#visual-fx

1 messages Β· Page 23 of 1

celest birch
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The other sol'n would be some math I guess

magic mountain
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I am pretty close to just giving this up and doing individual projectiles with ribbons, which are more straightforward but strikes me as somewhat inefficient

celest birch
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I just stick to whatever gets results quicker imo

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It can be improved later

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I've seen the code for a shader like that for unity FWIW I might be able to find it when i have timr

brittle monolith
celest birch
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@brittle monolith You would have to do it within the function. Easy enough to duplicate the function and add another UV input for the Optional Heightmap

brittle monolith
brittle monolith
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Is there a way to rotate an emitter as a whole in Niagara?

short sorrel
surreal willow
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anyone know how to destroy on collision in niagara?

spare hare
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@brittle monolith just plug the Panner in to the UV input of the function

surreal willow
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I have added a generate collision event module

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and assigned an event handler

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but dont know how to destroy the sprite on a collision event

brittle monolith
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^ I would also like to know how to do that

brittle monolith
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@short sorrel as a start you could just get a good smoke texture and spawn it radially outward

fossil swan
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@brittle monolith hehe I recognize the noise textures :p

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and yea, youll need to duplicate the mat function and add in the additional uv-inputs for panning. unless that specific UV thats already available is connected to what you want to pan

short sorrel
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vlady yeah but can't seem to make it work. will dig deeper, thank you.

fossil swan
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ill take a look in a bit

fossil swan
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I forgot what a clusterf of a mess the POM mat function is. mat functions inside mat functions inside mat functions
no easy way to add panning to it, though in theory you should be able to add a texture coordinate node > panner > to that uv input

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would affect more than just the heightmap sadly

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imho they should try and create a new one, preferably with some things more optimized trough core changes. doubt that would ever happen sadly.

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poor luos english is poor

brittle monolith
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@fossil swan the mileage you can get out of the noise textures is insane ❀

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I use them for everything

fossil swan
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πŸ˜ƒ ikr :p

brittle monolith
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these were the last things I tried them on:
Arcane magic stuff (with the combined colour ones):
https://www.youtube.com/watch?v=R2RyDFgjZV0

Stylised sparks (with the zig-zag lines one):
https://youtu.be/r5Uaz4MohqQ

GPU: GeForce GTX 1070 CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz Memory: 16 GB RAM (15.94 GB RAM usable) Current resolution: 2560 x 1440, 59Hz Operating s...

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GPU: GeForce GTX 1070 CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz Memory: 16 GB RAM (15.94 GB RAM usable) Current resolution: 2560 x 1440, 59Hz Operating s...

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fossil swan
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could prolly get away with a very tiny noise map, or just some math for same things.
happy its making peoples lives better πŸ˜ƒ

short sorrel
short sorrel
spare hare
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why unlit if you want to have it affected by light?

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you can always store LightVector/LightPosition/LightColor in the Material and tint your Particles according to that

fossil swan
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someone from the realtimevfx community (i think @round fog as well) where doing stuff with unlit + fake shadow thingies.
generally though you only need rain quite close to the player, and random splashes on the floor in a somewhat close vicinity

round fog
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I did. Pixel normal dot atmospheric light Vector, multiplied with atmospheric light color, on an unlit material. Think I had to multiply it with something weird like 0.32 to get exact intensity match to a lit material. Doesn't give you shadows or self-shadows, but where that's not important and you only need the atmospheric directional light influence, it works fantastically.

fathom lance
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I've got a muzzle flash pack off the marketplace, but they all seem to loop. Is there an easy way to get it to only play once? without editing each emitter?

indigo jolt
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anyone know what the cheapest method would be for On-Screen Damage FX (like blood on camera) that would work with Stereoscopic VR type views?

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anything cheaper than Post Process?

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but still perfectly aligned to each eye?

analog onyx
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At what depth do you plan to place it? VR is not the friendliest thing in respect to flat effects like that. In the context, a perfectly aligned to each eye would have infinite parallax.

indigo jolt
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needs to be as close as possible, you know like UI

fresh harness
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@indigo jolt
I'm a mat newb and dont have a VR HMD offhand, so don't know if it'll work, but... what if you

  1. parent a dome-shaped mesh to the HMD (so that the player is always looking through it from underneath), and then
  2. parent a decal above the dome mesh that encompasses it, and
  3. use a double-sided/or normal-flipped mask material for the decal
indigo jolt
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tried something sorta similar, problem is any dome meshes have some stereoscopic vision issues on any pixels on them

fossil swan
celest jasper
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Hm... not impressed by their art style. Weapons have too much boring flat specular for me, could increase normal strength. Explosions are kinda meh, compared to what other games do (might also be bad video quality). Cerberus lightning effects are dope though.

indigo jolt
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there's some nice subtlety there if you pause things mid-swing, no bad frames

heavy basin
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Sorted

lilac obsidian
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wtf

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are you

brittle remnant
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This is like the most epic copy pasta of all time.

lilac obsidian
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this is likely not a prophets work XD

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dafaq

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oke.

brittle remnant
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Im saving this. Maybe even worth a reddit post

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Sweet sweet reddit gold.

lilac obsidian
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i doubt it XD

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what has this todo with visual fx?

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or anything

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XD

brittle remnant
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I dunno. Im inclined to let them keep going.

lilac obsidian
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metoo

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massive troll πŸ˜„

fossil swan
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woke up

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sees this

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banhammer in the early morning

lilac obsidian
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πŸ˜„

celest birch
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@fossil swan do you know any good workflows on creating ice effects

fossil swan
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  1. get a fridge
  2. put water into it
  3. wait
  4. throw ice against wall
  5. ??
  6. profit
celest birch
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........ i love that comment but i hate it at the same time

fossil swan
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writing down a detailed workflow is a day's task.
sketch waht you want, break it down to its smallest pieces, make them, assemble them, what you dont know you learn by googling, assemble more, done.

velvet wasp
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Looking for someone to do some post process screen effects for a super quick job. Paid. Please DM me if you are interested and up your alley.

spare hare
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@velvet wasp what needs to be done?

lilac obsidian
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by now it isnt a super quick job anymore πŸ˜„

mortal lily
fossil swan
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^

gleaming fulcrum
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Heya guys, i'm trying to tackle explosions in our game, wanted to know if anyone of you had some good source for understanding what constitutes a good explosion particle effect

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right now i have something like this (sorry for the twitter link)

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found this particular post that looks promising

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they say that using Pre-Multiplied alpha is rather important

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but i'm not too versed on why is that

indigo jolt
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explosions are hard, start with some youtube videos of actual explosions in slow-mo, then look up pinterest VFX explosions and video game explosions on youtube

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try to get a well rounded idea of what other people do, what nature does, then start imitating until you're ready to innovate

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there's a lot of stages to think about - single frame "flash" where all the actual damage occurs, often flaring up huge area, this is where explosion is at it's largest, then 95% of the explosion after that point is fire, fire-turning-to-smoke, smoke rising, shockwaves, distortion, debris, sparks

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depending on what kind of explosion and what scale it is things like smoke and even fire might not even be all that prominent

vernal copper
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anyone know if theres a way to get that "see through walls outline/glow" without using post processing?

gleaming fulcrum
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thx @indigo jolt , that's what i'm currently doing.. i'll be continuing on that. Cheers!

glossy spire
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I have a ribbon module, trailing a main module. Particles are killed by collision in the main module.

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The issue is that upon collision another ribbon trails the dead particle instead of just the initial one. Now two ribbons are seen. Anything basic I'm missing?

fossil swan
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because its source died, its removing back to its local 0/0/0

glossy spire
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Hmm, I guess I should then Freeze translation instead as an easy fix

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Thanks

fossil swan
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I always wondered if two "particle randoms" nodes both give different values or the same..

glossy spire
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That was the first question coming to mind.

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"How is the seed value managed?"

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Cause there might be times where you'll want to attributes to match the random value and other times to diverge.

fossil swan
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someone mentioned that default spawn rate on switch is set to 0.25
yuck, the thought of that :/

sly echo
celest birch
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guys, I have a simple ribbon particle here, but it updates very slowly

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lifetime is set to Distribution Float Uniform (5,5)

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spawn rate is 1

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other than that, I can't figure out what the problem is

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velocity is set at 0

fossil swan
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grab it at the corner of two axis and move about

celest birch
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same deal

fossil swan
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lifetime seems correct, albeit quite long. whats the ribbon settings?

celest birch
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I tried disabling Tangent Recalculation Every Frame, but that didn't help

cold sorrel
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Indulge me. What happens if you increase the spawnrate?

celest birch
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oh hell

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that worked

cold sorrel
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πŸ˜‰

fossil swan
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sometimes better to set spawn to 0 and use a spawn per unit

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that way it spawns X particles per unit moved

celest birch
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oh, really? let me try that

fossil swan
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0.5 is often enough, but it depends on usecase ofcourse

celest birch
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yeah, that works!

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thanks, you guys!

fossil swan
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same can be used for other emitters that move along, so instead of an insane high spawnrate to make it look good, you can make it spawn 10 for each unit passed.

celest birch
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that's a good tip

fossil swan
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...which was something I didnt know when making my fireworks pack XD

celest birch
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you live, you learn

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πŸ˜„

cold sorrel
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Spawn by distance is amazing when attached to physicsobjects that get glitched out of the level. Endless particle fun!

glossy spire
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Is there a way to connect Parameters. Let's say I want to have size by life drive color by life.

cold sorrel
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No relative references for you!

fossil swan
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@cold sorrel like that zeppelin from battlefieldcodwhatevs?

glossy spire
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And I wouldn't want to have to make the same curve in both,.

cold sorrel
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I will never live that one down will I...

fossil swan
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adds salt

cold sorrel
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It didn't spawn by distance, but it stretched with velocity of a point on the surface. And when it's rotating like there's no tomorrow that stretches and sets the inherited velocity quite high.

fossil swan
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poor video.
/me removes salt

glossy spire
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No relative references for you! @cold sorrel
I guess I wish the particle system was also blueprint based, so I could just use the float value "life" modulate it and use it across attributes.

fossil swan
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yea some more back/forth would be neat.

analog onyx
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Spinning zepp looks like a feature, not a bug!

fossil swan
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can use a particlerelativetime and control its color over life that way. there is also a particlesize one

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I keep forgetting about "SphericalParticleOpacity"

glossy spire
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Ok, will look into it for next thing. Cause apparently it's not possible to copy paste curve too.

fossil swan
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you can, not the curve itself but the curve values you can copy

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in parts, but it saves some writing

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in udk you could copy, save, load curves. I so miss that feat.

glossy spire
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I see, yeah faster than one by one for sure, thanks.

simple plaza
glossy spire
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@simple plaza what's the values on Spawn and Spawn Per Unit and on the Emitter type? There's a limit in the latter.

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To anyone, is there a way to edit multiple curves handles in the Curve editor at once?

simple plaza
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Oh nevermind, fixed it ^^ It seems like Ribbons don't like it when their source is a GPU Particle

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Althought I have a new problem now, it seems like the ribbon "spawns" a new part of a trail at a slow interval so it doesn't really follow its source properly

glossy spire
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The tangent handles seem to only change one even when I Ctrl+Alt box select the keys

simple plaza
glossy spire
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turn off initial velocity?

simple plaza
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already disabled on the ribbon

glossy spire
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Oh sorry, I was expecting to see the source to the left.

celest birch
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@fossil swan i saw you made a radial panner video, how did you make it so the texture panned outwards?

fossil swan
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by panning it :p

celest birch
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lol

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how do you pan outwards should be the question haha

fossil swan
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download in description

celest birch
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ahh the radial uv distortion is in there πŸ˜›

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thanks papa luos

fossil swan
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good story on that one as well.
was talking to a "potential" client who wanted me to do an art-test, but even before I could begin he got annoyed because I asked about twice what another person was asking so he went with that person.
He also told me it took him four hours to make something like that, so.. for funzies I made the whole thing in slightly over an hour (could probably do it faster now) and gave it away for free.

"potential" client then tells me he wants to fire the other person and hire me, which I kindly refused.

celest birch
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looooooooooool

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he should of done some research, no offense to the other guy

analog onyx
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Gotta keep away from work, where client hops over from freelancer to freelancer on the same task.

fossil swan
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i honestly hope that person is now a better artist than me, nothing against that person ofcouse.

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just odd client being odd

analog onyx
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Client is always right. Except the cases where he isn't. 4 hours is a bit of an overkill though ;p

celest birch
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right now its killing me

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i just want this effect to pan inwards, the radial distortion didnt work @fossil swan

cloud raven
celest birch
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UV's

cloud raven
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seems to be doing it with everything

fossil swan
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@celest birch noise map panner speed > moves the noise

ring panner speed > (V2) pans the texture.

celest birch
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@fossil swan yeah i went through it but nothing is appearing in preview or in the scene

fossil swan
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U/V tiling needs to be 0.5

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(of the texcoord)

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also that noise map is already radial, might not look properly

celest birch
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yeah i changed it around and still nothing :/

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the error in the radial distortion

fossil swan
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those errors are fine, just doesnt have a preview

celest birch
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Yeah I'm getting nothing at all from it :/

sullen crescent
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is there a way to get the emissive color of a material? I dont mean get a parameter that sets the emissive color

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reason I ask, I have a material function that modifies the emissive color of my material based on time

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and I want to get the new value

fossil swan
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for?

sullen crescent
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could be for many things. Could be so that enemies know how bright the object is. Could be for setting a point light. Etc.

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I realize I could calculate this emissive color in BP or code, then set the parameter on the material...

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perhaps thats just what i have to do

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But Im wondering if i could have it be material driven

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and then get that value

fossil swan
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miiight be one of the few ways possible

sullen crescent
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so its not possible?

fossil swan
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when its outside of shaders/cascade my knowledge is limited hehe. so might want to wait for someone else to reply

sullen crescent
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alright, thanks

celest birch
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worked like a charm, only downfall is i lose my smokey effect

glossy spire
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What's the standard way to syncronize ribbons to die as the source particles die as well?
They keep reseting to the origin, I've tweak the lifespan and fixed translation instead of killing, but I'm sure there's a proper way to sync both.

glossy spire
buoyant escarp
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I can't find how to change the LUT in blueprints. What I really want is to fade form one to another, any tips?

buoyant escarp
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Or should I do it in the post process material instead?

glossy spire
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I tried Event Receiver Spawn, but that only creates one, doesn't loop.

glossy spire
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Basically I would like to withhold spawn until the projectile emitter has some particle

indigo jolt
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well you could put a delay

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practically speaking though, the norm here is actually to affix this to a Projectile Blueprint

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trying to do things otherwise is kinda fake and hard

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not the good kind of fake

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since a projectile blueprint can give you handy events like "on collide do ___" or "on start do ___"

clever ivy
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Hey there! im not sure if this is in the correct place but im trying to create a spell projectile effect and im quite stumped on the math behind it, i want to have the projectile travel on a random arc from the caster to the target. im kind of lost when it comes to writing blueprints so i dont really know the specific terminology or technique that would be used in this kind of thing, i did make a quick sketch showing what i mean though!

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any help or pointing in the right direction would be greatly appreciated!

indigo jolt
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Well....you could use a Beam with a Blueprint-set target point, then have a Beam Modifier that offsets the middle part randomly in one of those directions

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could use a Projectile Blueprint and do all sorts of wild things to its trajectory

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both of those options should give you plenty to research

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i'd look up Unreal 4 Projectile Homing Missile

clever ivy
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Oh! i will definitely have to look into those! thank you very much!

glossy spire
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@indigo jolt
Projectile Blueprint I didn't know this was a thing.... I surely miss procedural control. Will look into that, thanks. I thought Cascad was the only thing available.

indigo jolt
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@glossy spire projectile blueprint is your friend - it's going to give your game designer the timing on when and how much damage to apply to opponents, when to play audio, and gives you the option of playing a variety of VFX - from ribbon trails, to weapon flashes (not really best spot but it's possible) to impacts with ground impact normal rotations sorted correctly πŸ˜ƒ

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before finding projectile blueprints, i felt pretty lost, trying to chain together actual game design gameplay with the visual fluffery of cascade

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you can technically wire up a lot of events and collision with cascade, but it's a better "listener" than it is a "sender"

glossy spire
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@indigo jolt I was doing this and coming from nodal programming for 3D I was like: "Man I really miss nodes to re-use information ("by Life" curves) and just setup my own logic". I'm sure there's caveats, but yeah, sounds great, thanks!

indigo jolt
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oh lol yeah timelines in blueprint will cover some of those things

indigo jolt
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it's actually pretty wild how much of VFX you can do with Blueprint in general. with animated materials on meshes, you can do some fairly high-visibility stuff without even using a particle system. you haven't lived until you've made a projectile trail that involves no particles, just an animated mesh

cold sorrel
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particles is the last resort

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You can do so much with animated meshes and materials

wraith cosmos
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hey guys - Sorry if this is too much of a amateur question - I was going through the paragon particle effects and run into some effects called CameraEffect. So i was wondering how would these be used as camera effect?

fossil swan
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they are applied/spawned in front of & attached to the camera in such a way that it just covers the screen.

wraith cosmos
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oh so nothing fancy, just have to make them fit the camera's field of view. thank you Luos!

fossil swan
boreal sparrow
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hi there, im looking for someone who is experianced in Houdini to provide some advice if possible. pm me πŸ˜ƒ

gleaming fulcrum
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hey guys, quick question.. is it possible to loop a particle SUB uv animation?

round fog
brittle monolith
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@gleaming fulcrum you can pan a texture in your particle material and offset it

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using a different number for every particle

brittle monolith
gleaming fulcrum
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that's very bonito my man

shadow cosmos
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anyone playing with houdini?

spark bridge
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not sure if this is the proper channel, but i have a material related question

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nvm I forgot a setting

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Β―_(ツ)_/Β―

cold sorrel
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@shadow cosmos yep

sage roost
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should say what that setting is

spark bridge
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it was nothing with the glass material, something that conflicted with a different material

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so whats in the picture is tots correct ^^

mental stump
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so in this Weather tool it states i have to have Generate Distance Fields enabled in the project to make it work. Which I do, however the particle is acting very odd.

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This is happening for Rain and snow only where the particles start at the top.

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with collision enabled on the particle it barely works for rain and the snow freaks out and never really falls and barely be seen looking like a blizzard up high in the iar

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if I disable collision everything works fine with rain and snow particles

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or if i set the collision from Distance field to Scene Depth

mental stump
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Nvm. it was a shadows settings lower than medium which i guess you cant have when using Distance Mesh Fields

near jacinth
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https://youtu.be/mQJ0w8aS_3M?t=66 anyone have a tutorial on putting together something like the ability in this video? The character comes with the pieces, I think, but it isn't assembled, and that isn't something I've set up before. there are several "vectorfields" included with the character, and I assume those are involved in that ability.

Learn to play Zinx, the new durable ranged Hero in Paragon. Play Zinx for free starting Tuesday, July 18. www.paragon.com Paragon is the MOBA from Epic Games...

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cyan junco
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Hey do you guys know if there’s a thing in the engine editor where you can take a model with a cape and decide what is fabric that should be flowing?

pastel nebula
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Blah... has anyone had luck with the new 3d textures applications added on 4.21 preview? For the life of me I cant figure out how to generate a custom one in ue4 without using a noise node. I would like to generate one from a skeletal mesh for a game. I just cant seem to get the scene capture to slice by depth so I can record it to a flip book.

trim palm
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did anybody worked with POM with differed decal material? am having issue with shading on walls, floor is fine, and strange shading is accruing when decal is rotated for wall. I found the problem is in parallax occlusion mapping function, but so far what I found online didn't fix the problem. I tried to change from transform to vectors to transform 3x3 matrix, as suggested on ue4 forum but no luck there.

near jacinth
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got a material causing an issue. It looks fine when I edit the material, but in content browser and anywhere else it just looks like a world grid material. It's making a mess out of my particle effects

indigo jolt
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@near jacinth check the usage check boxes

near jacinth
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on the material or the particle?

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ah on the material

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yes it's checked for particles

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the problem is the material shows up with that square even in the content browser

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I'm using the one beside it for now..it's not identical, but it solves my giant squares in game issue.

indigo jolt
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copy the whole node setup into a fresh new material and see what happens

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there could be a ton of things done weird just on material settings

near jacinth
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I can't quite hook it up the same

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they have surface/translucent/default lit as their setting

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and something plugged in to normal

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I set the new material to the same, but normal isn't available

indigo jolt
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yup, go down to the lighting options for translucency

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in the meantime at least see if it works in scene now

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by default, translucency doesn't react to normal maps for lighting purposes, so you have to set that

solar remnant
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Might be a weird question but does anyone know how epic setup their hair for Paragon? I am trying to recreate the movement of the hair as the hair cards work fine. I have setup the hair cards with pivot painter and can control their movement (its rough atm), but I noticed that epic had hand animated the hair as well. Would love to know best practices for animating hair cause I can't find Jack. Thanks!

cloud quest
solar remnant
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Yup I have that running only way I was able to get a shader working for hair in a short time frame as its all new to me

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world position offset isn't working as expected with wind though. I am actually using Shinbi's example file as it had some world position offset techniques to move the hair based on wind

cloud quest
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what kind of results are you getting?

solar remnant
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Well with the base setup no movement

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If I apply my own version of wind pivot painter movement then I get movement

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but if i use their base wind movement with Shinbis model then the hair moves

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so im trying to determine where the problem is

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So on my hair with the base unreal shader I am seeing no movement, but with Shinbis model her hair moves with the same shader. When I change the shader to take in pivot painter data the way I am used to (far dirtier in all honesty) then it will move around based off its pivot

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I'd also heard some people say they were using APEX for hair but I couldn't find any APEX tie ins with the Shinbi example

cloud quest
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Haven't got much experience with this beyond trying out the tech when the example were released, so don't think I can offer you much help sorry 😦

solar remnant
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No worries! There aren't alot of resources and you gave me a few ideas to test just by talking. Iv been trying to get tutorials out on lesser talked about subjects is my main reason so I completely get it haha.

drowsy maple
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how would I set up panini projection in the blueprint editor?
-the documentation isn't totally clear on this (from a beginner's perspective) and seems like it was typed in a big hurry?
-there aren't any easily accessible nodes that control it

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thanks in advance to anyone willing to help!

solar remnant
drowsy maple
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mhm! I'm aware it's post-processing, but I don't understand what it has to do with depth of field (it's not in depth of field settings with the other options, or in any blueprint post processing options afaict), because it seems to be pointing to upscaling in rendering?

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but thank you for the video

solar remnant
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mk lemme try it out one sec

solar remnant
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@drowsy maple you have to use console commands to access those variables. to use console commands the shortcut is tilda (~)

drowsy maple
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ok, any way to auto-enable it in blueprints?

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also afaict it's just not working?

solar remnant
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tbh that was my first time using console commands but I imagine they alter your core file as I have done a similiar thing to make older games run on high res monitors

drowsy maple
#

this is what it should be doing and I'm typing it in according to the documentation and not getting anything

#

170 should be a pretty noticeable difference

solar remnant
#

I was getting similar results to that one sec lemme grab a screen shot but one thing I saw on the forums was people saying its inconsistent on a hardware level

drowsy maple
#

that's unfortunate

#

ah I got it

#

it's really blurry and doesn't look great but I'll mess around with it

solar remnant
drowsy maple
#

thanks for the help!

solar remnant
#

for sure try out that post too someone spent some time tweaking them to get these results I'm showing I ended up just using his values

#

anything past 140 is gunna be hard to more of an AA issue at that point ;/

#

I actually like the 120 alot though think ima use this haha

drowsy maple
#

weird. it should be far clearer if it's regular projection mapping but maybe the fact that it's under post-processing in documentation means it happens too late

solar remnant
#

it happens to late

#

cause its post

#

you could do something weird though

#

like do 2 render targets or something janky

drowsy maple
#

yeah I might try to find a way to mess with the projection matrix if I even can, though that means getting my feet a bit wet

#

ah well

solar remnant
#

all the code is open but I'v never messed with the core tbh haha

#

other then compiling in nvidia plugins but thats different

drowsy maple
#

yeah I always seem to take on too much as a beginner, this always happens lol

solar remnant
#

tis ok if you're a beginner Id just say take on as many projects as you can and dont plan on finishing them all

drowsy maple
#

yeah fair

solar remnant
#

lots to learn haha

#

dont get caught up cause youll probably figure it out later thats how most my projects have gone at least

drowsy maple
#

thanks for the advice, I usually have a bad habit of doing exactly what you're warning me about

solar remnant
#

no worries man just dont lose the passion and you'll be fine good luck!

drowsy maple
#

thanks!

solar remnant
#

@cloud quest I also figured out what it was in the base hair unreal uses APEX to power their hair with some minor offsets using wind and pivot painter. Think it might make more sense anyways haha

#

they also hand animated the hair which holy cow id lose my mind

solar remnant
#

@drowsy maple I saw your other post with the link to github hes basically capturing an image of the scene itself then projecting that onto a cubemap which he then displays. I would say learn how cubemaps work, learn how the render target works, then try and combine the two but it won't be easy

drowsy maple
#

yeah the math for panini especially is a bit complicated

#

thanks for telling me what's happening in the mod

near jacinth
#

@indigo jolt Thanks I found it. The only difference now seems to be the content browser thumbnail, theirs all come up as squares while mine are spheres, I don't think that's indicative of any real difference though.

drowsy lynx
analog onyx
#

@drowsy lynx Your realtime vfx contest entry ?

drowsy lynx
#

@analog onyx exactly :) not finished yet

analog onyx
#

Looks great. Good luck with it.

fossil swan
#

@analog onyx you should def. show off your sea thing on realtimevfx

analog onyx
#

Haven't had enough time in october, sadly. 😭

#

@celest birch

indigo jolt
#

dang this one looks tasty

#

without Deathrey in it, everyone has a chance!

lilac obsidian
#

i feel like you are... ok

#

weird

cold sorrel
#

Not to dampen anyones spirit, but the river sketch ends tomorrow.

solar remnant
#

spirit dampened

indigo jolt
#

i'll tell myself that i would have done an amazing river if i had entered, but it's not my fault because the deadline is so soon

cold sorrel
#

Luckily, the next sketch starts the day after tomorrow!

drowsy lynx
#

v

#

@cold sorrel that's NOT good πŸ˜„ only 1 day for finishing 😦

lilac obsidian
#

those particls...

#

mhhhhhhhhhh

#

why are they behind he object and inverted flow direction

#

i love the idea tho

#

thats a great river

#

prolly spline tool

cold sorrel
#

Houdini Engine

drowsy lynx
#

@lilac obsidian what do you mean with "behind the object" and "inverted flow direction"?

lilac obsidian
#

there is foam behind the pillar

#

how did it get there

#

at all

drowsy lynx
#

i'm not sure if i understand the question. but several small foam-particle systems are spawned where the pillar intersects with the water. it's automatically placed by houdini.

lilac obsidian
#

yee

#

but against flow direction?

#

it should hit in front of the pillar

#

where the water collides

#

not behind it

#

thats what i mean

#

the water flows in a different direction

drowsy lynx
#

ah! now i undertstand πŸ˜„ yes that's a system flaw. i didn't get it running yet to use the flow direction for that

#

this would be a great improvement.

spare hare
#

@drowsy lynx Distance Fields or Vertex Colors for the Flow Map?

drowsy lynx
#

@spare hare the flow map is a texture, the foam-areas is baked into the vertex color of the river mesh

spare hare
#

Very nice :)

drowsy lynx
#

thanks πŸ˜ƒ

analog onyx
#

Foam behind pillars is perfectly fine though.

lilac obsidian
#

how is that fine XD

#

sparkling up there like a shower

#

the force there is forward

#

it would never hit the pillar with enough force

analog onyx
#

But...

lilac obsidian
#

physics.

#

very important.

analog onyx
#

@lilac obsidian Would we potentially come to a settlement, if I rephrase Foam behind pillars is perfectly fine into Foam behind pillars looks perfectly fine?

lilac obsidian
#

no.

analog onyx
#

😭 Well, was worth a try.

drowsy lynx
#

depends in the engine. i use unreal..i guess the name legitimates things like that πŸ˜„

lilac obsidian
#

but

#

come one

#

i know its not easy to fix

#

but the flow map

#

there must be a way

#

yes

#

you could offset the alpha uvs

#

distort it above the pillar

#

that could work

#

i found that out by myself.

#

distance fields is prolly the only way to paint vertex color at runtime mh

drowsy lynx
#

hehe yeah it's something i really would like to do but deadline is this night and i'm not sure if i can have it. i would like to compare the normal of the obstacle with the normal of the flowmap and if they point into the same/similar direction, no particle system should be used.

lilac obsidian
#

yee i didnt dumped my head into flowmap normals yet

#

its prolly much easier that way

#

tho i still dont know how you want to paint particles...

drowsy lynx
#

paint particles?

lilac obsidian
#

well you want it automatic dont you

drowsy lynx
#

yes

lilac obsidian
#

so the particles would spawn auto infront of obstacles

#

like the flow map

#

the πŸ’¦

#

you are not using particles arent you...?

#

i would use particles

drowsy lynx
#

yeah. they are placed automatically alreday. i "just" have to make sure they are NOT spawned behind the object

#

i use foam-texture on the river-mesh + particle systems.

lilac obsidian
#

but how do you convert flowmap into a location?

drowsy lynx
#

particle systems are only created/placed where obstacles intersect with the river mesh. this placement has nothing to do with the flowmap. obstacle + river mesh are coming both from houdini. there you can just calculate the intersction between 2 objects

#

this means: placing an object from unreal into the river would not generate particles nor foam.

analog onyx
#

Making solution for N whitewater particle emitters for river is actually quite interesting challenge.

lilac obsidian
#

oh

#

so nobody found a solution to this yet?

#

wow

#

that is nice

#

i think i got one

drowsy lynx
#

i dont know. i didnt ask. i was working hard to get to the current state and didn't investigate further yet. i'm sure there are other people already tackling the more advanced problems

lilac obsidian
#

well nice of you to join the fight!

#

i need to get into my river tool someday soon

#

its such a nice project

drowsy lynx
#

looking forward to that!

grim moat
#

Hi peeps! Anyone here used camera fade extensivly?

#

Got a quick question about it.

#

I do a cam fade into white then back to normal screen

#

What id like to achieve is go to white, then blue back white back blue back white and back to normal

#

Fade from full alpha white to full alpha blue aint doing anything at all

devout flint
#

❀

vast bramble
#

Love it! is it procedurel ?

quaint bluff
#

question: how would one go about making a residual-heat effect?

#

like a blowtorch glow on metal

lilac obsidian
#

sounds like decal

quaint bluff
#

I can get to the world somehow, but I don't wanna stack 1000 decals into single location

lone wing
#

N torches? 1 or more materials?

#

is it a important effect?

#

you could make a render target to write the pos of the torches and read on the mat, but would need 2 rts to build heat up

#

obviously if its just for the looks not worth it

#

if its a single blowtorch on a single location, a Pos + heat parameter would be enough

#

raytrace from the blowtorch and write the hit location to the parameter and with another parameter you increase the spheremask and put on emissive

#

but that would only work if you are only heating a single location

#

spawning particles on top of the metal is also another option

#

with the correct blend it would look just like its glowing

fathom grotto
#

@grim moat if you're trying to fade into multiple colors in sequence use a LUT

broken grove
#

hey guys, how should I use particle pooling in this case

#

basically I have an even that spawns an emitter attached to a certain actor and saves a reference to that

#

then another event later on calls destroy component on that reference if it's valid

#

it's just an infinite emitter that loops

#

but I get weird null errors and crashes when I try to use particle pooling in any way

vast bramble
#

Hi guys, do you know if i buy Substance Painter for 990$ with 12 month updates. would i still be able to use it after 12 month? i dont see it being annual

buoyant skiff
#

any suggestions on a good approach for adding ghosts into my game. The goal is a for a more "realistic" feel, so for example shadow figures that are obscure or that can only been seen with night vision

cursive cedar
#

Hi! I need help in the particle system of UE4! I want to put an orbit, but only at the end of the particle lifetime. Can someone help me? I'm beginner in UE4. Thank you so much! Also, I tried to set the distribution as Vector Uniform Curve, but I cant get it to work! :c

cursive cedar
#

;-;

indigo jolt
#

maybe put a delay in on the start of a duplicate emitter that has orbit on

#

and kill off the current one at that point

#

@cursive cedar that's at least the lazy easy approach

cursive cedar
#

Thank you so much! @indigo jolt

indigo jolt
#

no prob, delays are your friend πŸ˜ƒ

cursive cedar
#

Hehe πŸ˜†

brave scroll
#

Using the Card flip particle effect from the black jack example game from epic; switching to open gl rendering mode causes the effect to look horrible, lots of screen noise, I can try to grab a screen shot if it would help. I'm hoping someone knows what to do

#

I have ran my editor in opengl mode to compile shaders for the materials in use

brittle monolith
#

I think this dude is splitting the texture into 4 tiles and randomly selecting each particle, how would you do that in UE?

fossil swan
mental stump
#

I am working with weather tool and the snow particles at set for Collision of Distance Field and Kill response. However a few of the meshes still allow about 40% of the particles through.

#

what can i do to correct this.

#

If i throw a large mesh on top of it, all particles do collide

cursive cedar
#

@indigo jolt Hi, you gave me suggestion yesterday but I couldn't try it since I didn't have my computer! I'm trying to search for putting delay, but I'm not sure what it is xD Could you help me again? Sorry, I'm using ue4 for school since like one week so I don't have a lot of knowledge D:

indigo jolt
#

right above the "spawn" thing, click the gray area

#

then scroll down

#

it'll be like "Emitter Delay" or something

#

there's also other things there you will want to memorize in general

#

like Looping

#

and duration

#

very few particle systems can be created without requiring a change to Duration, Looping, and/or Delay

#

sometimes one emitter will be on looping, while other parts will be a non-looping burst

cursive cedar
#

Thank you so much! I'm gonna try!

#

I found it and I'm trying to put differents values, I seems to have change something, it may work ;u; thank you so much!! GWqlabsLove

indigo jolt
#

try to think it through logically with these. if you have 2 emitters make sure the Delay + Duration = Delay + Duration of other emitters in system

#

so if one system lasts 2 seconds, and you want the other system to kick in at 1.5 second mark

#

then make duration of second one 0.5 seconds with 1.5 second delay

#

this can be important if you're looping stuff

#

otherwise one system starts repeating before the other is finished or too much later

cursive cedar
#

I didn't even know about that ouo actually, its gonna also help for an other problem I had and didnt look much into

#

but if I put a delay, I make the whole particule start later? I there a way to make a dalay to only one element in the particle system?

indigo jolt
#

the delay relates to individual emitters inside the system

#

you should be setting the delay on the specific emitters, find the specific emitter for delay, click that, click above spawn, scroll down

cursive cedar
#

I mean particle emitter, sorry!

indigo jolt
#

you can have many emitters

#

inside one system

#

and not all of them should be on same timing

#

it's like a fireworks show

#

things gotta be triggered in varying sequences and bursts to get a good show

cursive cedar
#

But like can I put a delay to one element in the emitter? For exemple the orbit?

indigo jolt
#

well you could....but that would have to be done with a Curve

cursive cedar
#

this is what im trying to do lol

indigo jolt
#

yeah so do you know how to do curves?

cursive cedar
#

Yes, I tried to put differents values in a distribution vector uniforme curve, but its not working :c

indigo jolt
#

you might have to watch some basic fundamentals tutorials tbh, doing curves is pretty important.

#

uniform ain't a curve, that's a random number

cursive cedar
#

But its 2 differents curves and the number goes random between theses curves?

#

the constant dont work either :1

indigo jolt
#

lets take it one step at a time, i'd first get ONE particle to behave the way you want

#

what are you trying to make anyway?

#

just random magics?

cursive cedar
#

I'm trying to make petals appearing and exploding and then falling

#

its like a teleportation for a character that like roses

#

My english is not good also, im french xD So i'm sorry if what I say sound unclear

indigo jolt
#

hmmm so you first need a sort of semi-circular or conical up-ward velocity

#

with no orbit

#

then you want orbit to kick in

cursive cedar
#

Yes! πŸ˜„

indigo jolt
#

ok so your upward burst movement should have nothing to do with velocity. you could do that with a Sphere Location

cursive cedar
#

Oh I see!

indigo jolt
#

check all the boxes XYZ - X and -Y, but leave -Z unchecked. then click the "velocity" check box

#

that'll shoot everything upward and outward

#

in random DOME

cursive cedar
#

what I have now is drag that is stopping my velocity. And once they stopped, they go down with a acceleration/life and what is missing is the orbit to make a leaf falling effect

indigo jolt
#

then make sure you have a Constant Accelleration module in there set to something like -900

#

nah don't do drag, too messy

cursive cedar
#

ok xD

indigo jolt
#

kill the drag, kill the accelaration/life thing

#

that's complicated

#

it's not like they are going to fall faster/slower over time πŸ˜›

cursive cedar
#

alright

#

xD yeah

indigo jolt
#

just pop them up with the velocity and make the value high enough and then up the value of the Constant Acceleration and they'll do a nice Arc just like picture

cursive cedar
#

Do i make a sphere location?

indigo jolt
#

ya

cursive cedar
#

okay

indigo jolt
#

sphere location, make that, check all the boxes, but UNCHECK -Z

#

that's the "down axis"

#

you don't want to shoot stuff downward

cursive cedar
#

done! πŸ˜„

indigo jolt
#

just left/right/forward/back/up

#

so Z, Y, -Y, X, -X

cursive cedar
#

i uncheck negative z and positive z

indigo jolt
#

keep positive Z checked

#

that's your UP

#

that one is important

cursive cedar
#

ok!

indigo jolt
#

you'll just spray out sideways with that one off

#

like a donut

cursive cedar
#

lol youre right

indigo jolt
#

then check the Velocity checkbox

cursive cedar
#

yes

indigo jolt
#

and below that there's a Velocity value. i like to set that to a Uniform

#

since you don't want these all poofing out too regular

#

you want some chaos

cursive cedar
#

yes ^^

indigo jolt
#

make one velocity value a smidgen smaller than the other, but not 0

cursive cedar
#

like min -30 and max 30?

indigo jolt
#

no more like 10 and 15

cursive cedar
#

ok

indigo jolt
#

also your Sphere Radius will impact this

#

if Sphere Radius grows, the velocity will grow too

#

it's weird

#

i'm not sure i really like how that works....

cursive cedar
#

XD

indigo jolt
#

but just keep that in mind, if you want bigger radius or smaller radius....it will change velocity and you'll have to adjust velocity numbers to compensate

cursive cedar
#

I see

indigo jolt
#

so if this is bursting from a tiny flower you probably want a small radius

#

i assume this is from a flower sized object, not a yoga ball

cursive cedar
#

yes, its from a flower ^^

indigo jolt
#

ok so like 10 or less probably

#

with a higher velocity to make up for it

#

then you'll add just a simple Constant Acceleration set to a negative value

cursive cedar
#

ok

indigo jolt
#

like -900, or -5000 (this varies depending on your velocity)

#

just try different values until things fall at the right speed

#

and things get the arc you want

#

sometimes you may feel like it's not "up" enough with arc

#

if that is case, add a Velocity module with a constant 0, 0, 100 or something

#

to get some added "up boost"

cursive cedar
#

ok

indigo jolt
#

just stuff to think about

#

anyway, once you get arc right, and you got the orbit working

#

find a number in the orbit that turns the orbit off

#

and on

#

depending on how big of a value it is

#

like if there's a number for distance from center or something. find that thing, change it to a Constant Curve

#

and set like 3 points

#

one at 0.0 seconds at value of 0.0. another at lets say 0.5 seconds, with value of 0.0. and another at 0.6 seconds at value of 1.0

#

and if you want you could add a 4th point at 1.0 seconds at value of 2 or something if you want to make orbit get bigger as they fall....i don't think flower petals do that

#

but these are things to tinker with

#

and these values are all just empty - your real value will probably be larger than 1, that's just example

cursive cedar
#

Yeah, I understand

#

im trying to find the values, but i think its gonna work after

#

in the constant acceleration, do i put something for the z?

indigo jolt
#

ya

#

0,0, -900

#

try that

cursive cedar
#

ok

#

its working :0

indigo jolt
#

very rarely are X and Y values used for acceleration. it happens, but it is rare

cursive cedar
#

I see! Now I have to get the orbit to work

indigo jolt
#

ya and you'll need to get familiar with curves

#

they're sorta annoying to work with

cursive cedar
#

Thanks!

#

for the orbit, the in val is always between 0 and 1 (life and death of particle)?

indigo jolt
#

yeah

#

i tried to find a tutorial for you on curves

#

this is funny

#

our resident moderator Luos

#

he's everywhere

#

lol

cursive cedar
#

lol thx

#

I cant get the orbit to work, once again...

#

only the value on 0.0 is doing something

#

i've put the other to 0.1 and 0.2 to be sure to see it, but no orbit

indigo jolt
#

get orbit to work with Constant values first

#

then figure out which value does "on/off"

cursive cedar
#

ok, im working in constant curve rn

indigo jolt
#

so one value there is going to be like "Off = 0.0" and "On = ??? 40? 50?"

#

only go to the curve once you know which value is "ON" and which value is "OFF"

cursive cedar
#

for the in val?

indigo jolt
#

explains curves

cursive cedar
#

ok

#

thank you so much ToT

indigo jolt
#

go to 7:00

#

watch everything after that

cursive cedar
#

ok

devout portal
cursive cedar
#

Are you still here ballsproblem?

celest birch
cursive cedar
#

in particles?

celest birch
#

yes

cursive cedar
#

Its a trail following a saber, I think i could help doing this

celest birch
#

ok thanks

cursive cedar
#

ur welcome ^^

#

if you still need help, maybe someone else can help you. Good luck!

celest birch
#

yeah i'll search around

shadow cosmos
#

@celest birch Spawn emitter attached node

#

Or spawn emitter at location and spawn on the feet of the character

#

Oh okay it's full body

celest birch
#

yeah

#

i am going to sleep if anyone know how to do it please tell me

indigo jolt
#

ya i'm here

#

well idiot-answer to your question - attach Particles with Ribbons to your character at various points

#

it'll be pretty expensive but it'll get the job done

indigo jolt
#

the easy way of attaching if you don't want to get gameplay involved - just use an Anim Notify and attach a ribbon emitter to your running

#

that way stuff doesn't spill out everywhere during idle

cold sorrel
#

But imagine how cool that'll be! Add collision and it'll form pools of light around the player!

cursive cedar
#

@indigo jolt I did it thanks to your help c: Thank you so much!

indigo jolt
#

congrats!

small bolt
#

Does anyone know what would be the main causation for the error: "Spawn Emitter Attached spawned a potential immortal particle system"?

#

I just create a 1 second burst of orbiting lines :/

broken hatch
#

Try if checking Kill on Completed/Deactive solve the problem
Other it's maybe because the particle you spawn in your code will never be killed though the code too; check if the checkbox Auto Destroy is ticked in your Spawn Emitter function

indigo jolt
#

also check that looping is set to 1

#

looping stuff wont' even trigger on some things - like notifies

bold zodiac
#

hey. anyone know how to solve this? It's a decal what I want to spawn when a grenade explodes. "Leaking" up the wall is kinda ugly, but I dont want to make the decal box smaller, because it would not be visible, if the grenade exploded over the ground

analog onyx
#

If you are not writing normals from decal, you can sample world normal and compare it to decal vector and fade opacity when angle is above threshold.

bold zodiac
#

Hm, that makes sense. So I grab the PixelNormalVS, compare with decal normal, which i guess should be sent from outside as parameter?

#

or well, i could always just use up vector, because its always on ground... Thanks! :)

analog onyx
#

LightVector should give you decal projection vector.

indigo jolt
#

that's a really cool solution...kinda want to try that

#

not exactly 100% sure how that would work or look node-wise

bold zodiac
#

Okay, i think I got it working.
LightVector gave some wierd results (if the decal center was close to the floor, it started giving off sideways normals), but PixelNormalWS returns with the orient of the decal

#

thanks for help :)

indigo jolt
#

oi! nice work!

#

ah dang i tried to copy that, sadly i'm in forward shading 😦

#

so i can't use scenetexture

#

i'm assuming something else will work tho

#

light vector kinda works - although it seems more like it just deletes stuff above a certain point

sterile saddle
#

@devout portal You share it? I'm interested πŸ˜ƒ

indigo jolt
#

ooo i gave up on that technique for the side stuff on decals with that tactic and tried SlopeMask

#

turns out that works good!

#

it still doesn't really address the "bleed down" issues, but the bleed-up thing gets fixed

brittle remnant
#

When I'm doing decal application I don't just use the normal of the impact point. You can do a few traces around the impact point and use the averaged normal. This will fix most of your problematic cases. Then you can use some shader magic as above to clean up the rest of the issues.

devout portal
#

@sterile saddle um...yes...the link in the post

sterile saddle
#

My bad, twitter skin :

#

Thanks πŸ˜ƒ

quaint bluff
#

Anyone got any idea how to do image burn effect?

#

like that shadow image when you see really bright light

#

or ghost image, which ever makes more sense

loud needle
#

Hello everyone. I've watched a few videos on destruction but am running into a problem

No matter what i set the damage spread to, my mesh crumbles all at once

#

Am i possibly missing a step?

#

I can give more information :p

winged nymph
#

anyone have an idea why my particle systme doesn't Spawn at Location?

#

it works if I don't spawn it, add it as a component and just activate it

mental stump
#

what are you setting the location to in your bp?

indigo jolt
#

@winged nymph yes Darinius is probably pointing to the heart of the issue. If you don't SET the location, your 0,0,0 input means particle is spawning at 0,0,0 in world space, wherever that is in your level. You can "Get" the location of any part of your blueprint then connect that location output into your Spawn At Location's location input

#

OK

#

on to my thing. Anyone know of a Vector that relates to the Particle Emitter's orientation that is normally a node already in Materials?

winged nymph
#

it's not spawning, it isn't being added to the worldoutliner

indigo jolt
#

if you have gyazo, share screenshot of the blueprint

#

also

#

use a Print String in there for good measure

#

make sure you're firing off anything at all

#

if Print String doesn't shoot off, then your problem is higher up the food chain

winged nymph
#

I watched it fire in debug

#

and there's lots of stuff after it working

candid flint
#

Killing itself too fast?

cobalt sparrow
#

Hi there! Is it possible to adjust the mesh particles's colision size? I have a projectile particle that collides with the corner even though visibly it shouldn't. And it's with 'Collision Consider Particle Size' turned off.

fossil swan
#

havent played with that, but I assume you should turn that on

cobalt sparrow
#

The checkbox says it won't consider particle size to determine collision event, by doing that collision radius indeed became smaller, but not perfect.

#

And it seems like Cascade doesn't use simple collision primitive of the mesh itself, or am I missing something?

fossil swan
#

i do know it takes those settings for whatever it impacts with, it should afaik also do that for your emitted mesh as well

#

havent done much with mesh collisions in cascade lately so my memory is a bit vague about it all

cobalt sparrow
#

Do you have any idea about simple collision? Or Cascade always uses some sort of it's own collision primitives?

crimson sparrow
#

Hey everyone. I am currently implementing a helicopter. Do you have any tips how to create a "wow now im going really fast" sense of speed?

fossil swan
#

change fov

#

camera wobble

#

(optional camera wobble)

#

make steering harder

celest birch
#

Radial blur

calm hemlock
#

Add star lines, sci-fi style

#

And other junk flying at you, just dust and such

fossil swan
#

now go off young padawan and make the best "wow im going really fast" sense of speed ever made

fossil swan
lilac obsidian
#

oh god

prime jungle
#

Is there a particle culling volume?

lethal spruce
#

Anyone know how I can get actor forward vector in material? I can get the up vector with object orientation.

indigo jolt
#

depends on what it's the forward vector OF

#

if it's forward vector of a BP it's attached to, then it could just be +X

#

usually it's +X

#

so 1, 0, 1

#

err

#

1, 0, 0

cold sorrel
#

Gotta love when forward is rotated 45 degrees πŸ˜‰

lethal spruce
#

I found a good way for my situation using MF_RotateVector_90

#

ultimately I was trying to get the perpendicular vector to the up vector

#

Okay so new question. Why are my imported vertex colors not acting as a mask in the world position offset node of the material?. I can see the vertex colors in the view port because using the "vertex colors" material input node it is applied to the color and emmisive slot. So I know the vertex colors are there. Pulling of that same node I am trying to only move the verts that have green values in the vertex colors. Yet all the verts move

fluid flare
#

Anyone have experience compositing with image plate? My image plate footage looks correct in unlit mode, but washed out with lit. I'm attempting to match an object to the lighting of the footage, but can't do that in unlit mode. I only need the image plate to be unlit.

fossil swan
#

set its material to unlit?

fluid flare
#

It was by default, it's still being lit somehow

fossil swan
#

please show the material and unlit setting?

fluid flare
#

Sure, one moment

fossil swan
#

in that case it should be unlit O_o

fluid flare
#

Unlit makes the footage look correct, but also delights the objects I'm trying to match.

#

Sadly the old Composure live stream bypassed using Image plate and used a method that doesn't even show the background which doesn't work for what I'm trying to do.

prime pecan
#

I'm just wondering where the difference between meshes and particles meshes might come from πŸ€”

cold sorrel
#

actor position vs particle position in the material?

prime pecan
#

I guess it has to be, but I can't for the life of me find anything like that in the custom code

celest birch
#

Plug node into one of the result node pins and check generated HLSL code

prime pecan
#

oh good call, i sec

#

Parameters.SvPosition.xy could that be it?

celest birch
#

Seems to be this for Particle Position:

Parameters.Particle.TranslatedWorldPositionAndSize.xyz - ResolvedView.PreViewTranslation.xyz
prime pecan
#

okay thanks

#

now I just have to find out which part actually defined the position

#

I just don't get it there's not many thing that can be location related variables, but no matter what I change, I can't seem to find the right one

prime pecan
#

anyone got any tipps on making a smoking gun effect?

cold sorrel
#

Use a ribbon

fossil swan
#

make gun, make cigarette, put cigarette in one of its holes.

cold sorrel
#

In the front facing hole to be specific

#

smoke from the other holes tend to be more irratic

fossil swan
#

we consider that front hole its front because we are anthropomorphizing the gun..
perhaps thats the back.

prime pecan
#

wow getting philosophical now πŸ€”

prime pecan
#

I have no words

fossil swan
#

there is some really really weird stuff when you google "gun senpai" hehe

prime pecan
#

and what's the best way to set up a symetrical particle effect? like I've got a mesh that should have the same particle effect on both sides of it

#

I'm currently just using the same emitter twice

#

but since the mesh is static I'm wondering if I can set it up within one emitter

fossil swan
#

emit particles onto mesh? or use mesh as particle?

prime pecan
#

well I want to spawn them at a specific point on the mesh, that's why I'm just placing it inside my blueprint to the place where I want them to spawn

shell sierra
#

which channel should I use for lighting issues?

fossil swan
shell sierra
#

thx

fossil swan
#

place same one on each side, tweak things accordingly @prime pecan

prime pecan
#

yeah that's how I have it currently

#

so I have this block with 2 vents on the sides and I want wispy smoke trails going up and some smoke puffs being shot towards the back basically.
My setup right now is a particle systems that has both, the wispy smoke and the smoke puffs that I place on either side and rotate so that the smoke puffs get shot out towards where I want them to and with the wispy smokes going up in worldspace

#

but the wispy smoke coming from a point looks weird, so I want them to spawn along the whole venting block

#

so should I split the two systems and just place 4 of them on my mesh?

#

just wanna know what's a good way to set this up

prime pecan
#

if I use a mesh particle is there a way to set the material in the particle system or does it have to be assigned to the mesh asset?

kindred zephyr
#

@celest birch lmk if you find anything all I can find is the very incomplete official docs and glossary. I'd settle for a list of all available commands and just figure it out if I could get that at least.

#

Blueprint is the same way. There's no way to just look up what nodes there are and what they do without reading the in-engine tips one by one.

prime pecan
#

is there any particular reason why my mesh particles might now spawn when I set their loops to 1? it works normal if I set it to 0 πŸ€”

kindred zephyr
#

Now or not*? What is your goal?

prime pecan
#

hm infact it seems like it's ommiting the first loop. so if I set it to 2 it just shows the second one

kindred zephyr
#

Is it plugged in? (Not sarcasm i promise)

#

Oh and placing the same thing twice is almost always faster to process than placing 2 different things. That extends to most things in the engine. @prime pecan

prime pecan
#

yeah but this was never about two different things

#

it's the same emitter just rotated differently

#

what I meant with that question was if I should just to the duplication in the emitter or not

kindred zephyr
#

It would start being different things if every object had bespoke fx like that.

#

It's better to make modular systems that work in as many situations as possible and make tweaks like you did by putting one on each side and changing simple things about each to make them look unique

#

Layering helps a lot

prime pecan
#

yeah seems like the object radius node returns 78.6 instead of 50

#

oh man one issue after another... can multiple emitters inside a particle system conflict with eachother?

fossil swan
#

they shouldnt affect eachother @prime pecan

analog onyx
#

@prime pecan Object radius returns radius of object bounds, which is particle system. Use particle radius instead.

#

Following issue is most likely related to you using object radius and adding emitter expands calculated bounds, hence the emitter affecting other emitter.

fossil swan
#

animationtable

prime pecan
#

@analog onyx good call, but is the particle radius calculated differently? It seems like the radius gets normalised to 1 as 2 particles with different sized return the same value

analog onyx
#

@prime pecan Using mesh particles?

prime pecan
#

yes

analog onyx
#

Its radius is hardcoded at 1.

prime pecan
#

😦

#

well I opted to just use the UV's it doesn't look too bad for the time you can actually see the things so it'll probably make no difference

#

but thanks, those things will be good to know in the future, I'm sure

old magnet
#

hey, getting some weird black flickering when adding SimpleGrassWind to the WorldPositionOffset of my grass shader that I'm using on my static instanced grass. It looks like z-fighting but it's not. Any ideas?

junior reef
#

Hi ! I am trying to do a path visualizer. My first thought was to use beam_fx for this. I have a spline and i am looping through it points ,spawning a beam emitter and transferring the tangents and locations (in world space) from spline to each emitter source and target. As you can see from the screenshot , i have a problem when i have a turn in the spline. So , is it possible to fix this ? Can someone point me in the right direction ?

old magnet
#

i guess i should show what my grass problem looks like, thought i solved it earlier but I'm still at a loss. If anyone's dealt with a problem like this before some insight would be much appreciated!

celest birch
#

@fossil swan Beautiful website. Now turn all of them into material functions and sell it on the marketplace :p

indigo jolt
#

@old magnet your grass wind is affecting the roots. that's bad. roots don't move. Vertex Paint the root parts of mesh to be one color, then mask the Wind in that color in material

old magnet
#

@indigo jolt Thanks but i already know how to do that, my problem is seeing the black flickering when the wind is added!

spare pier
#

@junior reef You can use USplineMeshComponent -> used to make sinuous road. For my curved laser beam, i try to use cascade beam, but the joint were imperfect because the beam always face camera. My solution was to use a cylinder with a specific shader and USplineMeshComponent.

lucid minnow
#

How can i make the light better in a closed off room with a single light and no windows or outdoor light

prime pecan
#

this should be asked in #graphics, and also bake your lights

lucid minnow
#

Ah alright I thought because it’s a visual thing, and I have no idea what that is xD

lethal spruce
#

Anyone know how I can get forward vector or object rotation in material?

#

I can use object orientation to get the up vector (seems odd that this exists and not a forward vector)

#

Obviously I'll take right vector too, so long as I have two I can cross them to get the other

analog onyx
#

@lethal spruce Transform any vector that you might need from local space to world space.

lethal spruce
#

Yeah I tried that. I wasn't able to find way for that to work. I created a vec 3 in the material (1,0,0) then plugged into a transform position node, set it to from "local" to "absolute world" and my directions are still wrong. I've moved onto creating dynamic material instances and storing those in a container so I can access a custom parameter instead. probably better this way anyhow

#

@analog onyx thanks though

analog onyx
#

transform vector, not position.

#

and nope, they aren't wrong.

lethal spruce
#

πŸ‘

indigo jolt
#

@old magnet kinda looks like you're using 2 planes per grass card, and maybe a double sided material and the back-side plane is popping through as z-fighting. hard to say without knowing construction

#

what you have looks more like a form of z-fighting than anything else

#

i've never seen that issue with single-sided planes before without there being a completely co-planar mesh (perfectly parallel)

fossil swan
#

pretty common knowledge actually, its quite a common practice used for decades hehe.
good that people are reminded of it

old magnet
#

@indigo jolt Thank you for the reply! It is a 2 sided material but with only 1 plane per grass card. No planes in parallel. The weird thing is this happens even when I make it a single sided material. I am also adding the wind on top of some vertex displacement that happens when the player character moves over the grass.

#

And thanks for the link, may be common knowledge but as a self learner i appreciate it! looks cool!

indigo jolt
#

did you use Z-up normals?

#

having super dark areas would be symptomatic of lighting showing up as "back-side"

#

and yeah Luos i think i've posted that same link over a dozen times, it's pretty hard to tell how much everyone knows πŸ˜›

#

lotta new faces

old magnet
#

I’m not sure, i just baked a really basic normal map and threw it on there. I’ll give that a shot later. πŸ‘

fossil swan
#

he doesnt mean texture normal

indigo jolt
#

ya it's something you gotta do in your 3d package

#

it'll give you a bit more of an idea of theory here

#

and make other foliage better

#

see how the black stuff goes away?

old magnet
#

Oooh, ok. Yeah, I’ve been trying to figure out how to do that in blender and get decent results. I’ll read up, thank you!

indigo jolt
#

if you don't have a Skylight in scene that'll also be a factor, as a skylight will create fake-bounce lighting

#

but i think you should do this stuff as first fix

#

or you won't notice it's wrong

old magnet
#

I do have a skylight actually! Anyways i’ll try this out later and report back, appreciate it! πŸ™Œ

pallid fog
#

Anyone know if there's a way to blend cubemap inputs for exponential height fog? Looking for something like the Set Cubemap Blend node for skylights, but not finding a way..

old magnet
#

@indigo jolt So I fixed my grass vertex normals so they're pointing straight up, and followed the tutorial you linked (which was great, thanks!) and my grass looks a lot better than before and doesn't do the weird black z-fighting. πŸ˜ƒ However when I try and add my displacement output (from character walking on the grass) to my wind displacement output then I start getting the black z-fighting again. Should I be combining the outputs a certain way? Sorry if this is really basic, i'm a beginner at this shader stuff. And I can post the shader if it helps.

old magnet
bright panther
drowsy tartan
quaint bluff
#

hnngh

#

also luos, this gun-senpai google search looks like a really deep rabbit hole

fossil swan
#

?

quaint bluff
#

that weird thing you posted last saturday

#

(I was just browsing message history)

fossil swan
#

cant even remember hehe

prime pecan
#

how do you forget something like that`

#

also that fire looks cool, but also kinda repetetive

fossil swan
#

quarter dropped, hehe gun senpai

indigo jolt
#

@old magnet try making same grass using a single plane with only 1 quad but same shader and technique and see what happens. i think something is still odd with geometry

#

once you remove the problem you can build from there

quaint bluff
#

so, I'm trying out that Sobel tutorial

#

but my screen UVs are messed up

#

or more like, it only works when in fullscreen

#

so it's not scaling properly

#

the code says uv *= 0.5;

#

so I assume that's causing the issue

quaint bluff
#

or not

quaint bluff
#

nvm, fixed it with return GetDefaultSceneTextureUV(Parameters, 14);

#

no idea what that is

drowsy tartan
#

yea that's new thing from UE 4.19+ for optimization the screen is rendered in one resolution and scaled for viewports, so you can't use texCoords node in PP materials or it looks squished in editor (work find in standalone tho)

#

from what I understood

fossil swan
#

<_< I still would like to have a way to give something glow without it being overly saturated with this new tonemapper. 99 times out of a 100 I can work with it, but there is always that one case where the subtleties are just lost when using an emissive higher than a few decimals

steady relic
#

is there anything in cascade that would cause a beam to wrap around completely? I have custom tangents set, but it doesn't end after the target... it seems like it's repeating but I can't find any settings that I haven't already set to 0 or 1

#

I may just not be calculating tangents correcly

#

🀦 tangent strengths were 25, not 1. much closer now, but not exact yet

indigo jolt
#

@fossil swan is the bloom in 4.21 improved or something?

fossil swan
#

not afaik, but havent touched it either

old magnet
#

@indigo jolt I tried using a single plane with only one quad and it's still happening... it only happens when I add character grass displacement + wind displacement in my shader.

#

It's going into World Position Offset, just to be clear

echo merlin
#

anyone suggest best laptop for vfx maya

#

And also for ue4

lucid minnow
#

can someone hook me up with a really good youtube video for everything about texturing? i've looked some up im just looking for personal opinion of a good video

lilac obsidian
#

πŸ‘€

#

this goes through the main process

#

it sows alot imptent things

nova pewter
#

I wanna use ISM's to visualise building propertes on a tile via a simple texture, Is it possible to add a material to them that basicly would work like an emitter, purely showing the desired icon, always facing camera?

#

Nvm, found it. Called billboard material

lucid minnow
#

@lilac obsidian thanks

old magnet
#

For anyone who ends up having a similar problem to the one I was experiencing with my grass, the solution was pretty obvious in retrospect- add my two different world position offsets before the SimpleGrassWind. And voila. No more weird black z-fighting! πŸ˜ƒ

fossil swan
#

@upbeat jungle not allowed to post here, please read the rules and read the pinned message in #looking-for-talent

#

thanks you πŸ˜ƒ

#

and as a vfx artist myself, good luck on the project πŸ˜ƒ

upbeat jungle
#

thank you πŸ˜ƒ

indigo jolt
#

@old magnet congrats! never had to do that before, but a solution is a solution!

old magnet
#

@indigo jolt Thanks! Whatever works I guess! And also thank you for trying to help me earlier πŸ™Œ

indigo jolt
#

Step 1 "how to fix" step 2 "why it worked" πŸ˜›

#

step 2 can be avoided

indigo jolt
#

OK i got problem someone here probably knows answer to

#

Mesh Particles - i got a bunch of mesh particles. Is there a Material Node that relates to the current Particle Scale of the mesh particles?

#

i want a SphereGradient radius to scale up with the particle

analog onyx
#

local to world transform should give you the scale

indigo jolt
#

ok local to world transform - what would be the input to the left?

#

object scale?

#

not quite doing it

#

the particle position thing is working great, they're all centered

#

but the radius is still a fixed quantity that doesn't realize mesh is scaling

#

mesh is a sphere

analog onyx
#

debug it. Object scale should work

indigo jolt
#

hmmm ok

#

ah got it

#

not local space to world

#

but Mesh Particle Space to World

#

ty!

winged nymph
#

anyone have an issue with SubUVs where frames will be empty for no reason

#

all my settings were right, I checked everything and then duplicated the texture and now everything works without changing anything...

#

duplicated texture, swapped for that duplicated texture and now the other texture works fine

celest birch
#

Hi does somebody know why my cinematic dosent autoplay

#

?

#

I select autoplay

winged nymph
#

is it in the level

#

well

#

I guess it has to be if you checked autoplay

celest birch
#

it is checked

winged nymph
#

disable camera cuts?

#

what if you default all those checkboxes

celest birch
#

nothing

#

default autoplay

winged nymph
#

what if you go in the level blueprint and add the play there

#

like this

#

if it works not going to figure out why the checkbox isnt working but itll work

winged nymph
#

it wasnt gonna be the camera cuts thing I was just thinking outloud

#

buit ok

#

you think it isnt playing because you're not possessing the camera right?

#

are you sure it isn't actually playing

celest birch
#

it is playing but i get nothing on the vieport

winged nymph
#

ok ya

#

Ive had that issue, I forgot what it was Ill look

#

you have a cine camera right

celest birch
#

yop

winged nymph
#

ok so I think I was right

#

it is to do with cam,era cuts

#

you need a camera cut

#

and then bind that cut to the camera

celest birch
#

how

#

i only had used martine

winged nymph
#

make a camera cut in the Track menu in sequencer

#

right click the camera cut in the timeline

#

and this is why it makes a camera cut when you make a camera

#

because they're pretty much required

celest birch
#

so a made a camera cut what now πŸ‘€

winged nymph
#

right click it in the timeline