#visual-fx

1 messages ยท Page 24 of 1

winged nymph
#

and set your camera in the Camera Binding ID

celest birch
#

Thanks you helped me a lot ๐Ÿ˜„

winged nymph
#

but ya I had that issue too cause it made that camera cut thing and didn't think I needed it

winged nymph
#

it's a 6x6 but index 6 and 7 and liek 13 are going invisible

#

but if I swap the SubUVParticle node's texture it fixes it

#

or I thoguht it did

#

must be soemthign else that fixes it

fossil swan
#

ss of the material?

winged nymph
#

I think because I'm using a Material Instance it's breaking it

#

I have a 11x11 SubUV texture and use a material instance to swap to the 6x6

#

ss?

fossil swan
#

screenshot

winged nymph
#

oh

fossil swan
#

if your smoke has disable depth test, (you shouldnt in most cases) then your additive material needs the same, and be before the emitter with the smoke, or use a slight camera offset so its closer than the smoke

winged nymph
#

depth pass works on additive?

#

I thought it was a translucency only setting

fossil swan
#

anything thats translucent

winged nymph
#

ok

fossil swan
#

jesus your materials are a mess :p

#

why arent you using opacity?

winged nymph
#

I didn't make this just modified it

#

I figure additive is cheaper

#

this is for the switch and we were having performance issues

#

so I've been doing every optimization I can

#

I only took off depth fade node and swapped in the SubUV Particle with a regular node that was in there before

fossil swan
#

doesnt matter much, better ways to optimize is to tweak the emitter prolly

#

TextureSamplesubuv is fine

#

show me the emitter, preferable the spawn rate

winged nymph
#

whats the pioint of the particlesubuv then

#

does it just have more settings

fossil swan
#

it allows for blending of frames, and can be used on meshes

winged nymph
#

ok so the Linear Blend won't do anything if you don't use the ParticleSubUV

fossil swan
#

its about as cheap as a regular sample

#

right

winged nymph
#

actually one of my textures doesn't have an alpha

#

can I append RGB to make the alpha?

fossil swan
#

depends on the color around the sprites

#

and then its often better to grab just one of the rgb's

winged nymph
#

I suppose red would be fine

fossil swan
#

can you show me the emitter and spawnrate?

#

in the required module you can use particle cutout, can save some overdraw that way. use 4, not 8. switch doesnt like 8

#

or mobile in general actually

winged nymph
#

hooking the opacity adds 5 instructions! blobSweat

#

disabling the depth test worked though

fossil swan
#

like i said, you have more to gain from other things

winged nymph
#

and making sure my sort order in the system was right

fossil swan
#

want a quick checksum?

winged nymph
#

ya I mainly just increased opaquity and reduced spawn

#

what do you mean by that

fossil swan
#

a checklist**

winged nymph
#

for optimization?

fossil swan
#

yes

winged nymph
#

ya I'll take a checksum

fossil swan
#

material:
does it use normal maps? no? disable tangent space normals
does it use roughness? no? set it to fully rough.
Does it need to be affected by fog? no? uncheck apply fogging (way less instructions)
does it need a lightmap? no? disable lightmap directionality

material > uv's
if you do any math, try to use custom uv's

textures: set them to shared: wrap or clamp

winged nymph
#

so for like fully rough and tangent space how do I know those affect the performance like with "Apply Fogging" it reduces the instructions by like 50 but those other things don't change anything in the stats

fossil swan
#

Cascade:
required module particle cutout (needs a mask texture)
bvc four vertices.

#

fully rough is a few instructions less

#

just hover over em

winged nymph
#

ahh ok it does say that, I don't see a change though in stats

fossil swan
#

might not fully apply with unlit

#

still good to disable em just in case

winged nymph
#

I guess changing the unlit is basically checking that

#

ya

#

what do you mean by the custom UVs

#

I haven't checked any of that out yet

fossil swan
#

if that smoke is only spawned three times then I'd worry way more about more complex materials and emitters

winged nymph
#

that isnt the smoke

#

that's the ball of fire

fossil swan
#

rather see the smoke hehe

winged nymph
#

the smoke is spawned on an EventReceiver

#

with a 3 freq

fossil swan
#

how many fireballs are you shooting?

winged nymph
#

3

#

1 every .2 sec

fossil swan
#

yea but how often does that happen? because its starting to sound you have other performance issues that wont be solved by reducing the overdraw of some smoke.

#

or a few instructions

winged nymph
#

this is the reduction though

#

before

#

it was like 30

#

or more liek an overall max count of 500

#

now it's like 15 max

fossil swan
#

ah allright

winged nymph
#

ya it's better now

#

before I was peaking far above 2000 complexity

#

but it gets to like 1400

#

actually

#

it goes to like 300 now

#

oh wait that was because I only had one thing on

#

it peaks to like 1500 for a few frames

#

ohh making it not additive bumped the draw calls from 12 to 24

fossil swan
#

just making it additive shouldnt do that

winged nymph
#

hmm you're right

#

I swapped it back and it was the same

#

still having this issue with empty SubUV frames

#

I fixedi t before

#

but its back now

fossil swan
#

whats the module like?

winged nymph
#

doesn't work if I 0 out the tangents either

fossil swan
#

not sure about the tangents, but try to remove 0.1 from the out value

winged nymph
#

like make it 34.9?

fossil swan
#

yuz

winged nymph
#

nope

#

this is with a test material

fossil swan
#

that opacity might not do it properly
can you show me the curve for the module?

winged nymph
#

it's so it lingers on the fade out longer

fossil swan
#

then its probably the opacity

#

or a bad alpha setup, or god knows what

winged nymph
#

๐Ÿคท sadpanda

#

still broke with 1 burst spawn and no oapcity

#

I'm pretty sure it's a 4.21 bug

#

because it fixed last time when I swapped texture in and out

#

not fixing it this time though

fossil swan
#

could also be the blending

winged nymph
#

ahhh

#

tiling method

#

Wrap

#

was using CLamp

#

but it worked before

#

ok that's what it is

#

this is why I didn't think it was that... it doesn't work if I do this, only if I do it in the texture

fossil swan
#

odd, should work

winged nymph
#

so if thats a bug then there is a bug

fossil swan
#

havent used 4.21 yet, so cant test

winged nymph
#

and it only fixes it if you recompile the material

indigo peak
brittle monolith
#

Hey y'all, trying to make a rectangular gradient, got the left and upper edges how I want them, any idea how I can get the bottom and right?

cold sorrel
#

one minus

brittle monolith
#

yup, in my case I needed 0.5 minus and it worked perfectly

cold sorrel
#

Lol, didn't see that you had solved it when I posted. Thanks discord

brittle remnant
#

@brittle monolith use "linear sine" much simpler.

brittle monolith
#

My initial thoughts are to use a texture mask with colors for each region like in Simon's Rime fire stylized VFX talk

narrow plaza
#

hey is anybody here familiar with video importing in UE4?
cause when i import a video in UE4 then put it as texture on plane and then make it "open source" in level blueprint the video goes nuts and starts to play from different parts and merge layers of video together :/

austere valley
#

when using mesh particles, how do I rotate them with the emitters rotation?

solid stream
#

@fossil swan is that an aqua reference ?

#

๐Ÿ˜„

fossil swan
#

:p

spare hare
#

aqua best waifu

echo crane
#

made my day

pseudo vortex
#

Is there a setting that allows particles to tick before beginplay?

#

Actually, that isn't he issue

#

Ah well nvm then, I have no idea why the particlesystem is not playing when the pawn is waiting for the game to start

lilac obsidian
#

tho there is only one reason for particles to stop

#

game pause

#

or its not active on start

pseudo vortex
#

You can't pause online games kappa

lilac obsidian
#

thats what i thought you were doing

#

so its odd

#

is that particle visible ?

#

active?

#

i mean there is no other reason really XDD

#

is it even spawned?

pseudo vortex
#

Yeah so, it's the same pawn

#

It works in "WaitingToStartMatch"

lilac obsidian
#

oh wait

pseudo vortex
#

So it's not about the game being in Progress

lilac obsidian
#

is the pawn active? XD

#

this particle very likely is parented

pseudo vortex
#

Yeah, I'm just not sure what I turned off in the pawn for the time they are in lineup and waiting to start

lilac obsidian
#

mh i would think the other way

#

search for ways to deactivate particles

#

something like tickgroup maybe

#

you working with those?

pseudo vortex
#

Nope

lilac obsidian
#

the code prolly executes

#

i would look inside the particle

#

maybe on the required there is an option

#

like with timenode

pseudo vortex
#

Can't find any setting that would stop the Particle based on custom MatchStates

#

Tricky

lilac obsidian
#

its tough to google

pseudo vortex
#

There is a custom Variable for the amount of particles

#

And that is set to 20

#

Even in the Lineup and start mode

lilac obsidian
#

are you sure the particle is even off?

pseudo vortex
#

So that part is okay

#

The particle looks frozen

lilac obsidian
#

frozen is good!

#

thats great

pseudo vortex
#

That little thing is all it produces in the lineup

#

Even though this is the same pawn used to play

lilac obsidian
#

now that looks like something good to google

#

lets see

pseudo vortex
#

You don't have to google for me

#

If you don't know what this causes I can google myself.

fossil swan
#

no clue either :/

lilac obsidian
#

there is time dilation for particles

pseudo vortex
#

They seem to work in the post match state

#

Maybe it's really some C++ thing where they check the matchstate wtf

#

Although, then the map vote should stop them too, let's see

#

Nope, that's not it

lilac obsidian
#

does this happen with all particles?

#

i mean is it only this one?

#

its likely a global issue

pseudo vortex
#

Can't really test, cause I only have that particle at hand in this given moment

#

The code for the lineup is also the same, and they seem to work in the post match lineup

#

Ignore the impulse upwards. My Spawnpoints decided to break

#

But in the gif you can see that the particles don't work in the first lineup and the start countdown.
But they work when the game is in progress and post match lineup

#

I sadly don't know enough about particles to know why this can even happen

#

Cause the particle component in question is only used 3 times and all 3 have nothing to do with this

lilac obsidian
#

the actor also dont rotate at start

#

mh

#

its hard to tell whats going on actually

pseudo vortex
#

Yeah, tried to cut the state times so it fits into a gif

lilac obsidian
#

but that is right? they dont rotate at start?

#

thats intended?

pseudo vortex
#

Actually, you are right, that is not intended

#

I didn't even notice that

#

The whole freaking pawn is frozen lol

lilac obsidian
#

well i see a viewport that is active but they dont rotate

#

i thought it was connected to parenting

pseudo vortex
#

Welp, then it's not a particle issue! xD wrong channel spammed

lilac obsidian
#

theres something bigger

pseudo vortex
#

I'll leave your holy grounds again

#

Yoeri

fossil swan
#

how dare you Ced

lilac obsidian
#

shame.

pseudo vortex
#

On to the next channel!

fossil swan
#

lol

fossil swan
#

@cloud raven the material needs particle color alpha set up properly for them to fade in and out

cloud raven
#

how would I do that?

fossil swan
#

open the related material, see if the "particle color" its alpha channel is connected to opacity

#

or combined with other stuff and then connected to opacity

cloud raven
#

so connect particle color to opacity

fossil swan
#

multiply it with whatever is now going into opacity

#

and make sure its the alpha output of the particle color node

cloud raven
fossil swan
#

bottom output, not the top one

cloud raven
#

whoops

#

but other than that it's fine?

fossil swan
#

yup

cloud raven
#

alrighty hopefully that works

#

thanks

zealous viper
#

Best place to learn how to create decent particle effects? I'm making a game that'll be heavy on lasers, so it'd be awesome to finally learn proper particlFX

cold sorrel
short sorrel
#

however I'm not good at these things. I was thinking maybe a water foam effect on the material would be better, but I am not finding how to use distance lod meshes...

#

this is done with an emitter

fossil swan
#

only 350 euro, so a steal

short sorrel
#

I was hoping to learn a little bit too.. ๐Ÿ˜„ thank you, this is an awesome asset!

prime pecan
#

@fossil swan I can't devide if that's sarcasm or not ๐Ÿค” but all thinks considered I think that's a genuine statement ๐Ÿ˜„

celest birch
#

That water system looks neato

analog onyx
#

350 euromoney is bargain if it is drop and forget solution with support. Sadly, I haven't seen zero maintenance plugins in this field for UE4.

mortal lily
#

wondering if theres RT's behind the scenes tho

#

the water doesn't collide with level geometry as far as i can tell

short sorrel
#

thank you for the asset I'll keep it in the radar ๐Ÿ˜ƒ

fossil swan
#

me in conversation:
"If one person does it, another might feel left out and starts doing it as well.. its a puts on sunglasses cascading effect"

solid stream
#

@fossil swan doesnt this belong to the cascades of the... #niagara ? ๐Ÿ˜„

prime pecan
lilac obsidian
#

hes in trouble

solid stream
#

:/

fossil swan
#

no comment

#

(with some help from jan, which without this context sounds odd)

solid stream
#

flag animation ?

pulsar condor
#

Hey guys does anyone here use truesky?

fossil swan
#

@solid stream in this case for an animtrail

solid stream
#

oh I see what kind of effect it would be now

#

neatsauce

#

so basically its two sines with a slight angle offset ?

fossil swan
#

just one

#

using the lerps to blend out the sine

solid stream
#

ahaa

celest birch
#

I like your sperm

lilac obsidian
#

is this gradiant ramping?

#

oh shit

#

fml

#

this is all your fault discord

indigo jolt
#

@fossil swan stealing this. thx

fossil swan
#

@indigo jolt jan showed me one that might be a bit cheaper, I'll screenshot it if is

indigo jolt
#

yeah i'd love to have more like that - doing distortion of UV's is gross method

#

that one is super smooth

fossil swan
#

same amount of instructions, can use that one

#

@indigo jolt I kinda knew I wanted some sine wave for a trail im working on. but didnt know how to visually get a sine-line trough math till Jan showed me, and iterated on that. its fun to see something grow more interesting the more you add to it.

zealous viper
#

Is it possible for ribbon particles to collide with the player? (In my case, a jet stream not clipping through the players legs)

fossil swan
#

dont think so :/

#

might be wrong though

indigo jolt
#

NOT clipping? could just depth-fade?

fossil swan
#

yea, to fade it out

indigo jolt
#

or use that wacky water method they use for ripples around rocks using the occlusion distance or whatever to displace UV's

#

i never really got that to work "good" but i've seen others do it

zealous viper
#

So how would I go about using depth fade in the material for the ribbon to detect intersection with the character mesh?

indigo jolt
#

well if it's translucent you're done with step 1

#

step 2. find your opacity set of nodes, plug em into a Depth Fade node right at the Opacity input. plug that into opacity

#

then you're pretty much done. adjust the fade-distance number to taste

#

by default it's at 100

sly wraith
#

I created a rain particle effect but it only works if the origin is in the camera view (which is obviously not what you want when running around in the rain). How would I go about fixing this?

fossil swan
#

set proper bounding box, and make emitter move with camera

carmine lake
#

Is Cascade still supported or should look into Niagara for learning VFX in UE?

fossil swan
#

cascade will be supported for a while, but if you are starting out it might be wise to pick up niagara now. though it doesnt hurt to get some of cascade in there as well atm just to understand vfx in general

crisp cloak
#

So I am doing perspective division and for some reason vectors that lie just on the screen's border are between [-0.75 ... 0.75] and not [-1 ... 1]

#

Does that sound like a problem coming from my perspective matrix?

celest birch
#

how to create lightning effect at fully dark night

#

I created the lightning particle but I need the whole terrain to get the lightning effect

#

need help guys

fossil swan
#

why do people always only say guys, we have some qualified girls in here as well

#

ยฏ_(ใƒ„)_/ยฏ

lone wing
fossil swan
#

point taken, but some aberratives from time to time wouldnt hurt hehe.

lone wing
#

@celest birch theres a light module for spawning a pointlight

#

i used a separate directional light for lightnings too once, but needs to be controlled with blueprints

celest birch
#

can I get reference if u dnt mind

#

thing here is lightning with skylight/pointlight/directional light will affect oly terrain not sky

#

while lightning I need the sky effect also to be change with

lone wing
#

the sky normally is unlit, so the only way to illuminate it will be through a parameter

#

you can plug a parameter into the sky emissive maybe

celest birch
#

ok I try tht

#

works fine thanks @lone wing

lilac obsidian
#

errr

#

anyone had an issue yet where ssr isnt reflecting particles?

analog onyx
#

If them particles are translucent

#

Opaque masked particles shall be reflecting fine.

lilac obsidian
#

ok?

analog onyx
#

I guess

cold sorrel
#

fine

fossil swan
#

sure

fallow spindle
#

in unreal engine im wanting this particle efect to have a much longer distance so it acts like fog/clouds but i cant make it render at any further distance? any ideas?

pseudo elm
#

If that is volumetric then there is a distance limit on those.

#

@fallow spindle

fallow spindle
#

hell

#

any way to change that?

pseudo elm
#

you can change the value, but that affects the quality of the volumetric fog

#

Its called Fog Cutoff Distance. Good luck!

lone wing
#

gonna ask in niagara...

celest birch
#

Can anyone dm me some good learning materials for fx

cold sorrel
sly wraith
#

My rain particle effect stops working if I'm not looking at it's origin. How do I fix this?

#

Setting Occlusion Bounds Method does nothing

celest birch
#

if you reply to me, mention me

#

@celest birch You are accumulating depth. Try subtracting depth instead

#

not everything is black

#

Check if any of the samples are in Custom Depth and discard result if not

#

I'm not sure what you are referring at

#

In your loop, check if the sample has CustomDepth info. If it does, that means the current pixel is in range of a CustomDepth object

#

How I might do it?

#

I'm not familiar with materials

stuck salmon
#

im making a particle that needs to emit from the center and spread out in a donut shape. How do I get that effect?

#

atm it goes in a straight line

#

it shouldnt go up

#

checking surface only at the Location -> Cylinder did the trick ๐Ÿ˜ƒ

glossy orbit
#

Hi,

I hope this is the right channel for my question :)

So has anybody successfully implemented this post process shader by tom looman in 4.21? -->

https://www.tomlooman.com/soft-outlines-in-ue4/

Unfortunately I always get a compiler error (I recreated the setup a few times from scratch but always the same error). Maybe something changed in 4.21?

Tom

Create soft outlines using SpiralBlur in Unreal Engine 4 like CS:GO and Left 4 Dead. Post includes source code for the outline effect.

indigo jolt
#

dunno if anyone here is doing any Cyber Monday shopping...but check the Substance bundle on steam if you get the chance. sooooo cheap

#

i'm kinda afraid it won't be around much longer since they moving to a subscription model

sly wraith
#

Can someone assist me with camera blur techniques?

tawdry light
#

Hey guys, does anyone know how i could optimise the shader complexity of billboards?

#

they go into the white shader complexity when there are alot on the screen.

brittle remnant
#

@tawdry light Use a texture instead of the radial gradient. Also using an unlit material will help a lot. Lit translucent is very expensive.

fossil swan
#

while suggesting a texture is fine, the texture fetch makes it a bit moot.
especially if he has instances where he wants to change the size of the sphere.
just set it to unlit, disable "apply fogging" would reduce instructions even less.
in case of tiiiiiiiny sparks, masked could work too.

tawdry light
lilac obsidian
#

oh that looks very like a billboard

tawdry light
#

what i thought

lilac obsidian
#

it prolly rotates with

#

mh

#

it could also be a 3d widget tho

#

i know they are doing alot inside the material

#

the animations are vertex driven

tawdry light
#

yeah,it must rotate with the item

lilac obsidian
#

the thing that bothers me is the sizes

#

this may have been set up for every item individually

tawdry light
#

so it isnt super wide when looking fronton

lilac obsidian
#

so not a runtime effect

#

you should be able to fake this with billboard or 3d widget

tawdry light
#

but, i don't know how to streth the material in a way to encompass the item

lilac obsidian
#

you might not need to

tawdry light
#

as the player views the item from a different angle, the width changes to only just encompass it

lilac obsidian
#

just make a really large billboard

#

for the largest item

#

and then have different masks

#

starting from the biggest

#

to the smallest

#

and apply that in a datatable with the item

tawdry light
#

but, ill just need to change for each item

lilac obsidian
#

yes that is what i think epic does

#

you dont need to go all wonky on this

#

just have static sizes in a list

#

also the colors

tawdry light
#

yeah but, the size isnt static for eacch item

#

as you walk around the object it cchanges

#

in fortnite

#

because the rocketlauncher for example is wider from different angles

#

idk if that makes sense

lilac obsidian
#

oh i didnt play fortnite br yet

#

yee sounds like billboard function

#

you seem to be on a right track

tawdry light
#

Yep!

#

and also, the billboard seems to be always behind the 3d model

#

wheras half of mine is infront of the 3d model

lilac obsidian
#

mh

#

lemme think

#

yee

#

this could be easily solved

#

you should create a custom post process fo the items

#

like outline shader just that only highlight the item

#

and you need that as last post process

#

that way you can have billboard behind always

#

and you dont have to switch this mask

tawdry light
#

ahh

lilac obsidian
#

you evil mind

tawdry light
#

is there a way i can have a material that overlays the meshes original material?

lilac obsidian
#

i havent heard of that yet

#

would be great wouldnt it?

tawdry light
#

oh wait.. do i have tocchange anything in the meshes materials to do the outline?

lilac obsidian
#

no

#

yes

tawdry light
#

i'd rather have it addable

lilac obsidian
#

you have to set static mesh to custom render

#

thats all

tawdry light
#

but nothing in the material?

lilac obsidian
#

then the post process material will already adapt the mesh

#

no

tawdry light
#

all stuff i can do at runtime?

#

sweet

lilac obsidian
#

you can have any material

#

yee

#

all at runtime

#

but be careful

#

you just filled the one and only custom render spot you have

#

if you want to have more... youll have to take advantage of the id system

tawdry light
#

yeah

lilac obsidian
#

tom looman made a tutorial on that

#

and there are a few on youtube

#

but its critical stuff.

tawdry light
#

what if i wantmultiple diff outlines

#

yknow

lilac obsidian
#

exactly that

tawdry light
#

@lilac obsidian do i do the multiple outlines with stencils?

lilac obsidian
#

i think so

#

its better if you look at tom loomans example

tawdry light
#

yeah

lilac obsidian
#

i never did the multiple ones

tawdry light
#

this stuff is so advanced

celest jasper
#

Learn all techniques

tawdry light
#

Thanks, I'll check it out!

celest jasper
#

Bling Bling Offset is what you need

#

But you should know all of these

tawdry light
#

Wow thanks @celest jasper that was a great watch!

#

I think I might use the camera offset technique

#

Although I'm afraid that it will make the billboard clip even more into the ground

celest jasper
#

Simply adjust default Z Position then and use depth fade if it still looks ugly

tawdry light
#

Ahh, depth fade is a great idea @celest jasper

#

I'll still have to cut off some of the edges, but it will look alot smoother

celest jasper
#

just played Fortnite, you know what's even easier? use a sphere with screen space UVs

#

and instead of the sphere, you can also cut out a smaller part and make it rotate

tawdry light
#

I dont think i understand @celest jasper

#

Does anyone know why billboards, even with translucency turned off make the game stutter so much?

#

Hiding the billboards boosts my fps to a stutterless 80

lilac obsidian
#

@whole pewter

#

show screenshot

weak bison
whole pewter
gleaming fulcrum
#

guys.. noob question here... is there some trick so the Particle System reflects on SSR and overall reflections? can't seem to make my particle show on reflections

gleaming fulcrum
#

the issue seems to be the particles having additivie materials

signal vapor
#

Hey, don't know if the right place. anyway..media framework question. From the stream, I hear only audio but see no video. I tried everything I guess. Texture on UMG widget, material on the meshes...various settings..I want to stream .m3u8 stream..Any other ideas? I build this for android phone and this should be supported according to the documentation

lilac obsidian
#

hi

#

need help

#

my particle emitter particles stay at global locations

#

is there a way i can make a particle go with the player

#

not spawn and be forgotten

#

i might need to call luos :c

#

lets hit google

#

ok there is a thing called

#

use local space - Required area

#

wasnt obvious to google XD

round fog
#

local space

#

ah yes

brittle steppe
#

Hey guys :) My particle has been flickering and I don't know how to fix it

tawdry light
#

Sweet, thanks.. i'd appreciate that

tawdry light
#

that looks awesome

#

is there a way i can make the textures 2d?

#

and not wraparound a 3d object?

tawdry light
#

No, this is fine, it's just when you look from the top down, the sphere uv's combine in an uguly way when using 3d @celest birch

celest jasper
#

sry I couldn't find the time to explain further @wild shale , but Buzzooo2 is doing exactly what I suggested

#

the only thing missing is rotating the sphere depending on the camera vector

normal crystal
#

any way of adding more divisions to the default planes created by a particle simulation?

cold sorrel
#

You mean sprites?

#

Afaik unreal doesn't tessalste sprites except for cutous

obsidian portal
#

Hey any idea how I can fix this?

#

It's a tracer but its not rotating correctly

#

It should go straight no matter the psys rotation

broken hatch
#

Uncheck Use LocalSpace in your particle maybe ?

#

It's in the Required module of your particle system

obsidian portal
#

Perfect, that fixed it. Thanks

paper pond
#

any ideas how to replicate it?

#

My first thought was bump-offset shader in Klemen way, but fake praticle decal didn't work well.

fossil swan
#

could ask @bleak inlet

#

I would probably put a mask texture on top with a dusty texture, could use bumpoffset but not super needed I tihnk

bleak inlet
#

I think im actually getting tagged without @ everyone like once a year

fossil swan
#

@bleak inlet its your year man

#

:p

lilac obsidian
#

his year only has 28 days left

bleak inlet
#

@fossil swan hardest year that's for sure hah

paper pond
#

OMG I didn't realize that you are here hehe

fossil swan
#

hug

paper pond
#

so I see 2 options: buy your pack on gumroad and see whats happend there or spend lifetime on learning hsls code ;p

bleak inlet
#

@paper pond I don't know hlsl , tried to get into it, but

#

my body is not ready yet

#

so I stick purely to material editor

#

if You want to buy it make sure to use the code, it's still at -40% black friday sale ๐Ÿ˜›

#

@celest birch most resources I found long ago were non ue4 related, but I remember some good videos on ue4 as well

#

the best ones propably come from epic streams

#

they should be on youtube , unreal channel

paper pond
oblique thicket
#

Ah nvm, it seems that the "Create Dynamic Material Parameter" hooked on the PS doesn't work anymore. "Set Material" On the PS doesn't do anything either.

#

@celest birch If you find some good HLSL learning resources I'm super interested too! ๐Ÿ˜ƒ Didn't get lucky so far.

ashen mason
#

Same, would really appreciate it if someone with the know how would make an HLSL UE4 specific set of instructional videos

oblique thicket
#

PS regarding my question: My material slot is empty on the "CreateDynamicMaterialInstance" because I copied the nodes to display it better. That is not the problem ๐Ÿ˜‰

indigo jolt
#

@oblique thicket don't take this as "absolute authority" but i think you want to Create Dynamic Material Instance in your Construction Script usually. ALSO - this "create dynamic instance" step is sometimes not required. IE - simply right click the particle system output and attach that to the Vector Parameter.

#

be sure to throw in heaps of "Print String" nodes along the way at any point where you're not sure data is being passed

cloud pumice
#

Hi folks. I started learning fx yesterday and I got simulating & sprite sheetconcept down... But, something I can't wrap my head around is how to make a "3d" fx particle. With sheet method, it really only works when viewed head on. Any reading material on how to make, for example, a fire that has the great look of sprite sheet, while also looking good from all angles?

oblique thicket
#

@indigo jolt Thank you for responding. Unfortunately it seems that there is no way to update the material/material parameters on a Mesh Particle Emitter anymore. It's pretty weird and disappointing since my graph was totally working before. To use ParticleColor or Dynamic Parameters is not ideal because I wanna set a bunch of params in my materials. I think I will just give up and use MatParamCollections, or see if I can have more access to the data in Niagara.

tawdry light
#

@celest birch @celest jasper Making my own billboard material manually seemed to remove the lag issues associated with billboards

oblique thicket
#

Apparently it's a bug.

celest jasper
#

I believe you always have to use the Mesh Material Module @oblique thicket

#

"Step 6: Apply the material instance you created to both emitters" If this is done in the Required Module instead of the Mesh Material Module, this indeed has no effect.

#

Interesting that it worked in 4.17 though

indigo jolt
#

this isn't working

#

but goal is - i want a ribbon to pan the material in the opposite direction that the projectile is flying

#

but i do not want to just use world space because i want it lined up in one direction

#

i know idiot-proof method is just setup a panner and try to match the speed in reverse with projectile

#

but was hoping to utilize world position data so i can make it look like the elements of texture are at a stand-still

#

in ribbon

#

basically end goal here is - i want the image to appear "frozen in place" just the same as if i was using a World Aligned Texture node. but I only want it frozen in place lengthwise down the ribbon

fossil swan
#

isnt there a particle velocity node in the mat editor? could perhaps substract some scalar from that

analog onyx
#

How about using world position for 1 axis of coordinates and using UV for the other ?

indigo jolt
#

hmmm i will look into both options

uncut sorrel
#

Does Circle DOF not work correctly?

#

it either just fully blurs the whole screen without taking into account distance

#

Nevermind

oblique thicket
#

@celest jasper Thank you so much! Indeed the MeshMaterial module worked. That's good progress! Any idea on how to do the same in Niagara maybe? :p (I'll move the question into the Niagara sub-channel)

cloud pumice
#

would like to make fire react to movement, e.g player running would make flames change direction, any tips?

indigo jolt
#

that's a hard one. making some of the flames emerge as ribbons will achieve this. i tried setting the particle rotation via blueprint based on character velocity and that was too "blinky" - the updates were violent. the usual way this is done is simply to have a smaller core that doesn't move much and have World Location bits that fly off

#

that way they drag behind you as you move

#

if anyone else has a great method tho....

cloud pumice
#

thanks I will try that ๐Ÿ˜ƒ

cold sorrel
#

I think the only game that nearly pulled it off is uncharted 4. They lerp between a spritebased system and a ribbon based on velocity.

fresh harness
#

What if you put an invisible mesh (a simple shape for like the base or heart of the flame) and give it a physics constraint on the base. So only the top of it can wobble.

  • Have most of the particles you want to react to wind spawn off the surface of it (locally, so when the mesh rotates top over bottom they'll be oriented correctly).
  • Stick a somewhat thin box trigger through the player.
  • Scale its Y (or whatever axis of it is perpendicular to the player's side) based on the player's speed - so the faster the player is moving the wider area he/she can affect.
  • When a fire enters the box trigger, apply force (based on the player's velocity) to the flame mesh
  • Base the amount of the force on the player's distance from the flame AND the player's speed.
    Make the box something like this (for when the player is walking, set Y scale to 0 when Idle, twice that while running)? https://imgur.com/a/RY8VtfV
cold sorrel
#

That approach tends to break with up and down motion.

#

I tried using a jigglebone for that in unity.

#

For gentle back andforth stuff it's no problem. When it gets flailed around violently or especially up and down it just looks bad.

analog onyx
#

I guess using ribbon for this effect puts constraints on length of the trail and it surely needs some averaging over several frames for emitter position. Perhaps something like passing a dozen previous positions into the shader and rotating/skewing particles based on that could work instead of ribbon.

cold sorrel
#

Yes. It's the one frame snaps that destroy it

#

For Crow The legend I used the Ribbon method, and it worked quite well. But then they added another animation after I was off the project that was a tad to fast which broke it :p

cloud raven
#

particle effect isn't showing up anymore

#

set to visible and the emitters are active but it's not rendering the particle sprite material for some reason

#

was working a few days ago and I didn't do anything to the particle related stuff

serene mantle
#

so i have an actor collision in one of my emitters

#

its never calling the PS Collide Event

#

i think im missing something

#

im not too sure

#

oh wait

#

im stupid

#

i never made an event generator

#

big yikes

analog onyx
#

Sample scene texture with different offsets 3 times. Take a channel from each offset sample and combine into final image.

open matrix
#

Is there a limitation to how many niagara systems you can have in your scene playing at one time ?

celest birch
#

does anyone know how can i reduce glow on this emitter?

paper pond
#

Initial color, material? I'll start to investigate there.

tiny vigil
#

anybody have luck with changing attractor location at runtime? setting the vector parameter doesnt seem to do it

indigo jolt
#

no, but you could rely on a vector field instead and animation motion on that

calm sphinx
#

is there a way to spawn an actor or a blueprint per emitted particle? Or am I not thinking about this the right way?

indigo jolt
#

i'm gonna go with probably "not thinking about this right way"

#

you could spawn a Blueprint Projectile and/or multiple Blueprint Projectiles, that then spawn other particles or meshes or whatever you like

#

kinda depends on what you're trying to actually accomplish

#

sometimes we ask if a "method" is possible, when it might be best to explain what we're trying to "imitate" so other methods can be volunteered though

#

if you're trying to do a grenade launcher - then use a Blueprint Projectile

ocean forge
#

So I have this rain VFX that is spawning TONs of particles over a good amount of area. It's fairly performant on my machine, giving 100 FPS in editor. Although I get these in the visual studio logs: Warning: Spawning 71083 GPU particles in one frame[8121]: P_RainStorm1/Particle Emitter

Can someone explain the dangers of this? Is this just too many GPU particles per frame?

analog onyx
#

@ocean forge Spawning a particle is the slowest thing in the whole GPU particle system, hence the warning. Warning threshold is adjustable.

ocean forge
#

hmm okay I do want to keep my performance in check. I'm on a 1080 so it might be hard to do.

#

Is there any ranges that are recommended?

#

like hey don't do like 100k per frame on an xbox or such?

analog onyx
#

There are no absolute numbers here. Everything is relative. But generally, spawning 100k gpu particles per frame is not cool.

ocean forge
#

hmm I guess I can make the particles bigger and etc

#

spawn less of them

#

@analog onyx thanks. I think I will certainly keep in mind for optimizations and etc. I guess what I have now runs at max FPS on the only machine I got. Once I start seeing pain points I'll profile and see what I can do.

oblique thicket
#

@tiny vigil I change my PS attractor location on my project with this setup and it works. Hope it helps.

pseudo vortex
#

So, I have a simple Particle Emitter for a Beam.
And that thing doesn't want to despawn.
The loop count is at 1.
Duration is at 1.
Spawnrate is at 0.
Burst count is at 1.

Previews shows it constantly and it sticks ingame too (AutoDestroy and Destroy on Completed true)

#

Where is that last setting hidden that I'm missing?

#

Or are beams not meant to autocomplete?

pseudo vortex
#

Ah well, destroying it by hand then -_-

tiny vigil
#

@oblique thicket Finally got it working. Thanks. For me, it was actually an issue with the function I was calling in a timer. For some reason, even though I tripled check the spelling, it would never fire the function. Duplicated the function, typed the name in again, and viola.

oblique thicket
#

Ah interesting. Glad you figured out!

marsh plinth
#

hey two questions about decals. 1. how bad are they for performance? like can i use a few dozen decals without trashing the performance? and 2. how can i make a decal not project on the underside of a mesh? like an upside-down plane

analog onyx
#

Fellow VFX artists, when doing frustum sliced effects(rain, snow, volumetric lighting and what not) with geometry perpendicular to camera, how do you stabilize the effect in world space ( if you actually do)? Anything practicable that can be done or it is just live with it? At lower slice counts that sliding motion is really noticeable.

azure idol
#

Does anyone know where I can get an outline material? Please ping me remyes

cold sorrel
#

It's stickied in the graphics channel as this gets asked every day.

azure idol
#

Ah alright, thank you

supple narwhal
#

hey, everyone. I was wondering if there's a way to get multiple light emitters to work within one niagara system?

fossil swan
supple narwhal
#

thank, apologies

cold sorrel
#

Postporcess outline with uv distortion?

lilac obsidian
#

doing an effect like this will result in a very heavy material

#

i could imagine a volume effect

#

prolly would give best results

#

but also a particle

analog onyx
#

I'd vouch for inflated copy of the mesh with double sided faces for that one.

cold sorrel
#

Double?

#

Reversed?

fossil swan
#

yea I think he meant inverted instead of double sided hehe

dense escarp
#

I'd skip inversion on that one, since you want the fire around the front more than an outline. 2-sided is a valid option to get both. Then multiply a fresnel and a mask to empty out the fx for the character reveal. You could also use vertex colors on parts of the 'fire shell' to have more or less flames. For extra love, feed the character speed and velocity in as well to boost the effect when they move and mask out the forward vector and crank up the trailing one.

analog onyx
#

@cold sorrel @fossil swan Nope, I did actually mean two sided, specifically to be able to get a brighter outline and not so bright fire over the body of the character without sampling scene depth.

#

Something like that

#

But can work likewise with forward facing only, just won't be as volumoeus. (I did misspell that one).

#

Feeding speed and velocity is actually yeah, the thing

cold sorrel
#

Cool! Not the way I would have done it, but if it suits your needs it does!

analog onyx
#

Just one of many approaches with its downsides.

fossil swan
#

No.008
ใƒ†ใƒผใƒžใ€Œไฝœ็”ป้ขจ ็‚Žใ‚จใƒ•ใ‚งใ‚ฏใƒˆใ€(by @ymsk_htbk )
x-particlesใงไฝœ็”ป้ขจ็‚Žใ‚จใƒ•ใ‚งใ‚ฏใƒˆใ€‚ๆ€ใฃใŸใ‚ˆใ‚Šไฝœ็”ปใฃใฝใใชใฃใŸใ€‚
#C4D #Cinema4D #MAXON #Xparticles #insydium https://t.co/1YR3cfVEgE

Likes

264

โ–ถ Play video
analog onyx
#

@celest birch Nope, just WPO

celest birch
#

Did anyone manage to setup this particle effect?

fossil swan
#

check the link-gun in the UT4 editor

#

quite a delicate blueprint to make a mesh move and swirl around a dynamic spline

#

or, niagara.. but not sure.

#

@ocean hedge might know?

open matrix
#

How can I make 4 particles with a tail rotate in clockwise direction continuously with a very big radius/diameter value like 2000 or + (In cascade). I want them to rotate around a giant wheel. So if I can use the wheel mesh for the particles ?

white ether
#

hello

#

how does one solves the issue of gpu sprite collision when the mesh behind you get culled and the collision doesn't detect

#

in practical example... a tracer projectile VFX will seems to shoot through the wall becuase the wall is culled

cold sorrel
#

Well, they collide with the depthbuffer. If there isn't one, there's nothing to collide with

#

Why would that affect the projectile though? That should collide with any physics you tell it to.

white ether
#

@cold sorrel it wouldn't.. but i'm referring to fake tracer VFX

cold sorrel
#

Welp.

#

Wrong method of faking it then I guess.

indigo jolt
#

Am I missing something or is Velocity Cone a World Position-only thing?

#

ugh nvm, other problem identified....

fading void
#

I have added custom Niagara script

#

marked it as function

#

but I can't select it anywhere now ;

fossil swan
#

guess you missed it

fading void
#

yeah ;d

narrow pulsar
#

Hello, is there something i have to do if i want to use meshparticle (cascade) inside an actor ( not spawned as component) ? I wanted to use infinity blade assets for quick testing , specifically P_RBurst_Fire_Proj_01 and for some reason it only works if placed directly into the map not inside an actor ( the rock meshes do not spawn) thanks in advance.

narrow pulsar
#

Hm nevermind, seems to be a preview issue - ingame its like it should be.

indigo jolt
#

Does anyone have any links or memory of how to make a translucent object seem to "flatten" where it penetrates things?

#

ie - lets say you had a translucent dagger and you stabbed it into a wall, and you didn't want to see a black hole in middle where it's penetrating

#

but instead a bright as heck max opacity color

cold sorrel
#

THis is now required viewing for everyone who makes effects.

celest birch
#

I'm completely new to cascade. Does anyone know how to make this effect follow source and target actor... sort of convert it to a beam

zinc remnant
#

If the origin of your mesh is in the middle, you'd have to find the mid point in the world between your source and target actors, place the effect there, rotate it to point the right direction and scale it based on the distance between the two actors and the size of your mesh

#

You'd probably save yourself some time and headaches by using a beam though

#

If i had to do it that way I'd have the origin of your mesh there at the base of the effect, and the size be 1 unit long

#

That way you only need to keep the mesh at your source actor, and you only need to calculate the desired rotation. The scale of the mesh, if it's 1 unit long, would just become the distance between your source and target

#

And naturally you'd need to do this in Blueprint

fossil swan
#

time minus 1, saturated.
after two second sit should go from 0 to 1 right?

analog onyx
#

It will stay at 0 for a second and ramp up to 1 the next second.

fossil swan
#

for some reason I cant get it to do just that.
It does change the value, but whenever the particle spawns the time isnt at 0

#

basically I need a 0 to 1 value in 0.1 second, in a infinite timed particle.

#

so particle rel. time. is out of the q

#

related: I miss all the "over time" instead of "relative time" things in cascade

#

which where present in udk

analog onyx
#

Sounds surprisingly simple, but I don't see a way to do that gracefully for you only have time, particle relative time and delta time to work with. None of these suits. Potential workaround would be setting a parameter from a blueprint that passes some sort of world time and is processed at spawn time only and compare it to world time in material but this is a bit lame. Are infinite particles really infinite ?

fossil swan
#

cant use blueprints, and they are infinite until they hit something

#

i remember talking about it on twitter, but that was months ago <_<

#

but.. not usable in my case

analog onyx
#

Absolutely can't wrap a particle system in a blueprint? Is particle spawning arbitrary or periodic? If it is latter, you could time particle spawning to certain fractions of time and pull that 0-1 from there.

fossil swan
#

sadly no, needs to be self-contained :/

#

last hurdle I have with this specific task

#

almost makes me wonder why there isnt an option in time to start at zero.. but that might give other issues

#

oh btw, arbitrary

analog onyx
#

Engine change to add spawn time to particles is not that large, so if you have access to that, could consider it. As a last workaround idea I could offer you two emitters, one that spawns particle with a lifetime of 1 second, and the other one, that spawns the same particle from death of particle from first emitter but with different lifetime now.

fossil swan
#

yea the latter is how ive done it forever, even some of my first udk particles did that, but would cost additional drawcalls (up to 20 depending on the effect) and in cascade its really hard to match any random initial rotation or rotation rate over time.

#

meh food first.

indigo jolt
#

@fossil swan if you figure this out let me know. btw one really hacky way i found to get the initial rotation and rotation rate over time stuff matched....do the rotation stuff in material with rotate around axis and world position

#

of course you probably want some randomization from one particle to the next if you're doing more than one... this is mostly useful for just one thing

fossil swan
#

yea ive thought about that for rotation.
I actually might get away with that part by connecting the particle to a source particle that controls the rotation/rotation scale.

#

but then there is the rather random vertex manipulation trough shader that also happens, and might mess up spawning an inf. one after a short timed one.

#

typpical vfx thing, spending all day working on something that lasts less than 0.1 second XD

#

if only there was a particle time node, as in always starts at 0 on particle birth hehe

cold sorrel
#

And now I realize how spoiled I am in my engine ๐Ÿ˜›

#

"Why doesn't he just save the current time on spawn and subtract from whatever time is used?"

#

Oh, Cascade...

indigo jolt
#

ya it's kinda sad that there are more time controls in Blueprint than Cascade

analog onyx
#

Workaround culture be stronk in UE4

fossil swan
#

the particle is local space, but does move around, perhaps a 0-1 over initial X units?

#

< afk

azure idol
#

I have this particle system but I want to speed it up by like 2 times, what do I have to do?

#

Please mention me ~

fossil swan
#

@azure idol speed up in what way?

azure idol
#

Like

#

It currently takes nearly 3 seconds for it to finish

#

I want all particles and whatnot to fly around faster and do whatever they have to do to speed the entire particle animation up till 1 second

fossil swan
#

just change the lifetime?

azure idol
#

Won't that cut off the other 2 seconds?

fossil swan
#

yes?

azure idol
#

I want it to speed up, not just take less time

fossil swan
#

might want to explain from the beginning.
what does it do exactly in those three seconds, explain. show a gif perhaps

azure idol
#

What's a good program for gifs?

fossil swan
#

gyazo

azure idol
#

Ah, right

#

Ah

#

Time Dilation

#

I can set that to something higher so it the particle system goes quicker

#

But I can't set that do that via the spawn emitter at location method via BP

fossil swan
#

Im assuming cascade?

azure idol
#

Yeah

fossil swan
#

most modules work with a 0-1 lifetime, if you set the lifetime to 1, it does everything faster

#

so unless there are some things spawned later down the line, everything is just 3x as fast compared to a lifetime of 3

azure idol
#

Oh, it actually goes 3x as fast?

fossil swan
#

generally yea, with some oddeties here and there

azure idol
#

I thought it'd die 3x as fast instead, plain out ignoring the rest

fossil swan
#

depending on how its set up, it could work hehe

azure idol
#

Okay so

#

Wow I can't

#

Post screenshots nice

fossil swan
#

O_o

azure idol
#

"Woah there! The owner of Unreal Slackers has requested that Discord block any messages our mostly-accurate robo-hamsters deem to be explicit."

#

Okay that works

#

It goes from that

fossil swan
#

try recording again, discord sometimes is a bleep

azure idol
#

In 3 seconds

fossil swan
#

just lifetime should work

azure idol
fossil swan
#

required modules: do any of them have a delay? or any values other than 0-1 (i should open ue4 hehe)

azure idol
#

As far as I can tell, I don't think so

fossil swan
#

hmm i might have a tutorial about lengthen or shortening an effect, one sec

azure idol
#

I can change the custom time dilation to something higher to make it go faster, works perfectly fine

fossil swan
azure idol
#

Oh so this will take

#

Quite some time

fossil swan
#

not too bad, try solving an issue for an entire day for an effect that lasts less than 0.2 seconds on something.

azure idol
#

XD

#

Alright, thank you

fossil swan
#

good luck

azure idol
#

Thanks ^^

fossil swan
analog onyx
#

Well, anything works ๐Ÿ˜ƒ

fossil swan
#

stupid high lifetime > multiplied relative time by higher value > able to get an acceptable 0-1 ramp.

#

stuff

fathom lance
#

Any decent tutorials for a laser projectile? I cant seem to find one

indigo jolt
#

beams

#

most or all beam tuts

fathom lance
#

not a beam laser, but more of a blaster bolt.

#

I managed to make something pretty decent with just small projectile and a strong emissive material

#

will do for now

indigo jolt
#

use a beam anyway

#

pan a small shape across it

#

or use a velocity aligned particle with a lot of stretch

#

here's my issue with that - if you try to go REALLY FAST with a particle or projectile in actual world space

#

watch what happens anyway

#

at a certain speed, there's usually some rendering problems

#

and things get sorta blinky

#

like if we're talking 5 year old lobbing a pine cone speed - you're ok. anything approaching adult-fast-pitch and it's going to render like 4 frames of still image and nothing else...like a helicopter blade

#

i honestly have no idea why unreal is so weird about that, if anyone knows plz add

fathom lance
#

perhaps down the road when I need to really make things look good

#

this projectile I have now will do the trick. Need to get the base game working before I spend more time on graphics

#

I asked cause I didnt think a simple shape would look as good as it does

earnest forge
#

I have a question

fossil swan
#

then ask

azure idol
#

What's up, Lin

thick kestrel
#

Heya, I drew a cavern texture and split it into parts. I want to add those parts and mask a ground texture that I drew at exactly where the cavern is. I'm not really experienced with materials but I thought adding each part's rgb channels and the alpha of the ground texture and then plugging that into the ground's opacity mask would work... Below are the textures of the parts of the cavern and the ground texture on top of each other. would appreciate any help!
https://prnt.sc/luvdq3

Lightshot

Captured with Lightshot

echo merlin
#

Can anyone send bullet trail effect particle system tutorial link or suggest procedure... Like laser bullet

#

Thankzzz in advance

mortal sandal
#

Pardon me, do I ask about particle effects here? :x

#

in case of yes: how many different places are there to tell a particle to loop infinitely? I feel like I have it all setup right but my fog particles keep dying after like 30 seconds of game time (on a 1-second loop)

fossil swan
#

unless they are looping once, or disabled/destroyed trough blueprint, they should keep going.
sometimes have to make sure the bounds are allright, but if that was the problem you'd ask us why your particles suddenly dissapear

mortal sandal
#

well they do suddenly disappear, but I'm standing still when it happens

#

it's only being illuminated by the directional light so I might just be jumping the gun and not waiting for it to come back up in the morning ๐Ÿ˜‚

#

nah that wasn't it

#

there was some setting I saw about # of seconds after not being rendered?

#

can't find it tho....

#

Seconds Before Inactive could that be it?

#

it's happening to all of my volumetric fog particles

#

just tried Use Fixed Bounds and that didn't help either

#

it's not hitting the max draw count either, cause that would take ~10 mins at 500 units, 1 per second, and it's disappearing in less than a minute

#

unless it's counting all of them as the same count cause I have 6 copies of it in the mapo

#

ooooh my fault

#

I'm setting fog extinction to 0

#

:smh:

#

nope.... nope.... that wasn't it either ๐Ÿ˜ข

mortal sandal
#

I can still see the volumetric fog in the world like I'm supposed to so I know it's not that, I'm also keeping the fog density/extinction static for now but the particle still dies after like 30 seconds

mortal sandal
#

re-appears every time I load up the level

#

another weird little discrepancy I just noticed: this guardrail shadow only seems to draw when close to the camera. It and the platform below only have 1 LOD so it's not that "Enable Shadows" checkbox on further LODs... any other ideas?

#

you can see it blend together with the directional light's bloom, but then after 30 seconds the fog particle disappears and all that's left is the sun bloom

mortal sandal
#

well I'm going with a simple destroy / spawn emitter on overlap since I can't get this thing to stick around forever ๐Ÿ˜ข maybe some sort of trash collection??

#

o wtf....... the spawning/destroying works....... for the first 30 seconds. Then they no longer appear

mortal sandal
#

so I still have some other volumetric fog particles staying in game forever (just left the game running a while) so I know it's something wrong with the particle itself (it's not on a bp or anything either)

#

^ just trying to summarize the conditions I could figure out if anyone thinks they can help ^

analog onyx
#

@mortal sandal The concept of particles staying forever is something questionable.

mortal sandal
#

๐Ÿ˜„

#

well it dies and repeats

#

but at some point it stops spawning

#

about 30 seconds after the game starts

#

like if I'm just hangin out in this room, it should keep going "forever"

celest birch
#

does anyone know

#

i have a mesh particle emitter

#

that emits very long meshes

#

which have a source at one point and the can be about 30m long

#

for some reason f i don't look at the source of the mesh, the engine culls it

#

do you know if i can prevent this from happening

mortal sandal
#

sounds like a bounds issue

#

try using "fixed bounds" (click the down arrow next to "bounds" symbol which is 8th from the left of icons at the top of particle emitter window)

#

or change the bounds scale

#

which is.... somewhere ๐Ÿ˜„

#

sOOOOOOOOOOOoooooooo

#

it looks like my problem with the fog particle was Time plugged in to a Panner on the material node

#

it simply panned out of scene I guess ๐Ÿ˜‚

#

and I'm still using a spawn / destroy code on overlap so no "infinite" particles @analog onyx ;D

celest birch
#

Anyone has idea how to prevent a problem from this video?

spare hare
#

@celest birch increase your Particle Effect's Bounds.

fossil swan
#

there is a significant lack of blueprint for vfx tutorials.
just pointing that out

celest birch
#

thanks

normal shuttle
#

Anyone have any tips on how to occlude inner faces from transparent objects, so only the outer faces show?

#

I need these objects to be stackable, so I can't do it in post with a custom depth pass

#

I'm hoping I won't have to fork the engine to add per-mesh depth prepasses

#

I'm using the forward renderer if that helps

analog onyx
#

@normal shuttle The article explains how it is done and it needs two pass rendering of each mesh. Can't do it in stock engine.

normal shuttle
#

yep, that's what I said I'd hoped was avoidable

#

I was hoping that maybe it would possible since 2015

eager fox
#

hey guys im not sure if the particles related stuff is discussed here

#

ok nevermind it literally says it is

#

anyways, i have a certain scenario which presents a problem for me

#

i have the blood particles parented onto the head of the player

#

but since the train is moving pretty fast, when the particles are activated they dont stick

#

they remain in the air and since the train is moving, it looks like that

#

is there a way to make them stick?

#

okaaay nevermind i just solved it

#

use local space fixes it

indigo jolt
#

it looks cool af

#

like in theory....lets me control fresnel to look less fresnelly while looking down one axis?

paper pond
#

did you try to preview this node?

indigo jolt
#

i've been testing it a lot but results have been really wonky

#

what i mean is - those inputs

#

like what goes in Axis ideally

#

ie - if i just use a vector 3, will that be in world space or local space on this thing?

azure idol
#

Why am I not getting a lens flare? And why is my light in the middle or always right above my character? I have Mobile HDR enabled, lens flares and whatnot as well

#

Please ping me

paper pond
#

@azure idol did you check camera? there are effects like in PostProcess Volume too

celest birch
#

@indigo jolt Axis should be world space

indigo jolt
#

@celest birch awesome will try that

#

basically just looking to use an inverted raindrop mesh shape to see if i can make a Fireball looking thing with Fresnel

azure idol
#

@paper pond I have, yes

night nebula
#

Does anyone know how I can make this look like a shockwave

#

it has to go faster but more dense

indigo jolt
#

orient by velocity on particles i guess would be a start

thick kestrel
#

Heya, I drew a cavern texture and split it into parts. I want to add those parts and mask a ground texture that I drew at exactly where the cavern is (excluding the alpha). I'm not really experienced with materials but I thought adding each part's rgb channels and the alpha of the ground texture and then plugging that into the ground's opacity mask would work... Below are the textures of the parts of the cavern (added together) and the ground texture on top of each other for visualization. would appreciate any help!
https://prnt.sc/luvdq3

Lightshot

Captured with Lightshot

fossil swan
#

might be easiest if you show your current material setup

thick kestrel
#

okay but it might cause you a headache

fossil swan
#

error, image too small.

#

all I can say is that it looks very odd

celest birch
#

Oh my

#

That's a lot of texture samples

thick kestrel
#

@celest birch I have 90 cavern parts ๐Ÿ˜„

fossil swan
#

adding all those opacity masks wont really work

celest birch
#

Can you post one of the cavern masks?

fossil swan
#

why are you adding all those parts? wouldnt it be better to make it modular?

celest birch
#

By the way, you don't need MakeFloat3. The top output already outputs the RGB channels

thick kestrel
#

@celest birch Oh, right.. Makes sense...

#

@fossil swan Kinda hard to explain.. I have a character which crushes into the ground. After that I want to show the exact depth the character got to with the cavern. So If I didn't split the cavern into parts and would just show the cavern texture as it is I couldn't have the exact depth reached by the cavern it would always be half a screen more or half a screen less. By splitting it into parts I can tell it exactly when to stop showing the next parts of the cavern and get a cavern that it's depth is very close to the depth reached

fossil swan
#

thats where you use code/blueprint

thick kestrel
#

Yeah the thing is I need to make it seem like the character flies through the cavern

fossil swan
#

same

thick kestrel
#

Right now what I have is the character on top, ground texture at the bottom and the cavern texture in between them. It just looks like the character is flying over them and not inside the cavern

#

so I thought I should mask the ground texture with the cavern, then make another ground layer at the bottom and have the character fly between the 2 ground textures with the cavern texture on top

Bottom - Ground(not masked)>>Character flying>>Ground(Masked)>>Cavern texture - Top

#

@fossil swan Are you sure it's something to do with bp?

fossil swan
#

the way you are trying to do this is so odd that I dont have a proper answer for it. (sorry)

lilac obsidian
#

๐Ÿ‘€

thick kestrel
#

I just need to mask a texture with the rgb channels of another...

lilac obsidian
#

I dont understand it

#

Your player crushes the ground?

#

Like worms or?

thick kestrel
#

It's a 2d game yes

lilac obsidian
#

Ah you want to have 3 layers

#

And the player is on the middle one

thick kestrel
#

4 layers but yeah ๐Ÿ˜„

lilac obsidian
#

Is ok

#

Is ok approach

#

But the issue was the player floating?

celest birch
#

You need a grayscale mask for your layers and then use it as the alpha for a lerp. But really, I'd go with a BP solution

thick kestrel
#

The issue is that right now the cavern doesn't hide my character completely so if I put him under the cavern his sides show. So I wanted to create a ground layer, mask it with the colors of the cavern then create another ground layer put it at the bottom and have the character fly between the 2 ground layers. then I would put another cavern texture on top so it looks like he's inside the cavern.

#

@celest birch Any chance you point me in the direction of what I need to do?

celest birch
#

I would but your description is confusing me

thick kestrel
#

Care to let me screen share with you?

celest birch
#

I'll pass

thick kestrel
#

welp, thanks any way

dim pendant
#

hi guys i am having a problem i cant solve on my own it seems, so i would appreciate any help! ๐Ÿ˜ƒ i want to rotate an object with materials using the WPO to always look at my camera position. There are nodes with which one can rotate the object to the camera view plane(AlignMeshToTheCamera) but not to the position of the camera. Getting the Vector which represents the Direction to the camera is easy i think. Object Position - Camera Position, but how do i then set the object orientation to that vector?

fossil swan
dim pendant
#

yea but this only rotates around one axis only and i failed to combine 2 axis with this approach.

nocturne helm
#

Noob question? I made snow (particles), I am standing in my house looking outside, but does not see the snow. Some kind of view of depth question. It is in a VR scene. How to solve this

cobalt moat
#

I was wondering if there's a way to make a particle systems mesh data select from an array of different static meshes, or a way to combine multiple static meshes into one and have the particle system select between which mesh it uses per-particle.

fossil swan
#

combine multiple meshes in your 3d program of choice, and either trough a seperate uv channel, vertex color, or however you want to do it, and flip between em in a shader using a dynamic parameter

#

and if: niagara, dont know if they have mesh arrays yet, in that case ask in #niagara

cold sorrel
#

@cobalt moat What Luos said.

cobalt moat
#

It looks like this is what I was looking for.

#

Thank you, guys

dim pendant
#

this is what i have right now.... it kinda works... but when i combine th e rotations the arrow still is not looking at me ๐Ÿ˜ฆ

worldly pivot
#

When I set a particle system to have lights it wont spawn when I play the game ๐Ÿ˜ฆ

#

any ideas?

fossil swan
#

so.. when niagara is out of the question, and ribbons/animtrails dont cut it because of how the character moves (platformer) how would you go about making proper wind lines/wind streaks/speed/motion flow lines

#

sadly cant show what I have due to nda.
(hope one of the coders can convert the bp to the regular mannequin so I can)

#

think mario/sonic/rayman/whatever movement wise. so loads of jumping, walljumps, jada

cold sorrel
#

Skinned physics driven mesh. Like a cape, ish

fossil swan
#

never done anything even closely related to it

analog onyx
#

Glad means that a streak should be sort of quad strip, where each pair of vertices is skinned to a bone in a chain of bones. Bones are driven by physics simulation or other kind of scripted constraints. By selecting bone behavior and the way streak mesh is skinned, one can get quite good amount of control, unlike with particle trails. It also scales good for N characters. In certain cases(utterly long trails times motion complexity times number of characters) you could consider rendering all trail emitting objects into a history buffer instead.

fossil swan
#

guess I have my google searches cut out for me this weekend

cold sorrel
#

Does unreal have jigglebones?

#

If not, look at unity jigglebones and find a way to translate that to Unreal

#

I meant exactly what Deathray explained

#

You can control how quickly it "follows" fast movement and so on

fossil swan
#

hmm, while I will def look into it, knowing how long itll take me to get it looking as good as possible, it miiiight be better to grab another vfx artist for that part. (client work)

analog onyx
#

Not exactly jigglebones, but Unreal does allow you to control bone chain with physics.

#

Visual issues can be dealt with by skinning a degenerate strip and expanding the quad strip in vertex shader, so it always maintains perpendicular orientation towards the cam.

fossil swan
#

splinethicken?

analog onyx
#

aye

fossil swan
#

those have visual oddeties when there is rapid and random movement though

dim pendant
#

so as i was unable to get rotation on 2 axies working so i skipped this for now. Having lookat on one axis only, but added some bounce to it ๐Ÿ˜„ next is some spawn in and out effect

somber grail
#

Can someone help me please?

Is the highlighted Out Val a percentage or frame number?
My texture sheet has 64 frames, but if I enter 63 (since it would start from 0) it only plays a bit more than half of all the frames so I'm getting confused here

fossil swan
#

frame

somber grail
#

then why does it only play like... 40 frames or so...

#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

fossil swan
#

color over life perhaps? size by life?

#

alpha might kill it

somber grail
#

thanks

#

black gonne be display black >.>

#

totally missed that

#

hour well wasted ๐Ÿ˜„

fossil swan
#

lol

#

been there, done that

vivid dragon
#

so i was following a course and the guy subtracted the actors position in world space from the pixel position in world space to anchor the texture to the particle system as other wise without the subtract the texture only showed up at location:0,0,0

#

but i don't seem to understand that logic

#

can somebody please help me understand this wizardry ?

cold sorrel
#

Subtracting the actor position essentially makes it a localspace effect.

#

If you don't, you do your comparison with something that's potentially really far away, i.e origin

flat sinew
#

so there's one thing where I'd like to get some input on from people that are good with particle effects: I have a particle system for snow. The snow is quite intense, and my level is very big. So for not having a crazy amount of particles, I need the snow particles to only be around the player camera. Snow is falling very slowly though, and the player can walk quite fast.
If I just have the particle system at a radius of ~2000 or so around the player that looks good when the player doesn't move, but if he moves, since snow is slow, the player is quickly at a point where he has no snow around him. From "new snowflake spawns 1000 units above the player" till "snowflake reaches the ground" it's probably 30 seconds, since snowflakes are falling so slowly...

cold sorrel
#

Spawn them wider area around the player and spawn some closer to the ground.

flat sinew
#

I tried making the snow particle system run in local space, but it looks very bad if the snow flakes move with you. since they are falling so slowly, its very easy to focus on an individual snowflake and see it's moving with you then

cold sorrel
#

And don't rely only on the falling snow.

lilac obsidian
#

Oblivion had this kind of snow

cold sorrel
#

Add snow flying from gusts. Falling off ledges and so on

lilac obsidian
#

It floated with you

#

In large worlds its kinda hars todo any kind of fallout

#

You need an origin

#

Good snow will be costly