#visual-fx

1 messages ยท Page 22 of 1

quaint bluff
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oh right, iirc they only show 1 value at any time

fossil swan
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ๆ ชๅผไผš็คพใ‚ขใƒ—ใƒชใƒœใƒƒใƒˆๅˆถไฝœใ€Œ็ฅžๅผไธ€้–ƒ ใ‚ซใƒ ใƒฉใ‚คใƒˆใƒฉใ‚คใƒ–ใ€ใฎใ‚ฒใƒผใƒ ๅ†…ใ‚จใƒ•ใ‚งใ‚ฏใƒˆๅ‹•็”ปใงใ™ใ€‚ๅผŠ็คพใงๅˆถไฝœใ‚’ๆ‹…ๅฝ“ใ•ใ›ใฆ้ ‚ใ„ใŸใ‚จใƒ•ใ‚งใ‚ฏใƒˆใฎไธ€้ƒจใ‚’่จฑๅฏใ‚’้ ‚ใๅ…ฌ้–‹ใ•ใ›ใฆ้ ‚ใใพใ—ใŸใ€‚ ๏ผˆๆณจ๏ผš็”ป้ขใฏใ‚จใƒ•ใ‚งใ‚ฏใƒˆ...

โ–ถ Play video
quaint bluff
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so I went with widgets, and all good on render side but I'm getting noticeable amount of queued ticks

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even tho nothing should be ticking

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oh right, should probably set the widget component to manual redraw

compact crow
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Hi everyone, I could not found Niagara c++ library

obtuse seal
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@compact crow You can find it under the plugins folder :)

compact crow
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is Niagara for only blueprint

obtuse seal
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Oh the actual cpp functions

compact crow
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thank you ๐Ÿ˜ƒ @obtuse seal

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can I use #include "NiagaraSystem.h" @obtuse seal

compact crow
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PrivateIncludePaths.AddRange(new string[] { "Niagara/Private" });
PublicIncludePaths.AddRange(new string[] { "Niagara/Public" });

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I added them

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but I cant access NiagaraSystem

obtuse seal
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@compact crow You will need to add the Niagara plugin as a dependency to your project's Build.cs file

compact crow
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can you give ma an example. ๐Ÿ˜ƒ

obtuse seal
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@compact crow In your cpp project's Source folder you can find a file "ProjectName.Build.cs", open that in your text editor and for the line: ```cpp
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "Niagara" });

compact crow
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I will try, I hope that will work, thank you again ๐Ÿ˜ƒ

analog onyx
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In need of expert VFX advice guys. I am iterating on ocean wave spray particles, and cascade does not offer sufficient emission rate and lacks certain features, hence I decided to roll my own lightweight GPU particle sim for specific purpose. So far I have particular complication with spawning. The basic concept of how I process the spawn: For each particle, generate random position, read emission texture at this position. If emission at given position is > set threshold generate a random value. If random value> another threshold, set particle life, position, velocity and what not to appropriate values. If emission at given position is <threshold, do nothing. I initially feared that one attempt to spawn per particle per frame would not be enough, but actually it is more than acceptable. Now the issue: Technically, it is possible that all or large quantity of particles within the simulation will be spawned at the same or nearly same location. That is undesirable due to overdraw and general waste of simulation slots. The question: Any ideas about how to avoid spawning a particle, if there is one nearby, especially considering that I have no way to know which particle ID corresponds to which position. Any ideas would be welcome. @strong carbon Excuse me for pinging You. I am not in a habit of doing so often, but I could use an advice on this one. I hope the wall of text is not confusing.

indigo jolt
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supposed to let you evenly distribute stuff

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my experience with this was "mixed" - but not a failure

analog onyx
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I need emission rate of up to a maximum~~200k particles per frame. Cascade is not capable of that.

indigo jolt
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yikes

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that's the only anti-clumping measure i know of, sorry

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i hate it when things clump randomly and you have no option to reduce ๐Ÿ˜ฆ

fossil swan
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@analog onyx what kind of particles are we talking about?

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visually

analog onyx
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Facing quads

fossil swan
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i mean what do they look like, ae they flipbooks, more info pl0x

analog onyx
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Facing quad with a motion vector flipbook. Slightly scaled by velocity vector.

fossil swan
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(asking to potentially suggest something)

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what if you use a mesh with multiple quads (thousands actually) and control them trough vert offset/collapse them when not needed

analog onyx
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Yep, that is exactly what I am doing. And driving all this with a sim, that updates position of each quad, its scale and flipbook frame.

fossil swan
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quite the pickle you are in hehe

analog onyx
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I used to just space the quads equally on grid, with slight noisy offsets and hide/show them based on emission texture. Was not enough visually, plus the waste is huge. 90% of the particles were culled.

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And rolled a small sim instead to actually simulate basics physics on each splash.

fossil swan
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jesus

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i think it wouldnt be wrong to ask Wyeth for insights, he has been a hero with some of my problems. which seems like small hills compared to yours

analog onyx
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Thanks for input Luos. Here a is an ugly gif of what I mean. With purely random spawn, It is hitting where needed, but overly dense. Decreasing overall spawn chance reduces density, but also causes misses on smaller collapsing waves

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I will probably ping Wyeth, when I feel brave enough.

fossil swan
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jesus

prime pecan
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dayum

brittle remnant
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Now show shader complexity mode ๐Ÿ˜„

round fog
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๐Ÿ˜„

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optimization pass is still pending, but it's 1 mesh particle per impact

brittle remnant
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Looks awesome!

round fog
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thanks ^^

brittle remnant
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I think you will want to cap the total number of impacts displayed as your effect cost is unbounded.

round fog
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Yeah. I have a vertex collapse optimization planned and half implemented as well, but that's currently disabled

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except for the activation/deactivation

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well, it's bounded by the max fire rate of the fastest weapon * amount of concurrent enemies ๐Ÿ˜„

brittle remnant
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Yeah thats a good idea,. If you shrink everything ouside the impact area to 0 that should remove most of the overhead.

round fog
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yep

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the one problem with more complex shapes is that the collapsed verts then like to intersect with the sphere mask for the impact, causing long thin striped polys to be visible

brittle remnant
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Might want to try and reduce the shader a bit cince the camera could end up close to the sphere.

round fog
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might try to collapse them inward

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aye, as I said, this is all pre-optimization

brittle remnant
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You might be able to pass in the impact normal and collapse towards that

round fog
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hmm, that might work

brittle remnant
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er away from that

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Works for a sphere anyways

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might be less successful on complex geo

round fog
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for spheres I've had success just collapsing to the center

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but complex shapes will need something more tricky

brittle remnant
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You might be able to generate a vector from the vertex you want to remove to the edge of the impact ring and scale towards that

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er I guess lerp towards that point

round fog
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my thought was more, use a secondary UV channel to collapse each face into itself

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will probably need some modo scripting, but should avoid the issue with overlaps

brittle remnant
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Yeah that could work, you'll pay some extra memory for the split uvs though might be worth a try

brittle remnant
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Are you using a translucent material or additive?

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The only issue is occasional sorting issues with the collapsed points.

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I think for complex surfaces if you pass in a point some distance behind the impact point instead of the object position you should be able to avoid too much tearing

analog onyx
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@round fog In this case, you could cull by outputting NaN into WPO. NaN on any vertex's positions will cull whole triangle.

round fog
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Oh, interesting.

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Custom node then?

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@brittle remnant additive

analog onyx
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@round fog No need for custom node.

round fog
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Hah

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Nice

cold sorrel
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i... don't think you should do that.

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Get it!?

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๐Ÿ˜„

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Sorry... I'll show myself out

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@analog onyx That's a dirty trick. I love it.

compact crow
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@obtuse seal thank you ๐Ÿ˜ƒ Niagara include worked

round fog
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Yeah same, didn't know it would invalidate the whole tri. That's pretty useful!

fossil swan
brittle remnant
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Thats some dark magic. Though i would avoid the โ€œifโ€ to define your threshold. ๐Ÿ˜ƒ

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Is that NAN trick multiplatform safe? / safe at all?

wanton cairn
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@fossil swan oh lawd

analog onyx
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@brittle remnant Not guaranteed to be multi-platform safe. Unless the case is laid down in specifications, it is undocumented feature, and hence, no conclusion can be made, that it is safe. Had been reliably working for over a decade on desktop GPUs under D3D.

round fog
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If you don't use the if, it'll invalidate all vertices probably

spare hare
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@round fog how do you do the impact effect on the coat shield?

round fog
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It's complicated

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I'll post a breakdown when it's finished :)

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The core of it is this:

spare hare
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just a thing regarding the Shader Complexity.
If you spawn the impact effect on every impact, why not using a RenderTarget?

round fog
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1 Mesh particle emitter spawned via particle events at the impact location, using vertex offsets to move it back to local origin, then using particle location as the origin for the ripple. The ripple is just standard shader math.

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No render targets just because. This should be cheaper and more scalable than with RTs, but to be fair I haven't tested an RT approach. This is definitely easier on the pipeline in any case.

prime pecan
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are render targets really that much more expensive than multiple layered transparent meshes?

round fog
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You could even use many given meshes for it without having to edit them, if the UVs work well enough

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Generally, RTs are costly.

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The trade-off is using very small resolution RTs

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Also not all platforms handle them equally well afaict

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Overdraw is generally bad, but it's also something you can budget for

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It always comes down to what else is in your scene and where your bottlenecks are

prime pecan
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hm I was trying to learn how to do this: https://www.tomlooman.com/rendering-wounds-on-characters/
is the performance hit too heavy to use it for a game?

Tom

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today Iโ€™d like to talk a little about the effect and how it came to be. Iโ€™ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to...

round fog
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See above: it depends

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If having dynamic wounds on your characters is a core feature, then you have to budget for it

analog onyx
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It is not that it scales bad. It does not offer you care-free N effects.

prime pecan
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that's the answer to a lot of performance issues ๐Ÿ˜„

round fog
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Yep

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In my experience, most things you can think of are possible to do in games. Everything has a price.

analog onyx
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For wounds, you can keep a target for all characters you have in game(in view), but that is finite amount, pre defined finite number.

prime pecan
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isn't it also dependend on how often it updates? I mean once the texture is there it's just another texture lookup in the shader, right?

round fog
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Yep

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And memory

analog onyx
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With that in mind, attaching decals as wounds to respective bones and projecting them on character mesh only seems more preferable.

round fog
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Wound tech is complicated. There's some really cool stuff being done that I can't talk about but that might see the light of day soon

prime pecan
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don't decals have the problem that they can 'bleed' on parts of the mesh that shouldn't have them? due to their projected nature

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damn NDAs D:

analog onyx
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There are ways of dealing with that.

prime pecan
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but in general it couldn't hurt to know how to do it with render targets, right?

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I mean even if it won't end up as the final solution, the knowledge should be pretty valuable ๐Ÿ˜ƒ

analog onyx
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It never hurts to know something. Well.. almost never.

round fog
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I'm of the mindset to LEARN ALL THE THINGS

prime pecan
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yeah I figured ๐Ÿ˜„

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thanks for the input you two ^^

crisp pendant
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Hello hello, anyone aware of a possibility to run high quality lights in cascade just with an orbit module? (without velocity) Ty in advance

indigo jolt
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render targets will visually be a pretty slick solution for wound tech, but it's in the category of "not on VR, probably not on Switch" in performance

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it's not as insane as planar reflections, but it's close

analog onyx
fossil swan
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@crisp pendant if yu want to ruin performance sure

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< never touches light in cascade, they yucky

indigo jolt
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to my knowledge - the cascade particle module lights don't even work on PS4 platform, at least that's my experience

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although no one should be embarrassed for NEVER trying it

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as it's a dangerous topic

fossil swan
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we had to disable all particle lights in rad rodgers as they seriously messed up all the lighting channels (remnants from previous vfx person)

tardy dome
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i think for character wounds ur better off with splat maps

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maps morphs and masks

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the 3 Ms u can use lots of

indigo jolt
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ya a few pre-defined wound regions

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rather than fully dynamic ultra-precise aim stuff

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unless we're talking bullet holes, then that's different

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anything melee tho...

tardy dome
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same for holes, RTs are cool and all but wont change collision and once 2 holes connect and it doesnt fall off ur ultra dynamic system goes apecrap ๐Ÿ˜›

plucky frost
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does anyone know how to change the color of a material using a blueprint? The specifics are in #graphics

tardy dome
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dynamic material instance

indigo jolt
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ya, you have the BP reference the actor that is using material and yes dynamic material instance, use the parameter you plugged into your color in the material itself

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if you're asking that, you probably need a tutorial or walkthrough on that subject tbh

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i don't have one readily on hand

tardy dome
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dynamic material instance + ue4 in ur preferred search engine/ video host thingy

prime pecan
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talking about planar reflections, anyone know why they broke in 4.19 when you try to use them in VR? Before they were okay, but after 4.19 performance just tanks when you look at them in VR

indigo jolt
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because they were always bad but likely were just "not bad enough" for your comp to handle safely before. VR doubles costs of everything

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if your project is already big and bloated and you tack on planar reflections, you could feel the hit even in 4.19

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it was knocking off 20 fps globally down from 60 fps on a project i was on

prime pecan
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the thing is that we used them in 4.18 without too much problems. sure the performance wasn't ideal, but that was a secondary issue for our usecase.

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in 4.19 they've become absolutely unusable in VR becasue fps drops to single digits

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even in an empty scene

indigo jolt
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why not just use regular reflections? i mean they have a little bit of weird bleed on sides if you're doing ocean or something

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but otherwise they're not crappy

prime pecan
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well if you want to make a mirror SSR just won't do it, but it doesn't matter, I was just curious if anyone knew why it broke

gleaming fulcrum
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i know why

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4.19 has issues with RenderTargets

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hence why our water shader was totally slow on that version

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i THINK it has something to do with NVIDIA, but i'm not certain

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it was fixed on 4.20 though AFAIK

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more specifically, we had issues with RenderTarget simulation for the FFT, which tanked the editor performance

robust quail
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yeah there was some major memory leak in 4.19 aswell if you used render targets

gleaming fulcrum
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oh 4.19... how much i haven't missed thou

gleaming fulcrum
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Hey guys, a little help.
So i'm not very versed on particles, which is why i need some feedback on this stylized fire, maybe you can help me pin point what is missing or can be improved?

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the game is 2d unlit, so a big issue i'm having is how to lit the stage though

prime pecan
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a little bit of shader magic could do the trick if you don't have too many lights at once

gleaming fulcrum
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interesting... how so?.. i have seen a lot of shader magic and i'm too afraid to ask at this point

gleaming fulcrum
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tries doing something like this.. is basically a mask.. and its pretty much a quick prototype

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don't think that solves much of the problem though

prime pecan
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just so I understand you correctly, you want to light the scene with your torch?

gleaming fulcrum
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i mean, that's pretty much imposible with the setup i have (unlit sprites)

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i could go into creating lit sprites, but i would need normal maps

prime pecan
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'easiest' way I could think of would be to recreate a blinn shader by defining the position of the light source in the material. you could do that by checking which light is closest to the character and feeding it's location coordinates into the material.

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but I guess that would still need some kind of normal mapping or something similar

gleaming fulcrum
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i see, you're right

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i'll have to think about this, because it's a major decision

indigo jolt
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@gleaming fulcrum couple things to think about, for lighting that - use an actual point light, and if you're fancy....well make the whole torch lamp thing a blueprint actor and set the light to vary intensity over time up and down with a Timeline so it's sorta blinky. Other alternative - use an emissive decal to light up the wall there. As for things that would polish this more - there's some "blinkiness" that's annoying - i think your particles are starting out at 100% opacity and 100% scale, so they stutter into existence. Change that to be 0 scale at 0.0 then whatever curve you feel works best after. most of the shapes are kinda OK though, so once movement and illumination is sorted i think it'll kinda work

gleaming fulcrum
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ooh that's the stutter... was driving me nuts

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gotcha, that's why they pop

indigo jolt
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by default, every single particle in game will start off with an alpha curve that starts at 1.0 and goes to 0.0 - which is almost never right. same with scale

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you almost always want to have 3 keyframes for ANY curve

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one for zero value (scale, color, etc), then quickly or not so quickly followed by a full value, then a 0.0 at end

gleaming fulcrum
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thx a lot, would have taken quite a lot of time to figure that out

indigo jolt
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sometimes it'll be 0.0, 0.1, 0.0

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etc

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no prob

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it's definitely on its way, keep going

gleaming fulcrum
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thx!

crisp pendant
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@crisp pendant Hey Luos, lets say i want to ruin performance......( it dosen't dont worry) how sure are you then that you can drive them with orbit?

fossil swan
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only with a plugin afaik

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@crisp pendant

crisp pendant
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Ty

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did you try lights in niagara?

fossil swan
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i havent touched niagara much yet, sadly

crisp pendant
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me a bit but without thinking about the lights

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if the material for the particles is emissive

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and i change the sprites

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to use emissive for static

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remove lights from cascade

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should give same effect way way cheaper?

fossil swan
crisp pendant
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luos........

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his second example

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are you kidding me

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exactly! what im doing right now just with way less particles

fossil swan
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thought as much hehe

crisp pendant
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Thank you so much

fossil swan
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np

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glad my memory is good and I save these kind of tweets

crisp pendant
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waaaaaay better

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ha you often a great help

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really happy

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because it looks superb with cascade lights.....

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but radius

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bleeding etc

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if i reduce them performance is perfect but the light not good visible

fossil swan
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hehe yea

crisp pendant
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high quality lights you see way better

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performance still perfect

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but i cant move them -.-

fossil swan
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they use them very sporadically in paragon (non high quality), but if possible I try to spawn a light trough bp, generally runsa bit better. (though last time I tried was in 4.12 or so)

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but klozar's works fine for simple effects like that as well

crisp pendant
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yeah but how do you get them to spawn in BP at exact particle position?

fossil swan
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with orbit? you cant really hehe

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unless plugin

crisp pendant
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thought so :S

fossil swan
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lost the url, its not on mp, its a pull for source i think

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imho not worth the hassle in most cases :p

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anyways, afk

crisp pendant
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sure that thanks again and a nice weekend

prime pecan
indigo jolt
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Houdini, FumeFx, or Maya or Max tutorial on smoke simulation and rendering- then a lit translucency or fake lit translucency shader. Or get really clever with photoshop and ribbons

prime pecan
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how would a maya smoke simulation work if I want to use it in unreal?

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just to bake the texutres?

indigo jolt
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Bake out semi circular image sequence of alpha and normal map

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One method is to simulate smoke rising- then render camera from overhead and key frame it to ride with smoke

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Look up other smoke image sequences to understand what the end goal should look like and why

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There are a lot of approaches

prime pecan
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alright, thanks for the input, I'll see what I can find

cold sorrel
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For a thick smoke like that, drop the normals and do a sixpoint light instead.

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In fact drop normals for pretty much all effects

analog onyx
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Baking RGB light setup used to work pretty decent for fake volumetrics

cold sorrel
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To generate normalmaps?

analog onyx
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To skip normal mapping.

cold sorrel
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Good, I thought I was going to have to go into a near religious argument then

analog onyx
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You mentioned sixpoint light. Did you mean pre-bake lighting from 6 lights into 6 texture channels, and mix those in the shader, depending on actual light direction? Or I misunderstood something? For I've used only 3 so far. @cold sorrel

cold sorrel
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yep

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That's all the rage these days, even though it's an old technique

analog onyx
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Thanks for clarification. We are on the same frequency for this one then.

cold sorrel
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I blame Mederic from Skull and Bones. He recently did a writeup on it and it's now the new vectorfields.

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It's everywhere xD

analog onyx
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You know, the funniest part so far, that before your message above, I was never aware of Skull and Bones.

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Definitely a game I'd be enjoying.

cold sorrel
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Let the Ubi flow through you

mortal lily
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Thats pretty interesting. Do you know where i can find this write up? @cold sorrel

cold sorrel
analog onyx
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Thanks for link Glad.

mortal lily
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Thanks Glad.

barren raven
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Very interesting read, thanks!

prime pecan
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Thanks Glad! That looks pretty amazing. ๐Ÿ˜„

compact crow
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Hello everyone, Does Niagara work on mobile devices ?

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:=

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๐Ÿ˜ƒ

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I ve asked a lot.

indigo jolt
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Glad, what are your thoughts on using normal maps on clouds - not as normal maps with lighting at all, but as a Z-axis based fake lighting for unlit smoke that ACTS like lit smoke?

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i've seen a few setups like that and i kinda dig the results there - simply "down is shadow" is nice

cold sorrel
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Normal map, no. Bent normals, sure

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Which is the same as using a spherical normalmap

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Detailed Normals always look shit

brittle remnant
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Heya, question for you all regarding Cascade GPU particles. Since I moved my project from 4.18 to 4.20 I'm seeing a strange difference between my emitter in the game and just looking at it in the editor window:

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Seems like it's running faster somehow?

honest sable
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@compact crow i highly doubt it

compact crow
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@honest sable I created a new actor (MyTestActor) that includes UNiagaraComponent.
And Component's asset was set.
I added MyTestActor_BP Blueprint to the viewport that extended by the MyTestActor.

The result is as follows.
Mobile Preview ES2 running without error but iPhone X crashes when starting game.

ocean hedge
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@compact crow what branch are you working out of atm?

indigo jolt
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@cold sorrel hey do you happen to know with any certainty which is cheaper? Post Process Material for screen effects (camera splat-blood, rain etc) OR a head-sized dome of geometry rendered in front of camera with similar visuals?

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in VR in particular

cold sorrel
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Nope

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If possible, use only the geo you need so you don't double render more than you need

indigo jolt
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hmmm alright, i was hoping answer was 'Post Process' - i don't like using the geometry thingies

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feels hacky

prime pecan
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I would say post process should be faster because the other would require a transparent layer over the wholse screen

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I guess that's also what he meant with using only the geo you need, so that you don't cover the whole screen with the mesh, but only the parts that should have the blood splats on them

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still, my understanding is that post process effects are usually a very small performance impact

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except if you go balls to the wall with them ๐Ÿ˜„

indigo jolt
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ya, i'm working with pre-existing systems that are these screen-covering geo deals and i'm skeptical

prime pecan
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just activate the shader complexity view and look at a transparent object to see why it's usually a bad idea ๐Ÿ˜„

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hey @cold sorrel I hope you don't mind me pinging you directly.
I've got a question regarding that smoke effect. The article mentions that it supports the sunlight and one point light, but in the actual shader code I only see 1 light direction mentioned. Am I missing something or is the code only describing the sun light and you're supposed to figure out the rest from there?

indigo jolt
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i guess my biggest worry here is this - the geo NEVER goes away, but the materials vary in visual opacity. so my thinking is - a fully transparent piece of geo should cost more than a fully de-activated post process mat

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but i have no way of knowing

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we run with a post process volume globally all the time regardless

analog onyx
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@indigo jolt There is no fundamental difference between pp blendable and rendering full screen quad.

indigo jolt
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how about when "inactive"?

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isn't there a cost to any translucent geo even if it has 0% opacity?

cold sorrel
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SMoke: Don't know. Haven't checked the code but one of the students in last months challenge on the forum managed to add the light so I assume it's not prohibitively hard.

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Yes

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It always costs

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unless you have implemented early out

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I try to use tight particles for these things.

indigo jolt
#

ah a particle mesh type thing that renders then dies?

cold sorrel
#

Or even a sprite per drop. it depends on the effect

prime pecan
#

alright, I'll ask our shader guy then if I ever get to that stage. what is the technique called that was used to create the maps? the article doesn't really explain how they're actually created

cold sorrel
#

In Bf we had damage direction indicators that used a quarter of the screen each and then individual drops for flavor

indigo jolt
#

nice

#

i guess the challenge with particles i'm uncertain of - is how to get those personal screen particles to NOT render for other players

#

although i'm sure that's not terribly complex

#

some sort of BP setup

cold sorrel
#

Never done it in Unreal so I wouldn't know

indigo jolt
#

i assume same setup as the face screen mesh deal

#

hmmm i'll tinker around with doing it via particles a bit, the whole thing needs some thought

prime pecan
#

or are there any tutorials explaining how to create the maps used for that smoke effect?

cold sorrel
#

I'll write you one.

#

Add directional light pointing in Cardinal direction. Render. Store render in a channel of finaltexture. Repeat for remaining cardinal directions.

prime pecan
#

it's that simple, huh?

cold sorrel
#

yes

prime pecan
#

man I feel stupid now ๐Ÿ˜„

#

alright thanks

cold sorrel
#

Hehe

#

It's not a new super advanced technique. It's just recieved a boost in popularity after Battlefront did it and then this writeup from Mederic

prime pecan
#

it looks pretty sweet though

cold sorrel
#

It does

#

It has many limitations though.

prime pecan
#

would houdini be a good tool to make these kinds of effects? I'm thinking about trying it out and this might be the perfect project for it

#

for example?

cold sorrel
#

It took me about 3 minutes to create the lightrig needed in Houdini last time ๐Ÿ˜›

#

Perfect for that sort of thing

#

Especially since you can feed the result straight into cops and assemble the texture

prime pecan
#

well the lights are one thing, but the actual smoke? but I guess it can handle that too, right?

cold sorrel
#

Yes

#

That, I do have a course for

#

But it's paid and this discord is allergic to that sort of thing

prime pecan
#

yeees! feed me knowledge ๐Ÿ˜„

#

oh

#

you can PM me if that's ok for you

#

nobody has to know ๐Ÿ˜›

mortal lily
#

or post the link on the other discord ๐Ÿ˜„

cold sorrel
#

Oh it's not against the rules or anything

#

It's just, after I post that I get PMs from people asking if I can send it over for free instead.

#

The course only covers basics. If you want to make good looking smoke, check out Knippings course.

#

Applied Houdini

prime pecan
#

ha pluralsight, I'm currently getting bombarded with their current deals, so maybe this is the perfect time to get it ๐Ÿ˜„

#

but thanks for the help, I'll see if I can get something done with that ๐Ÿ˜ƒ

analog onyx
#

@cold sorrel Nice to see you as course author and thanks for the link. Definitely will subscribe for that one, once I hit requirement to get hands on Houdini.

cold sorrel
#

Man, got contacted by a recruiter today who while being extremely interested tried to play coy. (This all happened within one long message). He finished the mail off with a link to some gameplay of the studios latest VR game. It was filled with recolored versions of the FXVille bloodpack from the late 80s. I mean, it didn't look great when it launched and if you are still rocking it, I don't think you can afford to play hard to get buddy xD

indigo jolt
#

lol that FXville thing gets used everywhere

#

i don't hate it tbh

#

but it is pretty "affordable"

analog onyx
#

it is the one, with weird purple tint on it ?

cold sorrel
#

I put mine out for 3 bucks to try and irradicate it. But it's not working ๐Ÿ˜„

#

It's not a horrible pack, but it has not aged well. If they put a new one out now, it'd look a lot better

prime pecan
#

you're implying that they improved in the meantime ๐Ÿ˜›

#

this isn't always a given

#

btw would Popcorn be a viable alternative to create that smoke effect? ๐Ÿ˜…

cold sorrel
#

What part?

#

Fx ville has improved.

prime pecan
#

Well the smoke textures

cold sorrel
#

You don't know what popcornfx is do you?

#

Think of it as standalone cascade.

prime pecan
#

well a friend mentioned it when I told him what I want to make, so that's why I asked ๐Ÿ˜„

#

but that clears thing up a lot, houdini it is!

indigo jolt
#

ya houdini is amazing. popcornfx seems to be a toy for programmers that want to do fx

#

it can be artsy but it really pushes "script" based organization

dull igloo
#

hi all, question about spawn per unit within cascade. in 4.20 if I set my movement tolerance crazy high, I still get particles spawning. This seems like a bug in my version. Any ideas of how to work around this? I need particles that only spawn when you are moving fast

cold sorrel
#

Nah, Popcorn is good for when you run into walls in cascade. It has more use for Unity though as Unity doesn't have GPU particles.

indigo jolt
#

ya i used it in Unity, it was OK...much of the free demo content was kinda pricey, and particle collisions didn't work with in-unity environments

cold sorrel
#

They do, but you have to build the collision scene

#

I would never use it for something that could be done in cascade or shuriken

#

But for the stuff that can't be done there it's worth it

prime pecan
#

well I'm looking at the introduction tutorials for houdini right now, gotta say, the node system is on another level I love how easy everything just connects and disconnects ๐Ÿ˜„

honest sable
#

@prime pecan be sure to check out entagma, rohan dalvi, and procedural lake houses

cold sorrel
#

I don't recommend lake houses if you are a beginner.

#

Hell I don't recommend it unless you are a programmer

#

To be fair I wouldn't start with entagma either unless you have previous mograph experience.

#

Both Anastasia and entagma are very vex heavy which is counterproductive when you try to learn the basic Houdini concepts.

sullen forge
#

@prime pecan there is a Torch tutorial

#

wich shows how to model a game-ready torch for games

#

thats one i really liked

#

for an "intermediate" use

#

for the actually basic, i would say Game Tutors is fine

#

this tutorial

#

even materials are created procedurally and baked

#

there is also a great noob tutorial about how to make a spaceship

#

for free

#

in Udemy

#

it shows how to do more "normal" modelling, with some enhances with booleans for some parts. But mostly fairly normal

prime pecan
#

alright, thanks guys, I'll take a look at your suggestions! ๐Ÿ˜ƒ

cold sorrel
#

Start there. Don't overcomplicate

prime pecan
#

yeah I'm definetly starting with that, but it's nice to have suggestions to follow that up ๐Ÿ˜ƒ

gleaming orbit
#

Does anyone know how to freeze a particle effect on a certain frame? I'm trying to freeze my scene and then do a matrix style camera animation

pale ivy
#

Hi there. Does anyone have issues with Niagara and making a smooth fade in/fade out transition? I used a color on particle update with a color from curve to drive the opacity from 0 to 1 but some of my particles are still popping. I have this issues on several of my emitters, dunno why really :S Any idea? Ty

barren raven
#

His second part covers buildings. They are both really nice and short and contain lots of great info for modeling

#

And only a few hours each, great pace

#

Then like people said, do entagma and more advanced stuff later, it actually is more beneficial to watch the engtama VEX series when you already have an understanding of it as it hammers it home nicely

#

And if doing FX work, Glad's courses are excellent

#

Also Applied Houdini is top notch but more catered to film FX, still you pick up a lot of useful info

prime pecan
#

All I wanted was a simple smoke effect and now I'm ready to gear up to become a Houdini Pro. Thanks for all the great suggestions I'll definitely dig into them. ๐Ÿ‘Œ

barren raven
#

It's so worth it! Houdini is the way forward!

prime pecan
#

It certainly won't hurt to know how to handle it, I guess ๐Ÿ˜…

sullen forge
#

tfw i literally ignore the entire VFX parts

#

just interested on proceduralism and modelling

gleaming orbit
#

@pale ivy Thanks

fossil swan
#

havent tried 4.20 yet, but looking at the mess cascade has been in since 4.18 I am rather worried that it'll end up even more a mess in upcoming versions instead of making sure it ends on a high note.

fickle flame
#

in Niagara, how does one pass a static mesh to a system via blueprint? There's a node 'SetNiagaraVariable (Actor) but nothing else

indigo jolt
#

@cold sorrel so I was looking over this thing and it looks amazing https://realtimevfx.com/t/smoke-lighting-and-texture-re-usability-in-skull-bones/5339 HOWEVER - i can understand maybe 70% of what they're saying about the rendering process since i don't know Houdini well...but the real issue is: HOW do i do these shader instructions in Unreal? I just spent a while googling the hell out of the subject but I can't seem to find any Unreal Material setups for "4 point lighting" or "6 point lighting"

cold sorrel
indigo jolt
#

oh wow awesome!

cold sorrel
#

That what they call me

indigo jolt
#

lol agreed

#

this just chopped out months of trial and error

honest sable
#

@fickle flame you don't. you set a static mesh module in the emitter

fickle flame
#

@honest sable ok, so is there no way to assign dynamically?

honest sable
#

not yet. same is true for materials

#

you can set a few primitive types: vector, float, bool, etc

fickle flame
#

ah right, ok. Any idea what this 'Set Niagara Variable (Actor)' is for?

honest sable
#

good question. no idea

fickle flame
#

I wanted to create a dynamic particle dissolve effect for any actor in scene, guess I can't do that

honest sable
#

i think u would have to create an emitter per-actor with different meshes assigned

fickle flame
#

the mesh sampling is very nice. Although I'm having to do it in a module, as when I use the supplied Sample Mesh module, I can't map the 'Particle.Position' in the system

#

I can cheat the effect I want I suppose, switch materials to a dissolving effect, stick an emitter at the same location, roughly same size

#

a little annoying, as you can literally eyedropper-pick a source actor in editor, but can't do it in BP. I guess it's compile-time setting not runtime

honest sable
#

oh right...eye-dropper to pick an actor. i've done this before...

#

when assigning the actor to a spline

fickle flame
#

yeah down here

honest sable
#

i don't think i've ever used that. a lot to learn

fickle flame
#

overrides the deafult mesh. So, very useful - if only you could set that param at runtime

fickle flame
#

right I just looked in source, that (Actor) method isn't even implemented, hah

#

hometime for me, thanks @honest sable

ocean hedge
#

@pale ivy could you send me an example file via DM?

fickle flame
#

@ocean hedge wow, the first option worked. Just attaching it to an object - ideal

#

Regarding option 3: is there any way to set the source at runtime?

vivid nebula
#

Hey guys! Can someone tell me where can i read about points at mesh? I want to spawn particles in Niagara not only at surface mesh but at top or bot of mesh. Halp please.

#

I'm a little bit confused and don't undstnd how to sort points :/

ocean hedge
#

@fickle flame not yet, its on our radar

fickle flame
#

ok, thank you for the info

#

took me 3 or 4 hours playing about yesterday to get it to attach (and failed), your blog was super useful

pseudo elm
#

I have a strange issue.
If I edit the global engine shader VolumetricFog.usf (even adding a white space). Exponential fog breaks.
Ctrl + Shift + . does nothing.

How does one recompile global engine shaders?

honest sable
#

@vivid nebula instead of sorting them, have you thought about using a texture? you could spawn a particle if the sample has a specific color

vivid nebula
#

@honest sable Thx very much!

fossil swan
fickle flame
#

Any ideas why I get this when trying to read a mesh triangle color? "LogNiagara: Static Mesh data interface is cannot run as it's reading color data on a mesh that does not provide it."

zinc remnant
#

quick question about uv distortion - since I've up to now always just used it on materials in-world, the fact that distorting the UVs just by adding noise to the texcoord shifts stuff up to the left hasn't mattered.

#

but now I'm messing around with shifting scenetexture coords in a post process material and now it matters - I've tried to essentially remap my texture from 0 - 1 to -1 - 1 as I would expect that to work but now it's essentially just shifting things to the bottom right instead

#

am I right in thinking what I'm doing is right but it must just be the texture I'm using being too light and not having enough darkness to it

#

Alright yeah, never mind - I've reduced the shifting by tweaking my noise texture's power

cold sorrel
weary pecan
#

If I have an emitter in the world based on a template, am I able to edit the particle's characteristics without saving over the template or messing with particle parameters? I want to make a few quick changes (that only have to be made one) and move on, without having a separate asset in the content browser

fossil swan
#

you can expose quite a few variables to accept blueprints, which in turn also exposes them when you place them in the world

#

but need to go now, else I would show an example

near merlin
#

Hey, so in most engines I've used, I use object-based particles simply because I have more control of individual particle behavior. Trying to do this with UE is intense, because even a base actor, with nothing running on it is referencing a lot of engine features. Is there a more bare-bones rendering option available that wouldn't cause such a drastic hit on performance?.. Or is the particle system the only way to bypass that problem?

analog onyx
#

Object-based particles, that is.. one component, per each particle ?

#

That is not something that should be done.

sullen forge
#

can be done through instancing

#

very, very bad idea

#

as you need to update them manually

#

one by one

#

unreal doesnt let you do a "batch" where you just give it an array of positions/transforms

near merlin
#

Okay, I'll try to get a video up with what I did in gamemaker and see if you guys know the best place to start because yeah, actor particles are pretty rough.

near merlin
#

I'm trying to get this sort of behavior out of the particles. Where they're reactive to shots, bounce off things, rotate fade etc.

#

I'm very inexperienced with the particle system, but I haven't gotten anything close to that with it, which is why I opted to try out actors, but that gets taxing pretty quickly.

fossil swan
#

hmm, there might be a better way but if the small sparkles are gpu particles that react to global vectorfield, and have that vectorfield attached to the projectile. (a vectorfield with strong pushing away from bullet force) when shooting it could push em away.
at least, thats my first thought

near merlin
#

Hmm. Guess I should read up on what a vectorfield is.

fossil swan
#

basically a X/Y/Z grid, and on each gridpoint it has vectors pointing at a certain direction

near merlin
#

Are gpu particles compatible with mobile?

fossil swan
#

yes, though shooting global vec fields might be a bit extreme.

#

never tried it though

#

there is also the point attractor which can take negative values to push away, not sure if you can tell it to look at a blueprint/other emitter location though

near merlin
#

Yeah, I mean, I'm willing to try it. Recreating this system is more complicated than I first thought lol

fossil swan
#

if it can, its probably the cheaper of the two suggestions

near merlin
#

Okay, I'll give it a shot. Thanks for the suggestions!

#

They can be worse than actor particles lol

fossil swan
#

well, in theory they could all be part of the same mesh, each "particle" being controled by its own world offset noise to float around, and have a screenspace gradient move along with your projectiles, and add offsets when each "particle" touches that gradient.. but well..

#

i wouldnt do it

#

might be cheap-ish on drawcalls, but the vert anim/shader math would be much more expensive

near merlin
#

I wouldn't even know how to even start something like that.

near merlin
#

While googling, I discovered popcornFX. I downloaded that and I'll just give that a try. That seems like it can more than accomplish what I'm trying to do. I found a video where someone used it to spawn a crap ton of butterflies as particles lol

long rapids
#

hey gang, question about old cascade

#

is there a way to copy an emitter from one effect into another effect?

#

i found 'export emitter' but doesn't seem to DO anything

#

nmd, found it. Propper way of doing it: 1. Select the particle system in the browser you want to copy to. 2. go to the particle editor that contains the particle you want to copy from. 3. select "export emitter" 4. The particle effect is now copied to the particle system you had selected in the browser.

prime pecan
#

I've got 3 lights in my scene in houdini, but why are my colors so washed out? ๐Ÿ˜ฆ

buoyant escarp
#

I'm trying to make the object rotate with just a material simply to save cpu since this will be on lots of pickups

#

Moving the vertices works fine, but getting the normals to follow along is harder, I can't wrap my head around it

analog onyx
#

@buoyant escarp WPO expects offset. You are feeding rotated world position into it.

#

For normals, there is a special mat function. It is called something like fix normals after rotateaboutaxis.

#

Also you are trying to rotate tangent normals around world space axis

buoyant escarp
#

I though rotating a up normal (0, 0, 1) around a world axis transformed to tangent space would have worked for normal, but even with Zero angle rotated the normal looks of <.<

cold sorrel
#

@prime pecan I don't know why it's washed out. It looks like you have an ambient light in there.

#

However, render one light at a time and composite them

#

more controllable

prime pecan
cold sorrel
#

What's the shadow intensity on the light set to?

prime pecan
#

distant lights are directional, right?

cold sorrel
#

Yes

#

no shadow

#

maybe remove that ๐Ÿ˜‰

prime pecan
#

OH

cold sorrel
#

and crank up the shadow intensity to see if it helps

prime pecan
#

why is that even in there? ๐Ÿ˜„

cold sorrel
#

Don't ask me

#

Not my setup ๐Ÿ˜›

prime pecan
#

it's a default light o.o

#

okay this is weird

#

I removed the flag and set the intensity to 5 and it looks exactly the same ๐Ÿค”

cold sorrel
#

send hip

prime pecan
#

this is the apprentice version, but here

cold sorrel
#

Yeah I was about to say..

prime pecan
#

didn't save ๐Ÿ˜„

#

the overall scene layout should be familiar... ๐Ÿ˜…

cold sorrel
#

Yeah I recognized the naming

#

๐Ÿ˜›

prime pecan
#

๐Ÿ˜›

#

just tried to tinker with the lights for a moment

cold sorrel
#

Cool. I get the same issue so I can troubleshoot

prime pecan
#

neat

#

this is before the fire effect ๐Ÿ˜„

cold sorrel
#

Hmm

#

If I turn -noshadow back on, it works

prime pecan
#

oh you're right, I put it back in with shadow intensity set to 5 and it looks better

#

btw is there a way to render again without going back to the "out" graph and hit "Redner to MPlay"?

cold sorrel
#

Use the render tab

#

Also, quickmarks

prime pecan
cold sorrel
#

The combined image is irrelevant. You need to tweak each direction individually to make sure it looks the way you want it as in game you'll only see one at a time(ish)

prime pecan
#

yeah it was just for the test ๐Ÿ˜ƒ

cold sorrel
#

Could, sure. But the big difference is that sim as a much higher density than yours. Less transmission means less blurry lights.

prime pecan
#

yeah it looks like it's pretty much solid

#

that's definetly something I'd need to tweak

#

so far this is just your tutorial smoke, so there isn't much tweaking in it yet ๐Ÿ˜ƒ

cold sorrel
#

Exactly

#

that picture is pretty much the explosion preset with the heatfield disabled

prime pecan
#

since this is based on your example, where exactly would I set the density for this?

cold sorrel
#

the dop net

#

on your source

#

You can up the density in the shader as well, but to get that look you need more density in the sim as well

analog onyx
#

I am not a Houdini guy, but theoretically, you should not bake colored lights for this kind of thing.

cold sorrel
#

Hehe

#

Welp. Guess I'll stop then

prime pecan
#

yeah I set the density to 10 and the result is already much more detailed, nice

north marsh
#

anyone familiar with post processing materials and shaders? I need some advice on how to vary the color based on the intersected object

prime pecan
#

well what would be better? having the 3 colors and add them individually or should I have white lights and use them as the individual channel masks?

cold sorrel
#

It's not much of a difference, but I usually render each light as a separate imageplane and comp them so I can tweak contrast on eachchannel

analog onyx
#

No I mean, well, the frequencies are absorbed differently, and you will get somewhat different results by baking 3 white lights and channel storing vs baking 3 colored lights. But the difference is probably not worth the render times.

cold sorrel
#

๐Ÿ˜„

analog onyx
#

๐Ÿ˜ƒ

#

theorycrafting is such theorycrafting.

prime pecan
#

I did something similiar with V-Ray in maya, where I baked 3 lights into one lightmap to control them separately. and there it didn't matter if I used a white light or a red light, that's why my initial thought was that it might work just as well in houdini ๐Ÿ˜„

analog onyx
#

@prime pecan Just in case, that was a bit of a joke.

prime pecan
#

okay okay, just making sure ๐Ÿ˜„

#

I'm just starting with houdini, so I don't want to learn bad habits right from the start ๐Ÿ˜›

#

and thank you @cold sorrel you were a big help ๐Ÿ˜ƒ

prime pecan
#

well that's new, I've been messing around in houdini and suddenly my screens turned black and my GPU sounded like it was preparing for liftoff o.o

celest jasper
#

What actually happened to mass updating particle locations that someone provides with an array?

#

Is that possible in Niagara now? I think someone made a suggestion in the past.

near merlin
#

I've tried a few things but I haven't found a way to interact with the particles, just the emitters

#

Which makes depth sorting and translucency difficult

cold sorrel
#

The topic of packing multiple meshes into one using vertex color and Worldposition offset was discussed here a while ago so I figured there might still be some interest. I've made a tool that instantly packs and sets colors for you in Unreal.

hollow trail
#

How do I prevent my particle systems from not rendering if they are less then about 40 cm from the camera?

honest sable
#

@celest jasper not possible right now but would be nice to have. maybe when matrix is supported we can abuse that.

fickle flame
#

I'm using Sample Static Mesh node in niagara system, and have attached the system in a blueprint. However, when I rotate the blueprint, the particle position is offset based on the X/Y location

#

any ideas?

#

ah must be because of sampling position in world space. I'll re-make a module

fickle flame
#

are there any good samples / libraries of Niagara particles around?

lucid olive
#

The ContentExamples map has a lot of examples. Mostly only the basics but there's a mesh replication with sprites one that is pretty cool

winged imp
#

hi guys I'm having a blast learning ray marching. I'm wondering what games actually used this technique?
The only one I know is Allumette which is super awesome

analog onyx
#

Most if not all titles with high-end visuals use it.

cold sorrel
#

Ha!

#

Uncharted 4 use it in many of their VFX and the effects team said it wasn't worth the cost.

#

If you target more than 30 fps and a largeish level, you might want to look into alternatives.

winged imp
#

@cold sorrel oh yea I've read about it and recreated a 2D heightfield cloud / smoke thing. looks pretty dope

#

Horizon Zero Dawn used it for cloud too

analog onyx
#

raymarching is everywhere. Rendering volumetric effects using raymarching is kinda still a luxury.

winged imp
#

@analog onyx can you give me some examples?

cold sorrel
#

Yeah, we implemented the same clouds but they were way too expensive

analog onyx
#

@winged imp Screen-space reflection, Volumetric fog.

#

those features rely on raymarching.

winged imp
#

oooh right

#

(didn't know about SSR, schooled)

cold sorrel
#

I feel Death cheated on that one ๐Ÿ˜›

#

That so wasn't what he meant

analog onyx
#

๐Ÿ˜ฆ

winged imp
#

actually I did mean anything related to ray marching, since I'm learning it and not sure how I can benefit from it

#

since it's expensive in general

cold sorrel
#

Mhmmmm

winged imp
#

I feel cooler, that's for sure lirikCHAMP

analog onyx
#

As for specifics, that is rendering clouds using raymarching, Horizon Zero Dawn uses it.

winged imp
#

I'm looking at the pdf. It's crazy

#

their target performance is ~2ms, kinda no go for 60fps

cold sorrel
#

exactly

winged imp
#

thanks guys

cold sorrel
#

Also, target was 2ms right?

#

Did they actually reach that?

winged imp
#
this our target performance is around 2 milliseconds, most of that coming from the
number of instructions.
In review we feel that
We have largely achieved our initial goals. This is still a work in progress as there is
still time left in the production cycle so we hope to improve performance and directability
a bit more. ```
cold sorrel
#

Sneaky wording right there o.O

winged imp
analog onyx
#

Meeting good performance with volumetric raymarching is.. hard because there are not that many optimizations steps you can take.

cold sorrel
#

Indeed

#

it's a bit bruteforcey as a concept so you can only get so far

winged imp
#

welp. at least it looks nice in our showreel.

analog onyx
#

Largely achieved our goals is a good wording indeed.

hollow trail
#

How do I prevent my particle systems from not rendering if they are less then about 40 cm from the camera?

indigo jolt
#

anyone know a good reason why Ceil function would visually get busted at lower Engine Scalability settings? like noisy artifacts

#

is it more expensive than it seems?

pseudo elm
#

@indigo jolt Sounds like a precision issue. Try enabling full precision in the material. I know it affects the time passed into the shader.

indigo jolt
#

full precision - is that a checkbox?

#

sorry i haven't seen that one before just curious where to look

indigo jolt
#

nvm found it, thx!

timid kiln
#

anyone know if there is any kinda exclude volume you can use, for instance, i want to spawn in an area of a half circle particles? ie would make a sphere and put a square of do not spawn here square on half? ๐Ÿ˜ƒ

brittle remnant
prime pecan
#

man I just love how everything else just freezes because it's happening so god damn fast ๐Ÿ˜„

indigo jolt
#

@timid kiln Sphere location module in emitter. do + X, + Y, - Y, +Z, and -Z as checked, leave -X as unchecked.

#

check every axis except 1 basically ๐Ÿ˜›

timid kiln
#

Ahh really?? I figured that's give me some wired eggshape to used to traces thanks

indigo jolt
#

my answer could totally be wrong depending on situation. but if what you're trying to do is spawn particles ONLY withing a half-sphere, then this is one reasonable way of doing that

#

just remove any other location modules

timid kiln
#

Yeah only half radius ideally actually would be half circle )

#

Like it's easy to say use extremes only and do a circle but was aiming for a half circle

timid kiln
mortal lily
waxen ingot
#

does anyone know a way to get pivot painter to work with skeletal meshes?

pallid fog
#

OMG, just being able to ramp ribbon width by a curve scaled by link order already has me double-sold on Niagara.. Thank you Epic for taking the time to replumb from the ground up.

spice bone
#

We've been getting random crashes when using skeletal mesh emitter modules in Niagara. Just took a look at the debug symbols and looks like something's going wrong in UParticleSystemComponent::CreateDynamicData() -- our vfx artist had tried lots of variation on using different modules but we keep getting the same crashes. It could also be related to NiagaraMeshRendererProperties as we're using that as well but we're not sure, we don't really have a great way of telling. Anyone have similar experiences?

loud pivot
#

Is it possible to change size (like radius) of PFX like some void zone etc in C++ ?

fair tendon
#

Hey anyone here?

#

I have a question about my emitter

fathom bobcat
#

i ain't well versed in VFX so I probably can't answer, but don't ask permission to ask a question

#

just drop it in

#

and someone will most likely answer you

vapid tree
#

Im not sure if im right in this section, but i currently want to make a object gradually appear from 0-1 (wich should be the same anywhere in the level.) I have looked at vertex normals but that diddnt work. Anybody has any idea how i could do that ?

stray venture
#

How do I create a shader?

stray venture
buoyant arch
#

Hi all, I'm learning VFX terminology and I'm looking for the technical name of the FX appears at the end of these anim trails:

#

The FX with air distortion at the end of an attack

#

I'm also looking for tutorial related to that FX in order to learn how to make them so any pointer would be super appreciated. Thanks in advance ๐Ÿ˜ƒ

cold sorrel
#

They don't have a technical name.

#

Depending on how they are made they are called ribbons, swooshes, soulercoasters, Curvesweeps.

#

This is how I make them

solid stream
#

hey lads, anyone knows why the Convolution Bloom acts differently depending on the camera angle ?

#

ie from one perspective it looks as intended, but when you look at the source from another side it looks like the basic bloom

#

hah nvm, forgot to unbound the pp volume facepalmz

buoyant arch
#

Thanks @cold sorrel for the resource!

spice bone
#

We had to completely disable Niagara in our game due it taking the game to crash town. :\
Happy to provide logs or anything that might help make it better -- we would way rather work in Niagara in the future.

stray venture
#

How do I use the stencil buffer node in unreal? I'm trying to get an Image to be masked my the object

buoyant arch
#

@spice bone Would really appreciate it if you could share what kind of VFX are you implementing using Niagara in your game and your computer specs. I'm considering Niagara for most of my VFX but if it's not suitable for certain usecase at the moment it would be helpful to know and avoid 'em :-?...

spice bone
#

@buoyant arch Yeah so I re-enabled Niagara and ran the project through debug mode just now. I couldn't tell which exact module was causing the problem due to debug optimization but my guess is that it was the Skeletal Mesh sampler, and the error ended up being related to memory allocation. I could tell that it was 100% Niagara related though. Unfortunately I'm not set up currently to go super deep into Niagara otherwise I'd provide a more detailed description of what was happening during the error. The VFX we're doing is reliant upon skeletal mesh sampling, so you may be in the clear if you're not doing that. I have an i7 with GTX 1080 for my pc.

#

So yeah, again I couldn't find where it makes reference to the exact module unfortunately ๐Ÿ˜ฟ but since my VFX artist was getting crashing in editor when sampling skeletal meshes we assume it's something to do with that.

#

We're going to try using a proxy mesh or LODs to see if that helps.

#

Niagara did give a CPU access warning, but VFX guy retooled the module and it was supposed to have fixed it.

#

No more warning, but crashing still occurs. It's difficult to pin down as well because crashing can occur right when you use the emitter or 15 minutes later!

buoyant arch
#

Thanks so much for the insight @spice bone .

spice bone
#

So to me this says perhaps it's erroneously releasing memory that it then tries to use again at some point, but can't really be sure!

brittle monolith
#

The rough idea is streams of water / steam swirl into a ball and then a water ball is conjured

#

Just wondering how to go about that cause I'm not too familiar with VFX, all I know is how to pan and multiply noise textures to create weird moving materials, but got excited to try Niagara

tired iris
brittle monolith
#

@tired iris you can pan a mask on a lightning material

brittle monolith
#

so you first get your lightning to look like a lightning

#

and then you can multiply it with a mask that is moving top to bottom

#

You're gonna need a set of lightning textures for that though

bright panther
#

Pretty sure that lightning is using multiple frames like a flipbook. On some of it you notice that some lightning pans down some reaches upwards all within the same "strike" which a mask wouldn't allow.

#

Could also be a mesh that has a streak going upwards, and in that case the panning would work.

cedar ibex
#

Hey guys, anybody know any good particle effects tutorial or example for a thruster like effect? Like a spaceship engine

pale ivy
#

@ocean hedge. I sent you a PM with an Unreal Project zip file and a video about Niagara's particles bug popping in existence while having a fade in alpha curve. Hope it helps

ocean hedge
#

Weโ€™ll investigate @pale ivy and @spice bone .. thanks for sending us the info

shrewd oxide
#

Someone know why my particle line looks like this? Just want that the line point to the player but there are so many of that line and they dont disapear

proper beacon
#

Do someone know if can color a particle based on the vertcal world z ?

lone wing
#

shouldnt be hard, just get the WorldPosition, mask Z, and do your logic, (multiplying by particle color, if you want to increase as higher it goes, etc...)

winged nymph
#

how do I get the Orbit Module to start offsetting at 0 and up based on particle lifetime

#

uniform curve on the offset amount doesn't seem to work

zinc remnant
#

did you try constant curve?

#

Speaking of Uniform curve I've been using cascade for like 4 years and I never got it to work properly

#

I should probably read up on it... ๐Ÿค”

#

I mean, I always assumed it would read the values between two curves (naturally) but it never seemed to work properly

spare hare
#

uniform curve is random

#

you have a Max Curve and a Min Curve

#

and it reads values between these curves

indigo jolt
#

anyone know why sometimes event generators work in cascade preview but NOT in level?

#

totally works in cascade for this one, but nothing going on in editor/play

#

hmmm bizarre, adding "emitter initial location" into the stack seems to resolve

#

but wasn't required in another systems

#

now i have a solution and i don't know why it is required sometimes and not others...

#

this will nag me for a long time

bright panther
#

Event generators are very finnicky from my experience. Some times I'll sit there for tens of minutes trying to diagnose and not know why it wasn't working.

indigo jolt
#

my final result works, but yes it's still got some chaotic things going on that are surprising

#

like changing where the Sphere Location node is in the stack changes whether or not it gets priority for velocity/location

round fog
#

Y'all might find this useful:

calm hemlock
#

@round fog looking nifty! Did you have a specific use case for this sort of mapping?

spare hare
#

I thought the meshes were flat planes

solid stream
#

yeah same, until you showed the wireframe.. I was like O_o

sacred palm
#

I want to make a street light for my scene. The only problem is that the spotlight doesn't look like it comes from the street light.

brittle monolith
#

@sacred palm try making an emissive material for the part of the light where there's glass

#

Basically, you're gonna need to duplicate the texture of the model and paint over it where ever you want the emissive color to be and plug that into the emissive outlet of the material

cold sorrel
#

And a fake lightcone

sacred palm
#

thx guys

round fog
#

@calm hemlock nope, but I remember wanting it a bunch of times and not being able to figure it out. Now I have it

safe swan
#

@calm hemlock thanks for sharing! I'm looking for something like that but working on a post-process material and locked to a specific object in a stencil mask... might not be doable.

indigo jolt
#

@round fog I might have to try this out...kinda has a lot of those Red Nodes...any idea if this is more/less expensive than a WorldAlignTexture node?

round fog
#

No, red node color just means it's a shader input

#

WorldAlignedTexture is just a material function, you can open it up and see what's inside ;) Anyway, they do very different things, but I don't know how the cost compares.

spare hare
#

@sacred palm In versions > 4.15 UE provides Volumetric Light.
You need an Exponential Height Fog set to "Volumetric Fog".
Your Lights will have a checkbox "Volumetric Shadow", turn that on

sacred palm
spare hare
#

better, but I'd recommend using Volumetric lights, since the map is really foggy

sacred palm
cold sorrel
#

Fake it

steel gorge
#

Hello, I'm having trouble trying to make realistic looking leaf physics for a cinematic (doesn't have to run realtime).. Particle movement I got going on is okay but can't seem to get collision to work properly with orbit and rotation. Anyone care to help?

steel gorge
#

oh well

#

maybe ill make a higher quality cloth sim for the ones near the camera and keep the faraway ones as particles..

cinder lichen
#

I have an odd issue. Some of the water shaders, but not all in my project will not show up. I am sure there is a setting somewhere that I am missing, but I would appreciate the help. It only happens in PIE, not sure about when built yet.

#

The first image is PIE and the one below is just in editor

short sorrel
#

I get LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: DecalComponent /Game/Maps/Levels/UEDPIE_1_OSA_Level_Test.OSA_Level_Test:PersistentLevel.BP_OSA_PlayerChaser_Military_C_0.DecalComponent_0 NOT Supported

pseudo skiff
#

Is Niagara coming to mobile (ES2/ES3.1) in 4.21 ?

steel gorge
#

whats that?

pseudo skiff
#

what's what

white bronze
#

Would anyone know how to randomize elements per texture tile in a material? I'm trying to take each texture assigned to a tile projected onto a sphere and randomize its opacity based on something like a sine wave. I want each texture to pulse in and out of existence at (seemingly) its own rate. Doesn't have to be truly random, just needs to appear unique.

Edit: I should also clarify, I'm trying to avoid using an additional texture sample for noise, if someone should suggest I utilize that as the randomizer. Same goes for the noise function.

steel gorge
#

whats niagara

#

some kinda new particle system thingy?

white bronze
steel gorge
#

@white bronze "Particle Random Value" node in material editor?

#

does that work for you?

#

or wait

cold sorrel
#

No

steel gorge
#

those are not particles?

white bronze
#

I should also clarify that this isn't for a particle mat, but just a standard one projected onto a sphere.

#

yeah

steel gorge
#

i need to start actually reading lol

tame barn
#

Any reason why a niagara beam system would lag behind a parent actor?

pastel nebula
#

Any ideas on how to generate this effect. So far I've researched it and from what I can tell I need to use scene captures to generate a voxel texture. Then use a 3d jump flood to map it out

https://youtu.be/GvI7qt3kmz4

That or I need to find a way to capture the volume of a skeletal mesh and feed it into the fluid sim bp from Ryan Brucks. Like this

https://youtu.be/HZJ_jruMwro

A mesh is voxelized and then jump flooded to create a realtime 3d distance field. A gradient is then extracted from the distance field. The ray march materia...

โ–ถ Play video

Sequencer Scrubbing a realtime fluid sim in UE4. This was lookdev for husk death simulations in the fortnite cinematic trailer. (The strobing in the velocity...

โ–ถ Play video
analog onyx
#

@pastel nebula Does not have to be jump flood. Bruteforce works fine too, since that is offline.

brittle monolith
#

Hey guys, how are you finding Niagara so far?

brittle remnant
#

Hugely promising. Still very crashy. Interface/Usability is not as good as Cascade.

#

Insanely powerful though, just clunky if you want to do simple FX work.

brittle monolith
#

I got some crashes when setting default variables, but other than that it seems amazing

#

I'm kinda missing listening to simulation events from blueprint though

surreal willow
#

hey guys I want to set the spawn location of my particles to be in an area between two spheres

#

can I use a mesh to define the volume it can spawn in?

#

I kinda need it to spawn in random points inside a volume, if I use a mesh it only spawns it on the surface

analog onyx
#

You can use a cylinder with a radius of the spheres, positioned and scaled to connect them .

surreal willow
#

It's more like

#

a sphere scaled inside another one and I want to fill the volume between the two

#

I think I have found a solution though it isnt ideal

#

I can generate a point cloud of verts in maya and then use that as a mesh reference (I think)

#

but its still constrained to vert locations

#

I was wondering if there is another way

fleet vault
#

You could spawn it on the surface of the sphere and then give each particle a random world position offset based on noise in its material?

ocean hedge
#

@tame barn is the Niagara component attached to the flashlight or is it a separate transform being set via bp ?

tame barn
#

Its attached to the flashlight

#

@surreal willow Does it have to be a sphere or an arbitrary mesh shape?

mortal sandal
#

would folks here say Niagara is solid enough in 4.20.3 to start using in your projects instead of Cascade?

analog onyx
#

nope

prime pecan
#

bug if you're starting out learning particles in UE4 it's better to go straight for niagara, right?

cold sorrel
#

I'd say no

prime pecan
#

why's that?

#

I mean won't cascade depricate at some point?

cold sorrel
#

SUre, in several years

#

like, UE5

prime pecan
#

well let me rephrase that

#

Won't niagara be better in pretty much every way when it's released and stable?

cold sorrel
#

sure

prime pecan
#

so why should one bother to learn cascade? do you think that it's really that far away?

cold sorrel
#

Because it's not production ready, meaning you won't be able to do anything useful for many months, possibly longer, whie cascade is proven and all effect systems are based on the same stuff.

prime pecan
#

okey the thing is that I don't see myself producing production ready vfx for the forseeable future, but I get your point.

cold sorrel
#

Ok, rephrasing: You'll spend time learning basics using a very crashprone piece of kit while ignoring one that works.

prime pecan
#

okay that actually is a very fair point.

#

I was just under the impression that niagara would be very different from the way things are set up, but I guess in the end they both produce particle effects so there'll still be lots of parallels, right?

cold sorrel
#

A sprite is a sprite is a sprite

#

Niagara is more open and therefore harder to learn, but you'll have a lot more possibilities.

#

I haven't opened Niagara ever so take all my comments with a grain of salt

lilac obsidian
#

a huge massive grain

prime pecan
#

yeah I guess the way you think about making a particle effect won't change too much, but the way you approach it will definetly be different.

cold sorrel
#

yup

#

To work with nodebased particles you need a better understanding of what's going on to be efficient

prime pecan
#

now that is a thing I haven't considered yet.

#

but yeah that totally makes sense

mortal sandal
#

thank for the feedback, some of the stuff you can do in niagra looks really incredible so I'll keep an eye on using it in the near future but for now I'm continuing with cascade

brittle monolith
#

@prime pecan The good thing is, Niagara was inspired by Cascade, so for a while you'll probably be doing the same things, no matter which system you're using. Just focus on the fundamentals first, technology later. I recommend this talk: https://www.youtube.com/watch?v=YPy2hytwDLM

GDC

In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise. Register for GD...

โ–ถ Play video
#

I personally jumped straight on to Niagara cause I'm playing the long game ๐Ÿ˜„

round fog
#

update to this thing I made recently:

brittle monolith
#

@round fog looks interesting, what is this useful for?

round fog
#

VFX mostly :)

surreal willow
#

@tame barn @fleet vault in this case offsetting from a sphere could work but it isnt ideal.

#

in the future there would be a use case where it would have to distribute particles in a random position inside the volume of an arbitrary shaped mesh

tame barn
#

@surreal willow I'm working on something similar on some materials:

#

As of right now, I'm just lerping based on simple geometry, but I'm also looking into volume slice textures:

surreal willow
#

looks neat dude

#

I made a point cloud of verts in max which I was going to try to use as the mesh function, but seems like you cant export an obj/fbx file of only verts, and once it has a face it culls all the ones which arent defining a face

#

I used a scatter compound object to distribute verts according to the volume of the mesh, but it still isnt ideal as it doesnt choose a random location and ends up with a lot of overlapping particles

prime pecan
#

@brittle monolith Thanks for the info, I actually knew the Diablo GDC talk, but I wanted to take a loot at it again, so thanks for the link! ๐Ÿ˜„

smoky cape
#

(Reposting from graphics since I realised that this might be a better fit in here)
Need some help with a material - not sure if such a material is possible.
I'm looking to render a transparent material, such that it alters its Z offset by whatever the rendered pixel's Z value is at the UV coord. It's hard to explain, but as an example, if you had a plane mesh with this hypothetical material with a semi-transparent alpha and a red base color, everything within the plane's XY values (regardless of whether it's over or under the plane) would be highlighted red.
I know that's not a great explanation so let me know if I can expand on anything.
The use case is a highlighted border. You can see here the borders, which are spline meshes dynamically generated at run time - what I'm looking to do is create a material that would result in that red border highlighting the curvature of the sphere as well.
Alternatively, if there's some other way to achieve this that I'm missing, any ideas would be appreciated.

quaint bluff
#

question: what do I need to do to stop particle material from glowing in the shadows, if camera direction is same as lightsource

candid wagon
#

Hey this is probably an easy solution, but how do I make my different fire things look randomized? I mean how do I set a random start time in the material? It's a moving material but they all move synchronously. I'm a bit new to all this.

quaint bluff
#

well, you probably want the fires as particle emitters

#

that way you get plenty of randomize-able values like size, rotation, color

#

but if you insist on doing the randomization inside the material, combine world location with time in some way

brittle remnant
#

@round fog Nice work you solved it!

#

โค

brittle remnant
#

@round fog Heya, I got some fairly nice lit clouds using your stable UVs! I feel like I can probably extend this a lot further as well!

fleet vault
#

How does the mesh for that look?

#

Looks nice!

brittle remnant
#

It's just a few spheres.

#

It's still not perfect by any stretch. There's still some sorting pops but it looks good from all angles.

brittle remnant
candid wagon
#

@quaint bluff Thanks I'll look into it

#

@brittle remnant some fancy looking clouds there! Great job!

brittle remnant
#

@candid wagon Thanks! @round fog Gave me the secret weapon I have been wanting forever!

round fog
#

Ooh nice clouds @brittle remnant! Would love to take a look at your material for it :)

#

This has me wondering if you can't do alpha erosion based on fresnel angle on a tileable texture mapped as object-stable screen space...

#

Yes. I'm pretty sure you can.

#

You're giving me ideas here @brittle remnant, thanks!

prime pecan
#

@brittle remnant that looks pretty sweet! do you have any way to show us how this looks in motion?

alpine cairn
#

@fossil swan apparently I got a buddy whos a big fan of yo ue work and he ain't even in this damn server

fossil swan
#

awww

#

give him a hug @alpine cairn

brittle remnant
#

@round fog Yep that's basically the trick for the clouds.

#

@round fog Does what you said above on a lit translucent sphere.

#

There's some other flim flam to make it more cloud like as well

#

Though I wonder if it wouldn't work just as well on a sprite. ๐Ÿ˜ƒ

round fog
#

well the nice thing about having it on a mesh is that you can sculpt more interesting shapes than just spheres

#

just building my own version of this

#

so far not too happy but this has potential

#

hmm, not too bad

#

oh, right, train wifi... no wonder the upload failed

brittle remnant
#

@round fog I tried other shapes but the problem is that you can't do anything that would cause a translucent sorting error, and anything that is truly lumpy will cause the fresnel to create holes. If there was a way to alpha only the objects edges it would work great though

round fog
brittle remnant
#

I tried several different meshes last night but deformed spheres were the best I could come up with

round fog
#

hmm, cool cool cool... gotta experiment more ๐Ÿ˜ƒ

#

I don't really like how it looks in shadow yet

#

oh, this is an unlit material btw

brittle remnant
#

Those look great! I need some better cloud textures to work with.

round fog
brittle remnant
#

Is that just a collection of spheres?

round fog
#

I'm using the one from Jason Weeks' Explosions marketplace pack because I cba to make one on this shitty wifi

#

yeah

brittle remnant
#

I'm going to crack open Houdini tonight and try and render some cloud normals and density maps

round fog
#

mmh nice

brittle remnant
#

I think my next attempt at clouds is going to be to use a hybrid approach with spherical impostors feeding density. Basically taking the best of the two Ryan Brucks tools ๐Ÿ˜„

#

That way I can avoid the expensive raymarch.

#

But should be able to get good lighting.

analog onyx
#

reminds me of BF1 clouds.

round fog
#

I think I'm going to try using these on very low poly spheres for a mesh particle clouds sky

#

@brittle remnant do you have a twitter?

brittle remnant
#

@round fog Heh, no I am Social Media Free! ๐Ÿ˜‰

round fog
#

Good for you! :)
Was going to @mention you since you came up with the idea

brittle remnant
#

Heh, TY! I appreciate the thought! I'll post up my materials here tonight.

round fog
#

cool ๐Ÿ˜ƒ

#

I need to tweak mine a bit more. Maybe I can squeeze in some fake transmission...

fossil swan
round fog
#

now I wish I wasn't on train wifi...

brittle remnant
#

ooo this is awesome!

sinful notch
#

Can anyone tell me how to bring up the The Niagara Emitter wizard display when you make a new emitter because it doesn't do it for me. Just makes a standard blank one.

alpine cairn
#

get

#

the fuck

#

out

#

with that water

fleet vault
#

I'd actually like to get the fuck in that water, looks smooth

obsidian portal
pliant kraken
#

how is generated your world? ๐Ÿค”

fossil swan
buoyant arch
#

I need some pointer on tutorial or resource related to this material node:

#

I'm creating a material for a healthbar progress bar UMG

#

The goal is to replicate this effect in a very basic way:

#

I.e, there's a white bar at the very end of the progress bar

#

I'm trying to get the position of the last position filled progressbar, and use that to add a white bar at the very end

spare hare
#

@fossil swan How do you ensure - in Cascade - that different emitters have the same location? Is there some trick you have up your sleeve?
Manually entering the same numbers in to the Location Module seems cumbersome

celest birch
#

this is what ive been working on

#

cloud wise

analog onyx
#

fluffy

brittle remnant
#

@celest birch Very nice! Would love to know how you are getting that effect

round fog
#

@celest birch nice nice, tessellation?

celest birch
#

yeah noise, tesselation and world position

brittle remnant
#

@celest birch How are you getting the soft lighting? Also what kind of noise?

fossil swan
#

@spare hare manually entering innitial location, emitter (innitial) location module, etc

#

and copy pasting those modules

celest birch
#

@brittle remnant the lighting is my material shader and engine shader model

fossil swan
#

also, why sliders and vfx dont go well together from time to time

spare hare
#

whats wrong with his butt crack tho?

fossil swan
#

armor not hiding it :p

spare hare
#

How Can I make a Mesh Emitter (Cascade) face it's Z towards a point?

#

The meshes rotate before they should face towards 0,0,0

spare hare
#

Whats the Difference between a Module Script and a Function Script in Niagara?
I noticed that a Module Script can be put onto the Stack in an Emitter...

spare hare
#

How can I sample a Static Mesh from a different Emitter in Niagara?

honest sable
#

@spare hare functions are smaller units of reuse. you can use function scripts in many modules. stack modules together to create an emitter. stack emitters together to create a system.

#

@spare hare the Content Examples project has a transfer of attributes from mesh to mesh. across emitters? not sure. perhaps events

spare hare
#

Thanks, but it doesnt look like they sample different Emitters. They just sample a predefined Mesh.

#

The diamond and the sparkles are two different emitters

fickle helm
#

hey guys

#

i have looked at the niagara sample level

#

and i am getting pretty low performance compared to the cascada example levle

#

do you guys get similar resulst?

#

or is this on my side?

brittle remnant
#

That level is very slow due to the last example emitter at the very end of the hall. If you remove it performance should be normal.

short sorrel
#

hey all, how would you go in blinding a player when a spot light is directed at them?

celest birch
#

umm do line traces and test when the light actor direction collides with the player actor @short sorrel

#

then trigger some sort of post process effect for the blinding

short sorrel
#

iโ€™d thought this would already be done by some postprocess flares or so

celest birch
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if so, I haven't encountered it yet

short sorrel
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ok thanks!

fickle helm
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Cheers @brittle remnant
I will delete it and see how it goes

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How is Niagara so far for everyone?

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In terms of production readiness

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tried deleting the last

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and it now runs fast

celest birch
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that rhyme won't be your last

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if to your Actor object i cast

brittle remnant
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@fickle helm I don't think I would use it for production yet. It's good to start learning but if you are going to ship or create a lot of content now I would stick with Cascade.

fickle helm
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alright, thanks ook ๐Ÿ˜ƒ

magic mountain
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So I haven't had much luck googling this so I will try asking it here

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I have a beam particle that I'm using for a hitscan weapon

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what I have not been able to find anything useful to help me with is adding a tracer bullet to that beam particle that travels from the target to the destination

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I feel like there has to be something I'm missing within the beam module that would handle this but I haven't been able to find it if it does exist

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traveling from source to target over lifetime or something like that

brittle remnant
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@magic mountain You want to scale down the UVs and then add a parameter to slide it along the length

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ie: (1 / texture UVx) + Scalar parameter)

magic mountain
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alright, that seems simple enough

brittle remnant
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yeah just animate the parameter over the life of the particle

magic mountain
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Alright so within cascade I adjust the parameter

brittle remnant
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Yeah, use a particle parameter in your material

magic mountain
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Alright, I'll fool around with that then. Thanks!

brittle remnant
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No prob, lmk if you get stuck

magic mountain
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hm, so i have it almost there

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the beam shoots out, but it doesn't seem to 'follow'

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it sort of draws a line from source to target without fading

brittle remnant
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I need a bit more information about what you are trying to do

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A screenshot and description of the desired effect would help

magic mountain
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so what i'm getting right now is a single, long beam

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when what i want is a tracer bullet effect that visibly travels from source to target

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the current setup does not travel, it simply has the visual effect of 'drawing a line'

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I've been going back and forth between a few pretty unhelpful unreal forum answers that suggest simple fixes to various setups with no actual description or illustration to explain so the material and particle are both kind of a mishmosh

celest birch
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Can you make a discrete particle and attach it to an object?