a "per particle collision" kind of system

#

where if a single particle hits something, it fires an event

fossil swan
celest birch
#

@fossil swan would it be better to simply create a blueprint with the particle, add a particle movement component (for like a fireball or something) and then add some sort of capsule collider or sphere collider to handle collision?

#

i feel like that might be my best bet actually

fossil swan
#

it probably is, but its a bit outside of my knowledge-zone

celest birch
#

ok cool

celest birch
#

@fossil swan thx

fossil swan
#

works?

celest birch
#

@fossil swan yeah i just did my method

#

but the problem is it wouldnt work very well for certain types of particles

#

but its fine i guess

#

Particle collision is a very interesting thing

#

because the particles themselves can be very complex

graceful aspen
#

yo- i have some particles dust in my ut4 level. they're being lit nicely by directional light, however only when looking at them from the direction of the light. when looking into the light, i'd like them to appear lit. any ideas?

#

move around to the other direction, looking into the light, and the dust is not lit. so basically id like the dust to appear lit from this angle as well.

near blaze
#

#visual-fx anybody suggest the best way to create a destructible light that switches off when hit with projectile or bullet

barren raven
#

@near blaze that's a basic blueprint- you can create a new BP, add a light inside of it and then write logic called either when the bullet trace determines it hit the light, or when a projectile or bullet passes through a bounding box around the light.

#

There are plenty of light switch tutorials which follow similar logic, so would recommend checking those out.

lofty vapor
#

Guys

#

I have a Fog effect, but somewhy its just activating if something in is it

#

So as long as there is something overlaying my fog, its working fine, but as soon as my character goes out of it, you cant see it

brittle monolith
#

Hi guys, is there a way to simulate stylised smoke like this

#

In 3D

celest birch
#

That would be really cool if there was

fossil swan
#

im sure you can expand on it in houdini, but I sometimes bake out simple movements and some pflow stuff with a toon-shader to a flipbook in max.

ashen stump
#

Some clever noise panning could get you that look

raw trout
drowsy lynx
stone verge
#

hello

#

hi simon

#

The problem is how to achieve a look like DK Wii or Kirby Return to Dreamland

fossil swan
#

look into PBR, normal maps.

#

and more detailed albedo textures, roughness maps, again normal maps

stone verge
#

So that means using substance?

fossil swan
#

not perse

#

the biggest difference between your video and the nintendo one is art direction and (more) effort put into the models & textures

stone verge
#

we are using Maya and Photoshop only

#

and maybe that is the problem

fossil swan
#

you'll probably need bitmap 2 material, xnormal, or knald

stone verge
#

that looks so dull as you say

#

Is there a tutorial how to achieve that with substanceor any other software? because i have looked tutorials of substance and they use PBR mainly for Realistic rendering

fossil swan
#

tell that to pixar :p

#

also pbr

#

and especially donkeykong uses zbrush and bakes down to low poly

stone verge
#

uhm

#

looks like we will have to buy a lot of stuff

fossil swan
#

gamedev-ing isnt cheap

stone verge
#

very well

#

very "well" :/

#

haha thank you guys

fossil swan
#

good luck!

stone verge
#

thanks!

mortal lily
#

you can paint roughness map in ps tho

stone verge
#

with quixel?

mortal lily
#

w/o quixel. just paint the grey values

#

not the best way to do it tho 😛

#

but it works

fossil swan
#

bitmap 2 material sounds like a good tool for that in that case

stone verge
#

what is Bitmap to Material?

#

this?

fossil swan
#

yea

stone verge
#

i see

#

we are gooing to check that too

drowsy lynx
#

@fossil swan someone asked me what exactly you do in this node. is there something special? it seems that you're blending normals maps in it (the param "combined normal map strength" sounds a bit like that 😄

fossil swan
#

everyone asks that, nobody seems to notice the tutorial on youtube about it.
Its basically using a nnormal map to distort uv's, thats all there is too it

#

using normal maps since I only need two gradient, and a normal maps compression just works nice for it

drowsy lynx
#

acutally i checked at your website in the resources section where some material examples are aplced 😄

fossil swan
#

yea, website still needs some tweaks and improvements, but busy as hell

drowsy lynx
#

hm i cant find the tutorial video aboit it. is it maybe "super mask" or "material function fun"?

fossil swan
#

its nothing more than that

#

but people find it magical for some reason hehe

drowsy lynx
#

i'm still not sure about the "combined normal map strength". this i know only from when you combine two normal maps. in your example video i only see an "add" for the combination of the textures .. hm..

fossil swan
#

yea, it was from another function that uses one normal to distort another normal that distorted the uv's hehe, never bothered fixing it

#

or well, renaming it

#

the function i supplied on your uv-distortion video does the same thing

drowsy lynx
#

so within "luis_mask_distorter" are there still two normal maps combined or is it just one but and the parameter is still there ? maybe you should just post an image of that function below the youtube video 😄 that would clear things out quickly 😄

fossil swan
#

just the input not named correctly because my brain is used to see that one and muscle memory moves wires to it :p

#

there is a reason im not showing it, while nothing special im already annoyed other vfx sellers use the node and just rename it like they made it

drowsy lynx
#

nice, thanks!

celest birch
#

how do i make this particle

#

actually illuminate the area

#

lol

#

likke, a torch should illuminate areas

#

do i literally have to add a pt light

drowsy lynx
#

add a "light" module to the emitter

fossil swan
#

cheaper to add a light trough blueprint, the lights in cascade are (for some reason) old and arent optimised

#

they cost more performance than a regular light

celest birch
#

hmm

mortal lily
#

^^

fossil swan
#

they also ignore lighting channels

celest birch
#

@fossil swan but lighting for me

#

usually just bleaches my meshes if the intensity is anything above like

#

0.3

#

and 0.3 isnt very "illuminating"

#

shit ill figure it out

#

dw

fossil swan
#

you mean the lights inside cascade?

#

or regular ones?

celest birch
#

No just point lights

#

in blueprints

#

they are either really strong, or just really weak

fossil swan
#

that really depends on the settings you are using, and if you are using square inverse or not

celest birch
#

wow

#

i turned squared inverse off

#

why would u ever use that

#

lmao

#

it ruins ur light

fossil swan
#

its from older engines

celest birch
#

But why is it on by default?!

fossil swan
#

you can actually have quite some control if you know what you are doing

#

because the new one is physically more accurate I assume

celest birch
#

mhm

#

literally a big difference lol

hardy furnace
#

might just be your brightness or other stuff going haywire, usually works for me...

wild basin
#

Im trying to add some decals on hit to a level but Im having trouble getting them to show correctly. Instead of my desired decal I just see some weird small square distorted texture. Im also new to this so I'm probably doiong somethign simple wrong. Tips?

celest birch
#

In Cascade, is there a way to break the link between shared modules?

fossil swan
#

@celest birch ctrl drag one of the shared modules onto theother

celest birch
#

Hmm that just creates another module

#

Not a big deal though, was just wondering if there was something I was missing

#

Thanks anyway

fossil swan
#

yea, afaik thats the only way

fossil swan
#

I tendto use a hueshift with a particle relative time, particle random, or dynamic.

drowsy lynx
#

@celest birch couldn't you feed in random values into the material with the dynamic parameter module?

fossil swan
#

its limitations mostly

drowsy lynx
#

yeah gpu can't use everything you can use on normal ones. i guess it's because they can't communicate with the cpu anymore since they are running solely on the gpu and therefore can't receive new data - e.g. like motion from a orbit module - ...but it's just a guess 😄

fossil swan
#

O_o for some reason my dynamic parameter does not want to push the viarables set in cascade onto the material

#

well, its not updating, even tough spawn time only is disabled

drowsy lynx
#

is it a beam emitter? seems that dyn param doesnt work with that

fossil swan
#

nah

#

regular

#

its a bug that was found in 4.14

#

but is backlogged

#

that was a nice hour wasted

drowsy lynx
#

bit why isn't it working when you use standard particles? what's the reason?

fossil swan
#

if your red or green channel has "spawn time only" enabled, blue and green also have spawn time only enabled

#

even when its not

drowsy lynx
#

lol 😄

#

wtf

#

#neverTrustAnySoftware

fossil swan
#

ikr

#

BUT! only if the distribution is set to float constant & has spawn time only enabled btw

#

in case you run into it

drowsy lynx
#

anyone has an idea why my flip book / subuv is flickering? the options should be right. i added the correct amount of frames etc

#

it's a flip book of 4x8 tiles

fossil swan
#

blendmode on?

#

@drowsy lynx

cold sorrel
#

Changing framerate over time?

jagged rivet
#

My cat just attacked that gif, scared the crap out of me

celest birch
#

haha

fossil swan
ashen stump
#

Ha, that's really cool

mental quiver
#

I'm just imagining the "Nom, nom nom nom" 😛

errant shuttle
#

So I have a particle system set to Kill on Completed but when I call UParticleSystemComponent::DeactivateSystem, the particle still exists in the scene

fossil swan
#

particles spawned before you deactivate continue untill they die, unlike destroy.

#

(when set to kill on complete)

sullen forge
#

hey @fossil swan . do you know an easy way of doing billboards out of a 3d mesh by material?

#

i want a billboard but without a particle system

fossil swan
#

long live simon hehe

sullen forge
#

ah nice

#

yeh thats exactly what i wanted

#

not working in 4.18

#

dammit

#

gonna remake it properly, the paste doesnt work

sullen forge
#

veeeeery nice result

#

lil enemy healthbar

vast path
#

you can't have lights on ribbon ?

wild quest
#

Would be cool to have a few lights here and there when using a ribbon for a glowy trail!

#

maybe you can get a nice effect when activating Emissive (Dynamic Area Light) in your Ribbon Material, afaik you also got to add some additional node to the network to control the intensity. Not sure if that is all

#

The Node to control the influence is called GIReplace

fossil swan
#

not sureif this has changed recently, but
Adding Emissive Lighting to any Material is very cheap and effective way to simulate a light source without adding any new lights. However keep in mind that when using Emissive Lighting the Emissive Lighting will not illuminate dynamic objects, like characters, the same way that lights will. Also remember to tweak the Bloom setting on the Post Process volume if your glow is too intense.

vast path
#

thanks guys : )

wild quest
#

the stuff I mentioned somehow only worked with opaque materials when I was testing.. would have been great to use that together with additive or transparent ones O_o

radiant frigate
#

hi, can beam emitters be set up to use random particles for their start and end points?

radiant frigate
#

oop resolved it

fiery solar
#

@fossil swan how did you start learning particle systems? I saw your showcase recently and it was really good

fossil swan
#

i just took apart the ut3 effects and took it from there. (already know how to model & how to make textures)

fiery solar
#

ah ok

#

where do you get the ut3 effects?

fossil swan
#

when you buy UT3 :p

#

though nowadays you can take a look at the free content in ue4 ofcourse

#

learning tab has a lot

#

and then well, follow tutorials, recreate content from the learning tab, if you dont know what a node/module means use the ue4 material/cascade compendium etc

fiery solar
#

ut3 = unreal tournament 3 right?

#

i own that but how did you take apart the effects?

fossil swan
#

it uses the same particle editor, and in the install-folder you can find the editor

#

it looks a bit outdated but works fairly identical to ue4

#

the content browser is a bit different but shouldnt be hard to find the effects

#

i suggest to pick one you like, look at each emitter and its materials & textures, try recreating the textures, recreating the materials, and recreating the emitter modules

#

thats how I got started at least.

fiery solar
#

Thanks man

#

You ever think of doing a udemy class or something for making your particles? I think it'd be successful. There's 0 particle classes on there

fossil swan
#

I prefer to keep all my tutorials free

fiery solar
#

Do you have tutorials? All i could find were the speed builds for the particle a day

fossil swan
#

also if you want to take a mre realistic vfx route, @cold sorrel also has some great (often houdini based) tutorials

#

I just linked to those tuts hehe

#

^ few messages up

cold sorrel
#

o.O

fiery solar
#

oh yeah my b

#

lol

#

sorry i see it

cold sorrel
#

I know nothing

fossil swan
#

lies!

tired moth
#

Hi guys, glad Partikel is your channel Unreal Simon? I'd like to see 😃

#

Luos your channel is amazing, i am very lucky to find it recently 😮

#

PogChamp

fossil swan
#

lol

cold sorrel
#

Nah, Unreal simon is @drowsy lynx

fossil swan
#

who has both simonschreibt and unrealsimon channel

tired moth
#

I've not heard of houdini based particles before, sounds interesting. Truth be told i am very new to particles and have only made a few super basic things, so finding these top channels is a godsend, it gives me alot of ideas and motivation, and make the particles my own.

cold sorrel
tired moth
#

@cold sorrel Very cool stuff, i am interested in your course. I've not used pluralsight before, i assume you would be compensated in some way if i used the free trial minutes to view your video?

cold sorrel
#

Yeah

#

You can get through pretty much the whole thing on the trial (as long as you don't rewatch anything 😃 )

tired moth
#

I noticed that, i just wanted to make sure man, as you deserve to be rewarded for bringing me in 👍

#

Awesome that you worked on BF1

#

That game has some of the best effects going !

cold sorrel
#

Thanks!

tired moth
#

That is a pretty unique and cool career you have, making VFX as a business, nice..

#

I imagine it can be rewarding when it all comes together 😃

cold sorrel
#

Best job in the world

weary pecan
#

Any idea how to make ROLLING smoke? http://www.chicagofirewire.com/engine-company-operations/excellent-raw-video-turbulent-smoke-conditions-joplin-mo-11-15-2015/ I think the closest thing would be the edge of water fall lip

{adinserter 1} Joplin House Fire 11-15-2014 from Marty Dashiell on Vimeo. “iPhone video of house fire on Range Line Rd from a passerby (directly across from Big Lots.) Resident of the house s…

sullen forge
#

ive watched @cold sorrel tutorial on pluralsight. it is a very solid great tutorial

#

becouse it goes full workflow

#

from start to finish

#

creating a flipbook in houdini, making it look good in unreal, creating an expliosion from it, etc

drowsy lynx
wintry hazel
#

my particle FX stop rendering when camera view moves a little down or to the right. Anybody else had this problem?

not hitting a wall.
part of the effect should still be rendering when moving up and left.
but it stops also when moving up and left but only when fov reaches the edge of the main part of the particle effect.
it's a waterfall btw.
with a translucent material
the whole thing stops rendering when the start of the effect hits the screen edge.

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also i'm getting a pulsing look now.

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like a flickering.

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i noticed my fire particles do the same thing but not all the time.

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if that helps.

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never mind the gpu particle was missing fixed relative bounding box.

fossil swan
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need to set the bounds @wintry hazel

wintry hazel
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@fossil swan Thanks for responding. I finally found the setting in cascade.

fossil swan
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yay

gleaming gyro
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I'm looking for a way to create metaballs in UE4.18. All plugins I can find online are for older engine versions, and the live training isn't really creating metaballs but just creating a 2D render that looks like metaballs... Anyone got ideas how I might be able to do this?

fossil swan
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havent tried it myself though

gleaming gyro
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That one is literally the live training from UE4 streams. Problem there is that it's just a 3D texture on a cube that looks like balls, so the wireframe's still just a cube, plus it can't have interaction with the environment/metaballs in another cube, and textures/materials would be very difficult to implement...

fossil swan
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it isnt, and the author explains that in the comments

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in great detail even

gleaming gyro
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Right, it uses a different algorithm and allows for different amounts of balls in the cube, sure. But the idea is the same in that it's still a cube with a 3D material, and has the same problems (for my application).

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So under the hood, sure there's a difference, the end result for the person using the blueprint is pretty much the same as the livestream version, apart from maybe allowing more metaballs and details like that. But it would still be similar to use, and have the same problems...

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Thanks though for the link

fossil swan
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metaballs are a very specific thing to make, so i doubt there is much ue4-related information on it, you might need to find a way to create the setup yourself.

gleaming gyro
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Possibly, yeah

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Oh well, thought I'd try if someone knew something anyways

fossil swan
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good luck :)
i love metaballs but making em myself is something Ive never even considered trying :p

drifting steeple
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anyone recommend a good fog setup other than tweaking the atmospheric fog?

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would like to cull visible distance for players in a MP / large scale landscape setting

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..but let me know if i'm missing a trick 😉

polar heron
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@drifting steeple I don't have any tips, but that looks fantastic, good work.

fossil swan
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its the ue4 elemental demo from learning tab :p

inner flicker
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it is good work tho

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from Epic

drifting steeple
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yes, i should of cited the source

fossil swan
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nah no worries

drifting steeple
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and of course mine will be much better

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😉

fossil swan
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thats the spirit hehe

drifting steeple
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^ source

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mentions animating exp. height fog also

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anyone done this? would be interesting to see an actual example

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even without the animation this isn't performant at all

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i thought it would reduce the amount of geometry needing to be rendered

fossil swan
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youd probably need to set up distance culling for it all (no clue how)

drifting steeple
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ah that's an example using a manual setup (depth fade on a card)

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standard version is much better

prime quiver
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So

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for the lack of a better term - is there a way to check if a particle system component has an "inifinite" particle?

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Something without a lifetime.

fossil swan
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if lifetime is zero its infinite

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without a lifetime it does not emit if im correct

prime quiver
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It does emit, it just doesn't die.

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Problem is - there is no way to get the lifetime of an emitter

fossil swan
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oh, you wantto know how long it has been active? might need to emit it alongside a bp counter or so?

elfin smelt
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Currently trying to create a 3D drawing tool. I have started with creating a spline and attaching a ribbon emitter to it, but my frame rate drops significantly. I have also attempted spine mesh generation in realtime, but the results are the same. I was wondering if anyone could point me in the right direction of what I should be doing. From all the games out there I know it's a mesh being extruded along a spline, but I can't find anything on how this can accomplished. Also any information on optimizing the ribbon emitter or mesh for framerate increase would be helpful too.

wild quest
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@elfin smelt maybe you can achieve a performant effect by using a good tesselated cylinder and deform it per material and a blueprint registering the last positions of the brush? There was heavy talk going on about this when SFV Mesh trails were analyzed. Bill Kladis was putting some BluePrint out which might help you further.. if that is the right direction anyways

elfin smelt
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@wild quest thanks for the suggestion I'll check out tesselated cylinders and deforming material. It's the first i have heard of this so I'll have to dive into it and I'll look up Bill too and see if he touches on any concepts I should be attempting.

bright panther
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Is there any reason Apex destruction got removed by default from the editor?

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Just too glitchy?

inner flicker
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I don't know but I can think of two reasons

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  1. they moved it into plugin so it actually allowed them to turn it off where in past it wasn't possible
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  1. majority of the users never use that feat
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pretty much one reason in the end

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just them moving it into plugin allowed to disable it by default

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@bright panther ^

bright panther
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Thanks for the info 😃

inner flicker
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it's a good change

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you can reduce the packaged build footprint

bright panther
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Wonder if they'll ever replace it with something proprietary

inner flicker
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I wish they did that for core physics systems too

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I'd guess they'll replace it with nvidia blast

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would make most sense

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they already changed apex cloth into nvidia cloth

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seems like nvidia wants to get rid of the apex brand

bright panther
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Makes sense

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I've got a friend creating a custom real time destruction plugin.

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We'll have to see how it fares against blast. Blast seems to be pretty heavy on the computation.

inner flicker
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you mean apex?

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I don't know anything that uses blast atm

bright panther
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Well I saw on youtube someone using blast and it seemed to lower the FPS pretty significantly

junior matrix
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I think blast is just the sim used to handle an object's destruction, not to sim the resulting rigid bodies. When the latter becomes thousands to tens of thousands, it's going to lower the FPS.

clever zealot
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Hi, anyone know why the sun and other lights penetrate walls when Exponential Height Fog is enabled?

rapid oracle
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sorry to interfere , how do you make particle system to play itself once ? (when it shows completed)

fossil swan
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set loop to 1 for each emitter (required module)

rapid oracle
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Noice thanks

dark dagger
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So.... this is probably a silly newish-to-unreal question, but when I'm setting up a beam that's going to be hooked up through Montage (rather than code or blueprint), is there a way to just specify "This"(ie, the entity to which it is attached via AnimNotify) as the relevant actor in the source and target modules? I'm trying to get lightning to kinda flow from my character's left hand socket to his right hand socket (or, ideally, to a socket on a blade we spawn in his right hand).

dark dagger
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Surely there's some way to make the Source and Target modules work like the Bone/Socket Location module?

sly wraith
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Any reason light reflections go through hard surfaces??

spare hare
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@sly wraith because you have a Reflection Capture which covers the whole area.
You need to place a Scene Capture within your "dark" room

pure sedge
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I think this is pretty much a noob question but how can i make my particel system stop. I mean ive only did systems that went forever

cold sorrel
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On the required module, set number of loops to 1

pure sedge
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ok do you know how i can remove them or destroy within a blueprint?@cold sorrel

cold sorrel
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deactivate it

pure sedge
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with which node?

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@cold sorrel

cold sorrel
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Deactivate

celest birch
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yooo

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im trying to think about how to implement certain VFX

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for example, if i want a glowing goku style aura from dbz around my characters?

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how would i implement an "Aura" style vfx

cold sorrel
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2d or 3d?

fossil swan
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meshes in this case

celest birch
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@fossil swan yeh like that shit man

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@fossil swan How do I do that lol

fossil swan
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in this case its a cylindrical mesh, cut out a vertical oval mesh, and just have some textures panning upwards and a mask for.. well.. masking

celest birch
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Uh

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@fossil swan so its just a material?

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what if you looked behind us though

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wouldnt it just be on that one plane?

fossil swan
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its a cylindrical mesh the texture is on

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but tweaked top and bottom to be a bit more oval-ish in shape

celest birch
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So its literally a cylinder around the player model

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But with a material that pans up

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and im assuming the "glowing" is emissive?

fossil swan
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yea, and a mask thats shaped a bit like an upwards flame thing

celest birch
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hmm

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well im gonna have to read this lol

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i havent messed with materials like this much

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but it sounds simple

celest birch
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@fossil swan do i really need a 3 hour video

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on masking lmao

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i feel like its probablyh not that complex

fossil swan
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masking is just a black & white (or grayscale) image to tell engine where to show or hide the texture

celest birch
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@fossil swan yeah im just trying to figure out how we essentially "subtract" using that mask

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because we are essentially saying:

  1. Heres my full texture
  2. I want you to remove this (The mask)
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lol

fossil swan
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multiply it.
if a mask part is black its zero

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any value times zero is zero

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or use it as the opacity/opacity mask

celest birch
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hmm

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ok

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@fossil swan what if im using an already transparent image though lol

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like wouldnt that work?

fossil swan
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if it has an alpha channel use that

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or if another rgb channel has the mask, use that

celest birch
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@fossil swan lol am i doing it right?

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it looks right to me..

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just want to make sure though

fossil swan
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yuz, its a start

celest birch
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this shit is just some like

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google images "flame"

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i found rofl

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Is the "Panner" node what i need

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to make it pan up?

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woo we gettin there

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still looks like absolute dog shit compared to yours though lol

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Rofl now i got it panning up... that was some simple shit +_+

cold sorrel
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I have never read that many lols and rofls in a row before. At least he finds it fun.

celest birch
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@fossil swan is there a way

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to remove that greenness

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from my material?

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like you see how its kind of a green + yellow

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lime kind of color

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i dont like that... i want to make it completely yellow, io was wondeirng if there is a way to strip the green out

dark rain
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n00b pfx question here: how do I make particles fade in and out when spawning and despawning?

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I have barely touched the particle editor, so please be kind 😛

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I did manage to get a cloud particle system up by fiddling with the default settings though, but could never get the clouds to fade in / out of existance - they just pop in and out

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here's the particle system, the clouds here are for a 2D side-scroller game

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they are just billboards with a texture on it

celest birch
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Use Color By Life module and adjust the curve for Alpha

dark rain
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do you mean Color Over Life? I can't find Color By Life

celest birch
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Ah yup that should be it

dark rain
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ok

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I put one in

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first time using the curve editor, what should I know about it?

celest birch
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This is more specific to the Color By Life module: 0 will be the start of the particle's life and 1 will be the end of the particle's life

dark rain
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it looks like it's already set to the entire length of the particles life, as you said

celest birch
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Yup so using that curve, the particle should fade in and out

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You also need to use ParticleColor in the material

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Do a multiply with the ParticleColor alpha and your texture's alpha

dark rain
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ok

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still not working...

celest birch
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The bottom pin is the alpha channel

dark rain
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lol I forgot about that 😛

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its working now 😂

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thanks again!

fossil swan
prime quiver
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Stupid question but

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In a material, when using cubemaps, I usually plug in a CameraVector

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well, is it possible to "change the FOV" of that vector?

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i.e. scale the cubemap

vast path
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hey, I'm new to FX and I'm currently trying to create some boosts for rocket league in order to train. What would be the proper workflow for creating like a trail of milk ?

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like, is it better to create a ribbon, or a sprite with constant flow etc..

vast path
cold sorrel
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No, it's not.

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Realflow isn't industry standard even in film these days

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The rocketleague example is using particles. It might be using metaballs, or just clever shading.

cold sorrel
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After a closer look at Rocketleague there's nothing fancy going on.

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It's just a few blobshapes with some noise in the vertexoffset being emitted.

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Two different scales

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Then a old school sprite splash on impact.

vast path
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oh okay I'll take a look at metaballs, thanks

cold sorrel
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But, I just... Fair enough.

vast path
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nvm, thought you meant blobmeshes = metaballs but they're just some meshes

jolly leaf
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Hi guys, can I get help on rotating my mesh through a material? I basically have a mesh with a couple thousand plane scattered in space, and I need each one of them to rotate to the camera the same way a particle would. I've gotten to the point where I can rotate them towards the camera in one axis (Z) via RotateAboutAxis, but I also need it to rotate in one more axis (Y) and I'm not sure how to do this...

sacred heath
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Hello, I would like to know if would be posible doing an outline on a mesh or a skeletal mesh without using a post process. Why This? I would like to outline enemies of local player red and allies blue and i would like to have a parameter yo tweak in the material of said mesh. Any suggestion?

celest birch
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@vorixo#7101 If you don't want to use post process, you can do outlines using the inverted hull method

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Although you can do separate colored outlines using post process too

sacred heath
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Im not a material guy so i have a limited knowledge about the matter, how could i edit a PP effect per mesh

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Lets say meshA i want it to have it blue, meshB green and meshC purple

celest birch
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You have to use Custom Stencil to differentiate between meshes

sacred heath
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Can i do this on runtime?

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Like accesing a parameter of the material

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To swap the colour how i want

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Because thats what im looking for

celest birch
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Yes

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Use Dynamic Material Instances for that

sacred heath
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Afaik MID are only for a material within your mesh thats why i didnt know if this was posible with a PP which is added with a PP volume

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But again you are speaking with a newbie in this topic so

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Ill check it out! Thanks a lot Tommy

celest birch
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I'm pretty sure you can add a post process material at runtime

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Actually lemme try

sacred heath
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This is for neutral ships that as soon as you take them you onrepnotify rest of clients the outline colour they perceive you

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Like a team differentiation

celest birch
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In that case, you can just change that ship's custom stencil value

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The outline material I linked has 4 colours IIRC

sacred heath
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i see

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thanks!

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i'll try it out

night hearth
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Hey guy. I looking to achieve this effect: player start in a park with desaturated colors basically black and white and a video in front of him in normal colors

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how can I achive this?

celest birch
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@night hearth I'll point you in the right direction. Use custom depth on the video mesh and use a post processing material to desaturate everything that isn't the video mesh

night hearth
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@celest birch thank a lot. do you think you could elaborate a bit on the post proccesing material? I'm mainly a gameplay programmer I don't know a thing about materials

celest birch
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It's a material that you can add to post process volumes

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Basically, you can control what the final screen image looks like using post process materials

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Should be lots of resources on it on the internet

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@night hearth