#visual-fx
1 messages · Page 27 of 1
Glad's tutorial regarding mesh splashes was really useful btw.
Tangents get fucky without uvs
yea sure but with the houdini game shelf vertex animation texture setup , i have to untick the use tangent space in the material
And you are adding a useful transform in the material before rotation right?
Like particle pos
There is a way of doing it without complicated normal calculations
But it's all fuzzy
yea i know the whole ddx ddy shinanigans... not gonna do it this way xD
I think you misunderstood my issue, i mean rotating the object in the game/or editor not in the material itself. - right now when i rotate the dripping sphere the shading rotates with it
Yeah I get it
What do you add the offsets to?
Like, 23.45 into this
The particle transform takes care of the rotations
What are you adding in?
I am using the actor node, i do not plan to use this with particles
i will watch your whole video now 😄
@cold sorrel Hey watched your vid really cool! 😃 but sadly i could not find anything i do wrong with my setup, it is exactly as yours apart from the particle changes which i dont need. here another gif showing my problem maybe clearer. Any help is much appreciated!
@civic plover Hey, I wanted to let you know that with your advice I was able to get it working great, as an added benefit I was able to add the new smoke material/emitter to my fireball and burning effects to really make them pop too, though I used a bright color to show intensity as opposed to smoke which looks awesome. Thanks for your help!
@drifting jetty not off the top of my head luos has a few that kind of go through the concept. This is one I made today though to give you an idea how they should work.
are they all translucent?
if its all in the same emitter, they are rendered in horizontal order.
but something that bright could be masked
use a masked material
have you ordered them correctly as Luos suggested? if you have then you may need to rethink some parts of it as I'v run into issues with too many translucent particles and tend to do as luos said use a masked material for some
translucency can easily result in a bad time
when moving from udk to ue4 it was the hardest thing to wrap my head around
I just try to not use them unless its necessary 😄
yup
left/right arrow
just click on an emitter, and use left or right arrow key on keyboard
lol
i hope niagara has better sorting order control
yea, it is
press F5 when you play in viewport
the whiter it is, the worse its for performance
you trying to add it to the smoke, or glowing thing in the back?
or are both the same material?
you arent understanding.
you have some smoke-ish effect, and the bright green spiral thing right?
'glow' is a lil ambiguous
do they use the same material? or is the green one a seperate material?
ok, get the green thing its material, remove the depthfade.
plug the last multiply into öpacity mask"
and set the blend mode to masked.
yup
cant say, really depends on a lot of factors
each has its uses, dont rely on masked only. eventually you get a feel for what is best used when
Can anyone help me with making a material fade based on camera distance?
Basically the larger the angle between the camera and the objects normal (just a plane) then the material fades
Angle
Fresnel doesnt seem to be working very well for a flat plane
This seems to work correctly
Except it doesnt work in editor...
Only works in the material viewport
what exactly are you trying to achieve?
hi im having trouble with the skype. it creates some weird coloring on it. so far im happy with whats on the ground. however, when i look up. this is the result. is there anyway to prevent this?
@delicate gyro there is a cameradepthfade material function
Hello! I am curious if anybody know how to make a cylindrical mask (like sphere mask but cylindrical)?
Or not specifically cylindrical but to squash the sides of the sphere?
hmm, but how does man rotate this then?
Btw this sphere mask have World position as inputs.
Ok, I figured it out with the squashing, but I never manage to squash the sphere toward a specific direction.
I can only squash X or Y.
Nvm I found another way of doing it.
Hi! Any clue on how to do this? https://i.imgur.com/l8jagPp.gif
This was done in Unity with C#, is it possible to control particle emission with C++ in UE4?
Spawning particles inside a volume that moves around, and killing the particles that leave the volume
spawning in a volume can be controlled with a spawn sphere, killing outside the volume can be just a spheremasking
Thanks, the issue is
When the volume stands still, I don't want particles to spawn all the time, they should be "static" in their location always. And only kill/spawn when the volume moves
Sort of as if there was an infinite field of static particles, and we're making visible only a small portion of it inside the volume
while there are killbox features in cascade, its literally kill boxes.
and while you can set the max amount of particles spawned so new ones only appear when another is destroyed.. unless you use the particle extention toolkit for cascade I dont see an easy way to do this.
Niagara will probably be a better choice to manage something like this
I thought I might run into a limitation like that, that's why I asked about control with C++. I'll check out Niagara, not a lot of training for that around.
btw love your videos! @fossil swan
thanks!
slowely there is more becoming available for niagara training-wise, though half of them seem to be french hehe.
there is a lot of discussion about it on the realtimevfx forums, and if you hit any snags you can ask there, their discord, or our own #niagara discord 😃
Super, thank you!
what exactly is the problem, and if possible share a video or gif.
(gyazo.com) for easy gif-ing
whats causing them to rotate in cascade?
hmm
you could try to rotate the emitter in the blueprint?
i dont do much with line attractors to give a good answer
I'd use a spiral mesh for something like that with a material panning along it
Any tips on getting rid of these black lines while using a toon shader?
Can you make something like particles having random velocity direction, but always same magnitude in cascade ?
Hi! Just started to get into the Houdini to Unreal workflow and can't get the material referencing to wkr
Nothing happens in Unreal. I've managed to connect the material to the output of the HDA in Unity but in Unreal I get no result.
Hi Guys how you deal with particles cycles , start, a middle than loop, and the fade at the end
?
depends on your needs. generally any module over life suffices.
but if you need things to loop, seperating them, and combing in blueprint comes to mind.
i.e. muzzle is one system, looping projectile is another, and the 3rd being an explosion emitter.
Thanks Lous I`m working in a mesh with a looping material, I will follow your advice and control the start and end fade with Blueprint dynamic material and a timeline
need to go, but if you can show us what you are doing we can give tips/advice a bit better 😃
Is the wave circular shape
https://youtu.be/JyskdINmn4E
Heyo, I'm working on a tunnel game, my character is moving very fast in this tunnel, and I'm struggling with creating a trail effect (I added one on this screenshot to illustrate what I want) that my character would leave behind him when rotating.
If I attach the particle effect to my character and set it to "use local" then it turns my character, but if it's using the world space, then the particles move in the tunnel which I don't want either.
Any idea how I could tackle that ?
Are you using A ribbon TypeData?
I tried, but because my character is moving forward in the tunnel, the ribbon doesn't stick around the character
I think if you use a ribbon And turn off Local space , and add the particle system as a component on your character BP it will work
Reminder for our #vfx brethren! its still #VFXFriday! spam those vfx gifs!
show your work! it can be old, new, wip, sparkly, scary, pewpewpewey, lovely, ugly, it doesnt matter! just show us what you made!
#gamedev #realtimevfx #ue4 #unity #whateverotherengine!
what would be the best way to go about making a torch flame particle that doesnt make a trail when walking with it
@mental stump make the particle System Local Space
what solution do most people use for hair simulation?
becus the cloth simulation seems to be working so far
@celest birch see channel description.
shader-stuff, post processing, etc
sometimes when its shader etc related people go to graphics instead
lots of overlapping between the two
and before this channel existed, all this stuff was discussed in graphics
@celest birch it depends on the use. The two I switch between are Apex and pivot painter. Apex is really good but really costly. Pivot painter is less good but costs less.
https://youtu.be/GGHMWZ3L4DM hello guys so in trying to imitate this attack through particle systems and im just having trouble figuring where i should start
Wargreymon usa el Mega Tornado y destroza a Metalseadramon Suscribete ► https://goo.gl/XZw2Lm
@celest birch thanks! It’s actually not even a lens flare, it’s just a flat plane
the tornado
A Community for Real-Time Visual Effects Artists
@celest birch I specifically used a plane since I don’t want it aligning to the view as that’s not how this kind of lens flare works
It only comes from flashlights which have the light recessed into the housing
Wouldn’t make sense for it to face the camera when you are off to the side and see no light coming towards your eyes
Yeah that’s still not quite how I want it
I want it only visible when the flashlight is pointing at someone
Im not using any blueprint or anything like that
Its just a material slapped onto a plane
For ease of use
Yeah, ideally if I was using a blueprint then I would have a lot more control over everything
But since I wanted it to be super easy to throw onto a flashlight I decided for it to just be a material and not rely on anything else
@delicate gyro Try using ObjectOrientation.
you can use ObjectOrientation DOT CameraVector
@delicate gyro looking good
That is essentially what I have
is there a way to lock the UV placement of a particle system material when emitting from a texture? when you move the particle system the UV placement gets left behind and it seems like overkill to create a boned mesh and emit from vertices
Hi guys I have a mesh emitter, how do I force the emitted meshes to face the point of origin? Or failing that just set their rotation and prevent further rotation
oh think I may have solved.
Does anyone else’s skylight randomly become brighter in-game than in the editor? It’s a weird issue I’ve been having and it’s stays brighter for a few hours then randomly goes to normal
its called eye adaptation.
@brittle steppe
try a google search for "ue4 disable eye adaptation"
😃
I already disabled autoexposure in the project settings + postprocessing volume sadly :(
guys my particle dissapear when moving 🤔
strange thing that its only when particle is a component of other actor
any thoughts about this?
moving as in, dissapear when you try to look away from it?
when i move it directly in viewport
its like skipping a frame to rend
its visible while stationary
in that case we need visual aid to help you. make a gif or video
first one is a component of an empty actor second one is just a particle
hmm thats odd. might just restart when moving in editor
What should I learn, cascade or Niagara?
Yes
Cascade and niagara are just particle editors. They aren’t mutually exclusive. Make effects in either and keep doing so and you’ll be fine.
It's not that clearcut. If you are in production, or ramping up for production. Use cascade. If you just want to learn using some more futureproof tools, go with Niagara.
tbh I would like know how much of a difference Niagara makes in terms of performance. Since Niagara is completely HLSL
they've shown it running on switch waiting till GDC announcements though tbh
so i have this "meteor explosion" particle
how can i make it draw correctly?
its locked on Z axis , i guess theres work around for it?
why not use a decal?
Yeah, you should spawn a Decal once the Meteor crushes down
nvm Dbuffer helps
still need help?
ty
I spawn decals through blueprint and you can control material properties through material parameters which can be set directly using scalar or vector values then calling the names of those values or my route is just a material parameter collection then I call that variable and fade it out over a timeline. Dunno if that was what you were asking for earlier but thats my decal opacity workflow
how do you rotate a mesh in a particle system with the particle?
thats a drawing of the result im getting.
I want them to rotate
like this
nevermind, i figured it out!
Hey @fossil swan , mind looking at a material for me and try to optimize it? the Instruction count is 150 for a masked mat that is unlit and tbh thats too much :'D
woa wtf
@analog onyx I replaced my Ifs with the code snipped you posted yesterday
154 instructions down to 118
magic
@spare hare sure
Smells like SDF
You aren't evaluating 4 triangles and 4 arcs are you ? 😃
One 360 Circle, subtracting the 4 arrows and adding them back in a little bit smaller
I use the CustomRotator Node a lot, would like to get rid of it tho :(
I wanted to imply that you do not have to do it 4 times, just one.
The pattern tiles in polar coordinates 4 times. You can evaluate the math just once and let 4 sects have same UVs that feed your math.
yeah I know what you mean
So, that would be one plus circle, one minus circle, one minus triangle and one plus triangle for the whole pattern.
The question is how would I do that?
Anyone know if there is a way to modify a particle system's emitter duration in blueprints? Trying to have an effect change how long it lasts each time it shows up.
We need to burn Death because of wizardry!
how does the SDF function look like? I have no clue about SDFs :/
🤔
@spare hare ```cpp
float2 v0 = vPointB - vPointA;
float2 v1 = vPointC - vPointA;
float2 v2 = vPointP - vPointA;
float v, w, u;
float fInvDenominator = 1 / (v0.xv1.y - v1.xv0.y);
v = (v2.xv1.y - v1.xv2.y) * fInvDenominator;
w = (v0.xv2.y - v2.xv0.y) * fInvDenominator;
return min(min(v,w),1-(v+w));```
I want to make a lightning trail for a game i am making and i have a png file how would i make that file the particle itself
There is a png file in this .rar folder
Can anyone help me with that?
not gonna open that
It is a good habbit of not opening shady archives, but there is more to that. Some here are loggin on from corporate PCs and quite often internal rules clearly prohibit that.
yes, especially since you can send images directly
try gyazo for instance. easy to scare (crappy) gifs, and decent jpg/png
gfycat + imgur ftw
Ok
Didn't put that in consideration
I will just show picture then
Here
how can i make this like a particle i want it to be a trail
◥ OPEN DESCRIPTION ◤ ❮ CW Season 4 The Flash 3D Model and Rig ❯ Ultra Sargent ▼ https://www.youtube.com/user/jaksargent CrimsonedRenz ▼ https://www.youtube.c...
i want it to look like this
how would i do thta?
ribbons and/or animtrails
i know with anim trails but what about the blueprints?
if dash = true, then do enable emitters
or
if speedtresh = above X, then do enable emitters.
cant help you more than that
good luck
Wait
i think i asked the wrong way
it is not me making it a friend is
but he can't seem to get the png to become the trail
how would you make the png the trail?
you'd need to make a proper material for it
ue4 ofcourse.
ok
you might be better of following some tutorials if you are struggling with this
i am not expert sorry
i am not making the thing it is my friend
but making it custom?
i should probably research some more
hello everyone, is it possible to repeat calculations on a material? I have a texture sample on a material that i edit, then substract time on it to remove my edit slowly. that works nicely but only the first minute or so of the game start then it becomes really slow to 'fade'
so like, can i repeatedly substract a const value instead of doing this? so the material always fades at a specific rate?
you usually fade materials via blueprints
there's no way to do it in the material itself?
it is, but you would need two parameters:
The time when the fading starts and the the length of the fade.
The rest is basic math
oh so you mean i should pass the time through blueprint, when it should start. that sounds right
thank you very much
Setting the render2d texture somehow based on my lerp result is not possible is it? if i update my time it just reshows the whole thing that was faded. I can clear it through blueprint after the duration is done but still if there's an edit on the material before that it just re-pops the whole thing. while not game-breaking i do wonder if there's a way to do solve this
put a saturate after your divide
good catch thanks. but is there a way to edit render2d texture and use that based on my lerp results? i keep searching for nodes but i don't see anything helpful
UE provides functionality to draw materials onto RenderTargets. You would draw the Lerp Result onto a RenderTarget and then switch the Paramerter Texture to your new Lerp Result
hmm. a bit confused. how do i draw the lerp results on rendertarget?
i do use draw material to rendertarget after setting the timeStart and duration but not sure what to use after
Hi i habe a problem with some animtraild
whenever I run it is really small and with animtrails you attach two sockets like you have to connect the arm to elbow if that’s how wide you want it to be but for some reason there is a gap in the middle and only one of them is visible but it keeps changing which side is visible
My bp
My material
Why isn't does tye visible side keep changing
And why is it cut in half when attached to sockets
anybody able to help?
@spare hare sorry rail. how do I draw the lerp result onto a render target?
Having so many problems with sockets in my game. I want to spawn a particle emitter attached to a socket. I put some sockets on the skeleton already in the places I want, in the viewport they are in the wrong position (?) but as soon as any animation starts they snap to the right position. Now I added a new socket which in the viewport is in the right position but on animation snaps to the wrong position.
eh I must be doing something wrong then cause I tried that. I tried to set a timer after drawing on the rendertexture that will run every 0.1s. inside the function it was calling. I tried to get the material in view and draw it to the render target. then set that render target as the new parameter texture. Closest I got was the material immediately being cleared every few frames.
I think you have to run that on an unlit material through the emmisive hookup to render it from the material to the rt @ivory dagger
Guys I have a problem with the set Emitter enable node, I was trying to enable a mesh emitter and seems to do nothing Some have experience with that?
I simply separate the effect into two emitters and solve it
@pastel nebula been trying this for so long. I think my logic is wrong cause it keeps clearing
i edit my original rendertarget, setting the duration and timeStart, then i run an update method every 0.1s (don't care about it being precise and drawing the new lerp result every frame)
inside that method I call draw material to render target, having the parameter rendertarget as the target and the material that's being updated as the material to draw on it.
In theory this should update the Render2d rendertarget right? what it does tho is it keeps clearing the material instead
I tried with emissive only as well. same result
nvm got it to work. however it only works with unlit emissive as you said. is there a way to get the emissive of one material and create another one out of it? kinda ruins the whole look of the material this way
hey guys i am trying to distort a spheremask but i have not figured out the right way of doing this... my current approach is mapping a normalmap triplaner and then multiplying the result with the World position that goes into A of the sphere mask this does something but it is not right. Any ideas? 😄
@dim pendant you'd want adding to world position, not multiplying it.
mhh when i do that i see nothing, sphere mask stays black
ok ... xD nvm it works but now everything is offset damn....
Where do i change my particle fx to nonLooping?
required > set loop to 1
Any idea what could cause the black splotch in the background?
https://blueprintue.com/blueprint/w3w_jlol/ pastebin of the material
having difficulties lighting large scale particles - can only see the effect of the lights when the camera gets close
@thorn pine you can get the light vector of the sun (directional light) in your level inside your material and get more consistent + cheaper results fyi
i'm not sure why your light source is a cone. is the sun about to impact with the earth?
if you know those things, I apologize - just don't want to see you have to start over later
Does anyone know how to erase from a render target? I see so many tutorials on how to draw on them, but nobody ever makes an eraser -_-
This works great for drawing, but I just can't figure out how to remove some of the drawing again
almost there
@spark flume i can send you a pack if you want
that will be awesome, for now it can create an almost new version of the cascade fx
what i'm afraid of, that some vfx artists use some weird modules in cascade 😄 that yet I don't handle them, so a pack will be helpful
hehe, lemme fix the last few material variable groups and ill zip up my latest pack
take your time, testing coming soon, anytime you have something for me, drop it 😉
what made you decide to make your own?
its been in the making for quite sometime 😄 most of the time was not in code actually, was in filling the gap in the mind to understand how to connect both systems
Epic might not create one, plus, this is what programmers do, 😄 waste their time solving issues
plus, i keep moving things between my games, and won't be happy to copy cascade assets to a new project in 2019
-_-
if it works would save me a bleepload of time converting packs
this is amazing! I don't think I have anything I could share with you that is not under NDA but would love to help if needed
it will, and we will dance 
beer's on me
@violet night you can always try at your side, i'll share later when ready, how to get the plugin, and how to make it work, and how to drop feedback, so i can fix all of it before putting for public use
amazing! This is great, can't wait!
But that clears the whole thing right?
ya
It makes sense. But painting black just makes nothing happen, the already painted white doesnt disapear @solar remnant
interesting lemme have a go at it
Thanks :)
@hot tiger figured out a way around it
Oh?
Use two brushes one blue and one red, when calling the render target for your painting subtract the blue channel from the red then use a saturate, then you basically use the brush that is not being subtracted as your painting brush and the other one as your eraser
Hmm, I'm trying to understand, but my lack of materials knowledge aint helping 😅
does Inherit parent velocity module only work with physical movement ? (ie. the parent needs to have velocity)
i'm manually moving the actor via SetWorldTransform each frame with sweep enabled
nvm it does work..
particle emitter works in standalone and PIE but not packaged game? what do?
mom and dad pls help
might want to check the logs
Is there a way to input a modified(procedural) image (heihtmap) to a pom node as input?
and btw, is there a way to get perlin noise into material editor? the noise function didnt help. im using a texture perlin noise atm.
im using Greyscale on those textures
Ive a question: I want to fade a set of planes, based on the angle their angle form the camera
Where would I be looking to achieve that?
@wanton cairn If I'm understanding you correctly, you can try a fresnel node https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/HowTo/Fresnel
@rustic depot you'd need to rip out whats inside that material function and alter it so it accepts that input.
@wanton cairn if fresnel doesnt work, try this setup
https://i.gyazo.com/c4570ecc351f93298b31472d09b22c6b.png
(mat functions)
@fossil swan @civic plover ❤ yall number one
But just so, its legit if you look at a plane from its edge, then it should be disappearing etc
@fossil swan curious, i throw that in the opacity channel? Im doing some weird stuff.....
this is what ive set up in material but I think im buggering it
should work, but you might need to tweak the input sensitivity
might need 1/0/0 or 0/1/0 depending on your needs.
Ahhh mkay mkay thanks mate!
@fossil swan
i did turn it to sample, but its still doesnt work, constants doesnt work either
@rustic depot because that input still wants the object.
need to change the input to vector3, but chances are, you'll need to change things behind it as well.
also, I hope you arent editing the original mat function
yes but i cant find the node to change the datatype
for example there are 2 parallex nodes, both has tex as input, but the code isnt even touching that input
guess you'll need to rewrite it then ¯_(ツ)_/¯
wut?
ok i could change the input preview node to vector3
turned my procedural generated heightmap to float3 (trough makefloat3, or could do the same i think with 2 appends)
fuk, isnt there another way?
my first thought was trying a texturesampler, inputing my generated textures to tex input and a regular uv float2 iinto uv of that node.
but doesnt work obviously haha.
i need to input that somehow.
@rustic depot so your procedural generated heightmap is already a texture?
you dont want to use noise nodes anyway, expensive af
ok good to know
so pre calculated noise in form of a texture (greyscale)
ouh i think ive got an idea how, trying it now
works
yes
😃
btw, why is there no exp function in material editor?
ouh
hold E > left mouseclick
thx ^^
Hi. I have a question about particles. I created a particle that changes color and alpha over lifetime.it looks correct on particle editor but when i put it on the scene it looks white.colorless.the material is set additive unlit.when i choose premultiplied i get some color but almost noticiable. What could be the problem?
it depends on your needs. but im guessing you want regular translucent
yea
Ok will. I was translating a particle from unity to ue4 and it used additive but maybe is different lighting on ue4. Thanks i will try
hey all, question about using Time node in materials, multiplied by a scalar param to control the speed of an effect, and plugging that into either uv panner or some vertex offset.
It all works well when i set that param once and never touch it again. But if i change that param at runtime continuously (lerp on tick) it doesn't actually smoothly slows down or up, it looks like it resets every frame or just keeps going faster no matter what the value
Does that sound like a familiar issue?
[TLDR] In general im just struggling when interpolating at runtime a param used with the Time node in a material
you want to add to time, not multiply it
that way time goes faster instead of multiplying
@true terrace
hmmm i did try that at some point but failed, let me try again with a simple case
How about this kind of situation?
would i have the speed input use constants, and do Time + speed param connected to the time input?
hmm, i dont use the speed input very often. id use time.
then just hook up a time node, and an add + scalar.
but only if it needs repeating of the effect
this what you mean?
yes, though speed might not he the right word, thats how id use it
i might be getting it wrong, cause here when i plug a looping timeline going from 0 to 50 for example, it makes no difference at all
another way, if you dont want it to start at the beginning, is to "add" to a texture coordinate node, avoiding use of the panner
you want it to move upwards, and optionally faster?
basically
k, give me a minute or two
in general im just trying to find a way in my effect to have a "speed" parameter i can interpolate at runtime
a generic way
i thought it was time *scalar but that seem to not work when interpolated at runtime
the time needs to be replaced with a scalar variable, which you can increase over time
or decrease
https://i.gyazo.com/7311ca095dcb00bb847d0e56699926a7.png
this way you already have a certain speed, and can add to it.
if it needs to start slower, multiply time with 0.5 or so
doesnt take a 0-1, but continuesly need to add to it.
thanks !
so does that mean speedUp would have to constantly be increasing?
and when i need to go faster i basically increase it faster?
so the "speed" side of things goes to blueprint?
it kind of moves a lot of stuff to BP instead of the material though, basically my BP would need to increase that value on tick, and get another function to multiply that increase to make it faster...
wish that could be done in the material and BP would jsut change a "speed" scalar
I must be doing it wrong, it doesnt seem to make any difference what the value of speed up is...
@true terrace You can't speed up/ slow down things that way. You need to supply time from blueprint.
😦 that's a bummer. Any workaround you guys can think of?
Having a hard time with this, so whenever one has a material that needs to have a speed of anykind be interpolated during runtime, it has to be done with a blueprint constantly increasing?
That would be so much stuff i'd have to do on tick for just a simple speed lerp in the material... if i have a scene with bunch of different objects that need to "react" to player distance by shaking more or less fast (vertex offset) then i'm basically screwed and need to do a tick constant increase for all of them?
It's also hard to used because im making my own "time" in blueprint whjich means in the mat editor i wont see the actual speed (wont move at all since its just a scalar param)
Can particles have shadowing?
I've got a question about instanced static meshes... Looks like material needs to be the same for all instances, but seems like there are some ways around this, or to cheat) Anyone have any thoughts on how to do this with a bunch of color cubes with same material for example? https://www.youtube.com/watch?v=SJSGfnZ9cz8
Moving Test. 40,000 Cubes. Graphic Card : GeForce GTX 970M UE4 Version : 4.15 ⚫Twitter : https://twitter.com/selflash
@wind lark In the material you can use a "PerInstanceRandom" node to create a random value for each of the instanced meshes. You can use that for example to give each of the instances a unique color.
Dope! Thanks so much @swift mantle!
2 questions, do we have controll over parallax oclussion mapping node about the mips or detail over distance. And is there a node that turns greyscale gradients into color, forexample. replacing white with red and black with green.
besides the metaball plugin on the marketplace?
Announce Post: https://forums.unrealengine.com/showthread.php?105615 In this week's live stream Ryan Brucks and Sam Deiter will cover the various uses of the...
good luck, because its real wizardry hehe
i dont know. metaballs is something really specific, so not many here have experience using em
making them controllable shouldn't be too much of a problem actually 🤔
Hi @everyone,
What's the best way to approach creating (in cascade) water spray effect from turbo boats, similar to this video:
https://www.youtube.com/watch?v=u3y44icsvaE&t=1m10s
Thanks!
3,000 horsepower, 200 miles per hour on WATER. At the 2016 UAW-GM Spirit of Detroit HydroFest, these hydroplane boats have turbine engines from a Chinook Hel...
Is it possible to get a particle effect to trace the ground (i.e a landscape)?
We're trying to figure out how to get a strategy genre grid appearing on an uneven landscape
@glass epoch you might be looking at gpu particles manipulated in BP or through vector fields?
@teal fjord why use particles? If youre trying to create a grid, why not use procedural meshes to form along the ground?
@wanton cairn : I'm doing this in C++. Not sure about vector fields. Do you have any example? Thank you
Ahh erm hmmm
@wanton cairn Thanks for the response man, would we be able to make that work on uneven terrain like this? It's going to be a Strategy game of sorts and we need to visualise our grid
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
i would probably use a spline or whatever with a mesh that has its verts grow over time, with noise.
@teal fjord I would say yes, however my dumb self would say why not just create HISMs to do the path
Or grid rather
@glass epoch if you have netflix, check love, death, and robots blue zima episode. at the beginning there is a jet going over water kinda like what I explained.
add some water/foam related particles with spawn per unit, and you could do some quite nice looking stuff
Thanks for the feedback guys, do you have any image examples of it in practice or links we can look at? @fossil swan & @wanton cairn
mine was directed at greenseq.
for yours, it depends on how you want to visualize the grid
Ah my bad mate
We're somewhat unsure, we just have issues using particle systems and the decal system seems a bit iffy
is the grid visible over the entire env?
We're messing with using a material to achive the result
@fossil swan Is that show really that good? Ive it in my list
@teal fjord two ways you can go about it. Have it actually form to the landscape, or just have a grid fixed to the player or camera
Ideally, we'd like to display a grid over the entire environment, but be able to mask or hide parts when needed
@wanton cairn i watched it all in one sitting
its very adulty in content, but so darn good
@fossil swan Will take it and put it in my ref folder
@teal fjord yeah its really dependent on how you want to achieve it
We want to be able to show the grid when planning movement, or highlight squares underneath a spell being cast
But it's probably also worth being able to turn the grid on and off in general to show the layout of the map
the simplest way is just add a world aligned grid to the materials, and unhide them when needed.
if you want to mask out parts, render targets and what not might be needed
Okay awesome, that's what we just started experimenting with really
Materials seem like our solution to everything right now
Thank you @fossil swan & @wanton cairn! Appreciate your help on this
Sure thing
https://youtu.be/aYZEmaQUrAo?t=585 that might also be interesting to look at @teal fjord
the leafs thing at the timestamp
More Game Art Tricks: http://simonschreibt.de/game-art-tricks/ Article to this Video: Permalink: https://simonschreibt.de/gat/cool-stuff-with-textures The In...
@fossil swan : I do have Netflix. Will check that out. Thanks for the input. I'll look into spline with mesh method. What's the advantage of spawning per unit compare to burst (which is what I'm trying right now)
That's pretty awesome, thanks again man!
it spawns X particles per unit traveled
That probably make more sense for moving vehicle. Thank you. Can I DM you if I have more questions?
yea, or just ask here.
this effect is a bit out of my comfort zone, i generallydo more pewpewpews so all I can try is nudge you into a direction, and hope others might have better suggestions
Awesome thank you. Pewspewspews as in weapons?
yea, magic effects, projectiles, that sorta thing
I love your daka daka @fossil swan
You Tri Laser is still my personal favorite and go to reference for a few thins
I'm not an expert, but speaking from my experience spawn per unit is for things that move and you want a consistent trail. So a fireball for example, if you don't have spawn per unit or a very high spawn rate you will see gaps in the trail. Adding a spawn per unit is a solid solution to this as opposed to boosting the entire effect's spawn rate.
Its the other sounds weapons make lol
hehe
oh since i have you for a min: whats the low down on Niagara? The learning curve ssimilar to cascade?
not sure yet, but if you know 100% cascade, you might be about 20% in for niagara
just a gut feel
makes sense
while cascade is a particle editor, niagara feels like a full blown effects editor
paint vs photoshop so to speak
@fossil swan : so what you told me to try can be achieved in cascade right?
hmm part blueprint, and part cascade if you go the spline route
Right right. Will keep to cascade for now, but i do like the look of it.
else yea, cascade and materials/meshes
Hi! I've been looking into creating something like this for a shield effect.
Object "dissolve" shader that make individual elements move and appear/disappear. Elements position encoded in vertex color by using a Max Creation Graph. Ef...
His solution is pretty complex and needs a lot of setup
Any ideas on how to make something like this? Animated mesh facets
Only thing I can think of is manually making a mesh animation with keyframes, etc. in a 3D software. But I don't know how I could get the data on the polys for materials, etc.
you could bake it to a vert anim and/or could do it all trough the shader
the description has a download file, that should give you enough to learn from it
Yeah I went through the file but more than a few of these slow things down quite a bit, it doesn't seem to be very performant
I'm a total noob but I have a feeling this should be easier to make
if I bake a vert animation, how could I retrieve the poly info so that I can do things like linking it's size or distance to opacity, color, etc?
its all in the shader, so basically just like normal
Ok I guess I'll try banging my head against it some more, thank you
thats all done in the shader
WPO in the rejected Normal onto Position
Discussed and explained here
This is the direction of the WPO
i was looking for that one, but thought it was ue4, so used wrong key words
I'm sure there is one. This effect gets made at least once a month 😛
I mean, search for hexagon on the forum 😛
you'd think, but checked all the ue4 shield search stuff and couldnt find one.
Yeah there's definitely nothing like that I could find
I could whip this up in C4D in a minute
"hexagon shield" shouldve have been a good one
There's not much to make a tutorial about. It's what, 5 nodes for the whole effect?
Ok if you think I can take this info and translate it into UE4 I'll give it a shot, thank you!
you can do it!
Heck yeah! 😄
baked vertex animation is basically that hehe
Lets say the target point where your Hexagon should collapse to is at the Center.
This is (0.5,0.5) in UV Space (if the Mesh is unwrapped accordingly)
You can find the positions by transforming from Tangent to World Space.
Subtract the target World Pos from the Vertex World Pos and you have your WPO
Hmm thank you
I was looking for a way to do the vertex offsets without UVs
Using just normals
Maybe that makes no sense, it's obviously gonna use the normals of the mesh
Hello, I'm having a problem with my particle mesh I'm trying to achieve something similar to this https://youtu.be/WZmwGWWsoT8?t=4 with the dust trail while the player runs using size by life, but the growth is leading the mesh to the side and I don't know why is it not possible to just make it go straight up but, lean back?
I'm really impressed with this emulator, the devs are doing a great work! Link http://cemu.info/ Patreon Cemu https://www.patreon.com/cemu?ty=h PC Specs: Mon...
it also appears way to far behind the player in game. but in the editor preview its okay, I don't know how to fix that any help would be appreciated.
you might also see its weird angle in the gif
@celest birch Make sure your Mesh is actually in the center :)
The Center should be in 0,0,0 in your modelling app
you could use the animation editor to only activate it when the foot is on the floor in the running anim
get the socket location of the foot, and burst-spawn 1-3 at a time.
keep em in world space (not local space in required module) and it should look fairly well
also some innitial rotation, and a low rotation rate
Thank you!
@cedar ibex @fossil swan @spare hare @cold sorrel
I remember looking for something similar myself with that hex sphere effect. I think I ended up just animating something similar
The problem I have with animating the mesh is that I wouldn't know how to then animate each faces opacity, etc. Maybe with a sphere mask in the center?
Jeebus, you are all overcomplicating it. Just push the vert along the rejected vector shown above and the effect is done
@cold sorrel I'm just a noob, mate. I'm trying to understand! :P
I had a different VFX ergo why i stated what I stated
Yeah but there were suggestions of using textures and baked animations
But it was still similar thus why I chimed in
Sorry, I didn't mean to spam?
Go for it! You had a legit question
Any pointers how to get that rejected normal in UE?
Subtract normalized difference between vertex world position and object world space pivot position from vertex normal.
Thank you
Thanks, I've got it looking just about where I want it, but there is still the problem in-game with it being to far behind the player, I disabled local space in required and enabled world space but same result, could it be something outside of unreal? I already centered the mesh in blender.
@analog onyx did I interpret that correctly?
This seems to be scaling the hex faces relative to the pivot position of the object instead of their own center
Sorry I'm probably not even high school level at vector math
in the thread I linked earlier there's a link to Kahn academy where he explains it
Exactly what I'm watching now
you can also consider pivot painter
I think I got the principle of what the rejection vector is, and how it's calculated but still trying to understand how to do it in the material editor
So the issue of the particle being to far from the player still persists yet, according to Unreal its centered.
it looks centered to the bottom of the model
you would want it centered to the center of the model
Okay thanks, how would I do that?
I think it is centered, is there any way to tell? and even if it was just the bottom I dont see why that would make it spawn way to far behind the player especially by the looks of it in the animation editor
@celest birch if you're using anim notifies to spawn you can add an offset to that to push it farther out in front. Not sure how you're spawning but that method is real easy to adjust
If your clouds are starting at 0 scale they might actually be spawning right under feet then growing to visibility a little ways back - that's my best guess as to problem
Alright, thanks
Hi everyone,
Question about Spawn Per Unit. How does it work exactly? I'm trying to use it, but it seems that it doesn't make any difference however I change Spawn Per Unit parameter.
Do the emitters have to be attached to the moving object in order for them to work?
oh sorry, I thought it's just people in this channel. Is there a way to mention just the channel?
he didn't since that command is deactivated here.
@glass epoch I vaguely recall you need main spawned to be zero to use spawn per unit. Look up YouTube tutorials on Ribbons for more details on subject
Does the effect have to be Ribbons for it to work?
nah works for anything.
make sure to set the regular spawn rate module to 0
then in the spawn per unit, tell it after how many units it needs to spawn X particles.
the faster the projectile goes, the higher you generally can keep the units.
you dont see it doing much unless you place the emitter in the world and move it around a bit
@fossil swan : oh so it can work in the editor if I just drag the emitter around? Hmm i must do something wrong then
they do need to be attached to whatever is moving
and not use local space
Oh so it need to be spawn by SpawnEmitterAttached instead of SpawnEmitterAtLocation()
yea
ok I'll try that. Thanks. For the water spray, you mentioned:
"use spline or whatever with a mesh that has its verts grow over time, with noise"
This mean spawning particle mesh, and modify the vertices of the mesh over time with some noise?
more like, have a dynamic spline thing follow your boat, attach a mesh-plane on that spline (with enough polygons) and have the top verts move up and down depending on time + some noise
the latter also works, which is done a lot with stylized waterfalls
ok I don't know much about any of that, but thanks for the direction. I'll do more research on those.
it depends a bit on the style you need, how good you are with shaders/blueprints.
its more involved than just spawning meshes per unit
@fossil swan : ok thank you I'll continue to research into it. My style is realistic but also need to have good performance since it's for a game
I figured out whats causing the particle to spawn far away, its the Spawn constant variables, can someone explain to me how they work?
Anyone know if theres a way to have mesh particles collide with dynamic meshes? Ive gotten it to work with static meshes but it'd be nice to take it to the next level
actually.. nm it seems to be working now.. cool
@fossil swan is this tab where I need to enable worldspace?
nah particle system > required module
All I see is use local space which is disabled
then its fine and working as intended
how are you trying to activate em?
the particles? animation notifies I guess
so spawn rate = 0, and burst = low value?
the spawn rate is zero now, burst rate is 3 but they still form in one spot
ok, before we go on, make sure that in the required node its set to only loop once
its weird because if I used to set it to zero nothing would spawn at all.
yup 1 loop
ok, do you use an initial location or other location changing module?
if yes, which one, if no, ill guide you trough a good setup
Uh, there was no location. I'm very new to all this btw but I'm sure you could tell lol
no worries, we all started out the same
ok, get yourself a spherical location module
ok got it
in the options, give it a small radius, disable -z (might also want to disable positive Z, but depends on your likes)
enable velocity, and give it a small value. this is multiplied by the radius so in case the rad. is really small it needs to be bigger
best to set the velocity to "distribute float uniform" so you have a min and max velocity
alright
just so it moves away a little
the start radius in the sphere module
sorry I didnt expand
if you dont know how big it is, enable "B 3dDrawMode" at the bottom
itll show you the radius
I see
also put in a "drag" module, this will drag down the particle so it doesnt keep moving
again a float uniform > values 1 and 2
think of it as air-resistance
now they should spawn at different locations, and move away a little/come to a halt
yeah
now its just finetweaking.
make sure you set the required module to "kill on complete"
okay
if you have a burst you can set a max and min amount of particles spawned
everything looks good except for this
for max pick the max you'd like to see, and set the min lower. that way there is some additional variation
but thats probably my fault
screenshot of the emitter modules?
show me the modules
remove velocity
and are they meshes?
yes
replace the rotation/init rotation modules with their mesh versions
alright done
that should look much better already
It's still the same..
shooow meeee
what exactly, in-game, animation notifies or?
in the animation editor is fine
can you slow down the animation
ok, you'll need to add a socket to both feet, make the emitters spawn from those location by removing their offset and giving them said socket location, and activate them the moment a foot hits instead of lifts.
ok
Okay I see what you are getting at, but now they move upwards
Oh wait let me try something
depending on their rotation (and that of the socket) they move to different locations.
I see.. I had them socketed to the tips of the feet
id do them about halfway the foot or heel
aight I already disabled that
make sure the sockets are properly aligned. so their X+ is towards the toes
and Z+ is upwards
I dont think I understand what that meant
did you add sockets for the bottom of the feet?
bones?
yes
bones might be slightly rotated, so its sometimes better to make a socket thats aligned properly
anyways, thats all I can do for now. im off for dinner
Thanks so much man, you were a huge help, enjoy your dinner.
thanks, and good luck
Might anyone know why I get these flickering blocks on the cloud mesh?
Ik going to guess its a divide by 0 or some other NAN that is deleting those quads
@brittle remnant Was that for me? If so how can I fix?
I would look through your shader code and see if its possible that a divide by 0 can happen
Or post it here. Not sure how you are making your puffs
Yeah the material
Is it possible that the particle system is negatively scaling the meshes?
I think that would be the case, I used scale by life
Try keeping all your scale values positive
ok thx
doesnt seem to be any negatives
anyone have an idea why this is happening?
it should be a contant stream of snow falling
but it now stops after a few seconds
and then spawns again
i put the burst on 0 already but that does nothing
Max count
@stuck salmon It's a really bad idea to have this many particles.
Make particles fall near the camera only and fake the rest via textures
Is there a Screen Alignment mode which is constant from the direction ?
I really don't wanna have the rain face always to the viewport of the player
Is there a way to have a particle system trigger collision/ overlap events when colliding with another particle system/ trigger box? thanks in advance
What I’ll do usually is create a box or something that represents the volume of the effect, set it to not render then use collision events from that
Think there’s actually just a collider volume now that I think of it though
@misty magnet or you can try for line traces and check for when they collide do what you need them to do
thanks @wanton cairn been reading about that on the afternoon, haven't tried yet and never used traces. Ill give it a shot tomorrow, have to understand how that works first
Sure thing. @misty magnet
Ive actually done something similar with a flamethrower type of attack using sphere trace
Intersting to know. Thanks for the tip and will lwt you know how it goes and maybe bother you with a couple more questions about traces. Thanks again
@misty magnet no prob
When emitting mesh particle along a velocity, how do I keep them to still face the camera?
@glass epoch click the mesh emitter module you added at the top. Scroll down to "camera facing " checkbox, then use the drop down option that best suits your alignment needs. You may find that none do and you must rotate mesh 90 degrees and re-export to make it work right
@indigo jolt : so do I check the "Camera Facing" check box first, and then pick the option in "Camera Facing Option" ?
Yup
You usually want the mesh to be facing the +X axis on original mesh for most utility
If mesh vanishes completely that might be due to seeing only back faces or the side
It's not a ton of work but you can definitely fudge it up
Ah got it. I'm just using the plan from the engine content, and it's facing Z instead of X
You might need a 3D package of some sort to get desired result- even it's just rotating a pivot
It would be cool if a game engine allowed people to rotate and move pivots...
@glass epoch I think you might be able to adjust that in the mesh vieport
i'm using UE4, so I'll try to see if I can rotate it. Thanks guys
Hello, I was wondering if someone could help me out on some particle-related questions. I'm not a pro at unreal so just a heads up.
I wanted to ask if it is possible for certain particles (not the entire particle emitter) to change colour? (for example if a certain particle collides with something, it changes to a certain colour) if so, is it possible through blueprints?
You can have a particle system. With different emitters in one.
If you want to change color upon impact then you can set up a sort of event dispatch in the particle system
I'd look up sometiong along the lines of rain and splashing
@grand pewter
@wanton cairn thanks for replying. So it's not possible to change specific particle colours in an emitter, then? And having a particle system with different emitters and changing the colours of those emitters is a workaround?
@grand pewter you can change the color of an emitter
Give this a look see as it's a simple system to set up
A simple rain particle system that uses two emitters for both rainfall and ground splash. If you have any questions, get in touch and I'll try to help best I...
And I think it'd better explain what I mean
@wanton cairn okay, I'll check this out, thank you. 😃
And "Particle Parameters" is what you want to read up on and understand as that is what you'll call in BP to edit
This of course is for the Cascade system. Not Niagara
@grand pewter sure thing
Hey! I need to swap between 2 fogs settings in my level, should I use 2 fog actor and switch them on/off with a volume ?
you should be able to pipe values into what you wish to change, 2 fog actors is pretty expensive even 1 fog actor is pretty expensive
The idea would be to have only 1 active at any time
Is the best way to show smoke from long distance particles?
If smoke is really far away sure that can work. Could be cheaper with a single mesh like half a tornado and a panning material
At a long distance, really expensive smoke stuff will cost you less and less as it fills less of the screen- but it also means that overlapping camera facing quads serve less purpose
Since things are visually "flat" the farther from cam u go
@random solar I'd use one fog in a blueprint actor so you can dynamically change values on it
Less mess
Less cost
I'm interested in cheapness becausemy main actor is dynamically spawning fire cells across the map.
So my server load is already high because I have multiple locations being checked and spawning actors each turn
I can see my particle effect smoke from 2 mile away, but it isnt high up in the air right now.
I'd like it cheap enough to be visible looking up from anywhere in the map if possible, so people could actually find a group of fire actors from far away
Then make a single mesh particle with a lumpy tornado like column, chop off back side, and set it to camera facing + z up
You could also do this with a single quad and a sub UV image sequence depending on resolution details
Just use particles for this if you're pressed for time and have no other fast options
Thanks for the time and advice, I will attempt this. I might come back in a day or two with another question. I'm on my first project.
but I know a couple things, I am 95% done with my game and that first year is 10 months, I am a fast learner
just working through the bugs of dedicated server testing
Guys, I have a particle, that is locked by axis. But how do I spawn these particles with emitter rotation?
i have a particle system(s) in a blueprint(s) which, after packaging, shows up on my 1050TI laptop, but on my desktop (rx 570) they DO NOT appear... anyone know what's going on? the on hit events still work, you just can not see the particle systems on the AMD card
Thanks @indigo jolt , I'll check it out
so i figured out the particle systems disappear if texture filtering is set past high
Is there a way to set how many particles an emitter spawn from C++?
Hello, how do you set a particle's colour over life birth and death colour values through blueprints? I used the distribution vector particle parameter but I was only able to set the overall colour (using set colour parameter). Any suggestions? Thanks for the help in advanced!
Key it through a dynamic parameter built into particle material
It'll still be a single float parameter but you can use that to drive a hue node or a lerp between 2 or more colors.
Then set your dynamic parameter to be exposed to bp
Hey guys is there any reason(s) you'll can think off where a particle light won't show up when using an anim notify
Particle LOD's, lighting channels, quality settings/detail mode (in cascade)
@fossil swan thanks ! It works with timed particle effect but not particle effect !
Also thank you so much for your help !
It does work now but i don't understand why
could it be the duration ?
could be anything, iunno
Guys, is it possible to move a particle to a location I've set through vector parameter?
Or at least collide with surface and freeze in 100% times? My particles do not collide in like 80% of times
hah @fossil swan . will do. will try and figure it
depending on cpu/gpu and the collision module, chances are they dont collide because the surface they should collide with isnt seen, or is outside of the distance you set in said modules @old terrace
But how do I increase this distance
by... increasing the distance in that module
@fossil swan Found it, thanks 😃
Hi everyone,
When I use UGameplayStatics::SpawnEmitterAttached() to attach an emitter to a component on an object, when the object moves faster and faster, I can see the particle spawning start to lag behind.
In another word, when the object stay stills, the particle visually spawn at the right location. As the object moves faster and faster, I can see a gap from the spawning point and where the particle appear. I use SpawnPerUnit for the particle.
This is how I attach the particle:
UParticleSystemComponent* spawnEmitter = UGameplayStatics::SpawnEmitterAttached(
globalDataAsset->WaterSprayParticleClass,
SphereVisual,
TEXT("NONE"),
FVector::ZeroVector,
FRotator::ZeroRotator,
EAttachLocation::KeepRelativeOffset ,
true);
How can I remedy this situation? Or did I do something wrong?
Thanks!
Nvm I figured it out
Hey all. Just had a question, I have this simple particle done in cascade following an older unreal tutorial and I got the colors and feel, the overall result but am just curious what would be the best approach on making it do spirts of sparks rather than a constant waterfall like flow? Not sure if I have to do that in the shader/material for the simple sprite or within cascade itself and if it can even be done for both which is the best way of doing it?
tl:dr how do I make it do spirts and pause for a second or so, and do I do it within the shader or within cascade?
https://www.youtube.com/playlist?list=PLuqNhfvpWXRg2KQ_qUrvKPrC4-uML4MYm
check the first two (or at very least the 2nd) tutorial
keywords: looping, burst
Alright thanks Luos. I will definitely check the playlist out in its entirety 😃
id explain i better, but heading off hehe
All good just looking for a place to start.
Not sure the correct channel to ask this is but has anyone had good experience with animating/moving hundreds of skeletal meshes on screen? (on a low to mid PC)
Currently I can get between 400-700 on screen using adjustable tick rates of the skeletal components based on the distance from the player.
But I didn't know if anyone has experience or thoughts of using other tricks like some kind of baked material or something to fake the ones at a distance
Thereby simulating over a thousand of npc's on screen
I would recommend looking at texture based vertex animations on static meshes. Instanced meshes and using interp-to when you want to animate thousands of distant characters
I have a build that handles thousands at good framerate
Also important to batch your updates and cap the amount of updates per second.
You will have to handle all movement and don’t do real collision. I pre-trace all the movement locations so they can just be lookups instead of runtime.
Yeah just standard 3d character meshes, specifically third person semi-realistic pc game. hundreds of zombies chasing you
thank you both for the suggestions
Heyo, still struggling with the same issue.
Is it possible to create a particle system that uses local space for the emitter but where the particle stays where it spawned?
The tunnel is a static gameobject and my character / camera are moving vey fast inside it, and I want my character to leave a trail on its left / right when it rotates in the tunnel.
If I use local space for the emitter, the particles move with my character, so it doesn't feel like a trail.
And If I use a ribbon / trail or doesn't tick local space, the particles fly towards the camera instead of just being around my character. (second screen)
I'm quite a newbie with particle systems, so any help is appreciated, thanks!
@fossil swan hey man, I was watching your video here https://youtu.be/4BSZlLNBzWE?t=516 and wondered what is inside that Luos selector and Vert Collapse nodes you're using ?
Just showing the content for my upcoming "pewpew pack"
would you be ok to show ?
I'm thinking of making a 3d voxel game with 2d sprites for most interactable objects.
Is it possible to make pixelated particle system? or can i, like, apply a material that pixelates it or something. I only know the basics, so forgive me in advance
Every time I try to add 'low frequency enabled' to my beam particle emitter it crashes unreal
@celest birch selector is just a few IF nodes.
Collapse is mostly dethreys work
gimme a few, brain is still in power on self test mode
i saw your twitter post about moving vertices to sqrt -1, lol.
the "selector" can be quite costly if you feed it with variables.
Hi guys how do I set beam start and end points at runtime? I know how to do it in editor. Here is what I have:
as you can see there is a branch going in the direction I want but the other doesn't.
I am using this node
I don't understand what the 'emitter index' refers to, or the 'target index'
nvm used a for loop on target index
I've been getting this error with my mesh emitter. I've changed the material type multiple times to attempt to fix it. Any Ideas on what it might be?
I think i had that happen to me
there are like 2 diff types of collision module
and only 1 works with mesh
or something like that
i think you need Scene Depth Collision
but its all blurry memories so not sure exactly
Is there a way to curb the hard clip that occurs when a mesh intersects another?
A: Currently some effect sprites clip into the ground.
B: Was wondering if there's a way to adjust the alpha, from the point of contact with the ground here in B, to soften it.
@fresh harness For translucent objects there is a depth fade. For masked and opaque you can use pixel depth offset.
Hey guys, i was wondering is there a quick and easy way to make uv's tile seamlessly with textures. I tried ajusting the texture to fit the uv better but cant seem to get it right.
make a version of the texture that tiles horizontally
without a gap
and lay out the uv's correctly
Hi, how would I recreate the camera sway used in "void ghosts{}", the camera moves around with your mouse cursor and doesn't stay static
This is the only video on the game there is
void ghosts{} by like, a hundred bears (full game) Pay what you want on Itch.io: https://like100bears.itch.io/void-ghosts Demo Disk: Demos of upcoming and re...
camera position = character position + (mouse position - screen center position) / how much u want it to move
every tick
I think ?
How would one have the scale change of a mesh in a mesh emitter as the life of said mesh goes on?
My goal is to have my mesh first appear small and increase over time so it doesn just appear out of nowhere.
And possibly do the same when it reaches the end of its life cycle
size by life
takes a 0 - 1 range, so if it lasts 3 seconds 0.33 in the range is 1 second of lifetime
Would the Distribution remain Vector Constant?
of XYZ?
Okay I'll try it out. Thanks a lot
WTF is.. Cascade. A short tutorial/explanation-esque series where I explain Cascade's modules. Even though Cascade might be old news in a few months due to N...
for some reason the vector to radial coord node does not act the way i expect in UE4
its very weird actually and im not exactly sure what happens inside even tho i had a look it didnt seem straightforward, almost a bit hacky
doesnt seem to allow for stuff to scroll
without fucking it up
am just trying to do radial UV scrolling and distortion
should i research for a way to make polar coord from cartesian manually ?
or did anyone here do it successfully with the basic node
one sec
that should get you going
plug that into a panner, and panner into a texture
or use some math to get the gradient from the R channel
Hey all, would you know if there's a way to have a material function (or any other "groups of material nodes") be able to be dynamically inserted into other materials without having to edit them all?
My case: I have a scene that the artists built with assets from different sources, so there's no 1 master material, it's just a lot of materials (no instance).
But they want the whole scene to disappear with some vertex offset anim. Which means i'd have to create a mat function and edit every single mat to add to it.
Wondering if there's a hidden cool feature i don;t know about that allows to have "additive" logic on top of existing materials, if you know what i mean
A bit like material layers i guess? I don't know much about the technicality of it though
(I know the right solution here is for them to clean their assets and use one master mat, but they're unreal noobs and we're short in time)
also related, is there some kind of "generic/works for most projects" master material you guys use? Or are they always very different based on projects?
Thanks Luos !!!!
How do I get a particle in cascade to spawn once and never again? (Spawn immediately)
I could not find a good tutorial for it
hey dudes
i've always wondered, how do you decide what size your particles should be
one extreme is an entire explosion animation is a single sprite
the other is each little burst of flame is its own particle
if you have doubts about the scale of your particles I would recommand putting them in situ next to your character / a building and see if that fits your direction? I usually always have a character to put them nearby
That's not really what he was asking though.
@tepid remnant It depends on the project. Is it a locked camera? How close will you get to the effect? Will you see it multiple times? how many of them can happen at the same time and so on.
oh sorry ^^'
You need to answer those questions to be able to make a good call on the granularity of the effect.
Ok so it's a calculation on visual importance and performance (ie. Avoiding overdraw) basically
Yes
Hey, I'm just now learning cascade but I'm coming across these niagara tutorials so I was wondering should start learning that because it says its meant to replace cascade?
either is fine. there is muuuuch more documentation about cascade and some basic terminology and practices can be taken with you to niagara.
though yes, over the course of X years cascade will phase out.
Tnx for the info, ill check it Niagara just to get the gist of it. On another note, are there any good tutorial series for someone looking to get into ue4 vfx. I
I'm currently learning from CG how but I feel i need to grasp the basics better
you can find a lot on realtimevfx.com 😃
Tnx, I'll look into it
Is there any obvious reason why when I make a niagara emitter I dont see the Niagara template wizard window, but instead just get a default particle setup?
I'm trying to find tutorials about using Composure. Working to incorporate green screen actors into a VR experience. Any help would be much appreciated.
There's a whole project about it in the learn tab in the launcher
- docs:
https://docs.unrealengine.com/en-us/Engine/Composure?utm_source=launcher&utm_medium=ue&utm_campaign=uelearn
(don't know if it covers the VR side of it though)
yeah that's the project I tried to work from but its not providing the same kind of texture use. I'm trying to add it to a plane and its not reacting the same way.
for some reason
I'll try that out thanks!
Question about material organization:
- Let's say i have a few master materials, and meshes in my level all use instances from those.
- Now, let's say every time i transition from a level to another, i want to have all my meshes disappear in a vertex crush style vertex anim similar to this: https://deepspacebanana.github.io/blog/shader/art/unreal engine/Wormhole-Shader-Effect
- So ideally i would create a mat function that does that effect and plug it in all my master mat to the World Pos Offset and control it with a MPC
- so far so good
- now let's imagine each level transition is going to be a different vertex offset effect (different mat function)...
- how would you guys go at having the master materials include all my different transition effects?
Let's say i need to include 10 different transition mat functions and they all need to plug into the vert offset of all master mats... How would i go about making a "select" node (like in BP) that i could then use to select which transition the level uses for the specific instances in it?
here's what i mean
or is there a better way to achieve this than having it all as functions inside master mats?
hello everyone, trying to get a uniform scatter working for use in niagara. right now I am using Random Tri Coord but I would like to get a result that doesn't depend on mesh density. this is how it looks in UE4 right now:
i'd like to achieve a more uniform scatter like in houdini:
is it possible to reduce the particles spawned at the denser mesh parts?
There is a checkbox on the static mesh. Hold on, let me look it up:
Under LODs, there's a checkbox called "Support Uniformly Distributed Sampling". Turn that on.
It says there is an extra memory cost, so be aware of that.
Supposedly, you could mark the interior pieces (eyes, mouth interior, etc.) as a different region, too, and exclude those parts. I haven't tried that yet.
Is there a way for the Emitter System to set particle parameters for newly spawn particles but not the existing particles in the world?
For example, I control the gravity base on how fast the particle system moving. So when first starting out, I set gravity to -980, and if I move faster than I set gravity to -2500.
The problem here is that as soon as I set -2500 on the particle system, all the particle that were spawn with -980 will switch to have -2500 as well.
Is there a way to leave them alone?
hi. im having what should be a basic problem with a shader
sorry, material instance
its gone 2am and im sure i missed something obvious
on this graph, i want the "crossed out" icon to be completely red, not blended with the colour of the underlying crate
i tried a simple 'add' where i have the blend_lineardodge, and a whole load of different blend_* nodes. none of them give the simple result i want. The "crossed out" icon is simple red and black, no alpha
the idea is that if i want the icon crossed out, i alter the MustDestroy, toggling it between 0 and 1 using a material dynamic instance, this bit works, but the icon isn't legible.
if anyone can please advise, it would be great, because im sure im on the right track and just missed the obvious
see if i was doing this in the "good old days", i'd have done it with logic ops
i might be wrong but i dont think you need to add the red circle to the box for opacity, since the box silhouette already does the job of masking out the black
it's either that or the linear dodge blend (have you tried just adding the 2 textures ?)
it might not always be the case (re opacity)
yeah i tried just adding, got the same result
i can get a more legible result by passing the top bit thru lerp, where the alpha is "0.8*MustDestroy", this makes the box darker and the cross out lighter
not exactly what i wanted though
its nearly 3am so im going to go to bed, thanks for your suggestions @true terrace
@spice ridge you should use the red channel of the Crossed Out as a mask. and Lerp between Box and Crossed Out.
You may want to use a Ceil with the Red Channel to make it fully opaque
Thanks @spare hare :) would never have thought of that at 3am
@brave sphinx thx man!!! i'll check that out sounds perfect for what I need. the scene is quite small so some additional memory cost should be okay 😃
that worked perfectly thanks a lot. i'll check out masking next. do you have any resources on how to do that at hand by chance? i'll send you some if i find anything useful later
is there way to not render exponential fog is specific area ?
I trying to use light to make such effect but it does not works well
@silver dirge unfortunately there isn't
you need to disable the Exponential Height Fog in the area you want and enable it again when leaving
@spare hare global disable ?
yeah
I thought you could attach the fog to a mesh in cascade then place the system in the area to only have fog where the mesh is. @silver dirge
@pastel nebula that what I am thinking to try now, attach that mesh with fog to character 😃
@glass epoch You could have the Emitter calculate the current gravity based on speed during the Emitter Update (I think you could also do this at System level). In Particle Spawn, create a new vector variable for that particle's gravity- say, "Particles.GravAccel". In Particle Update, use a gravity force module, but plug Particles.GravAccel into the gravity vector field. This way, each particle will have its own gravity value based on the emitter's speed ONLY at the moment it was created.
"but plug Particles"
- @brave sphinx
Anyone has good books reference for vfx ?
the elemental magic books by joseph gilland
This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and imag...
Ty luos
@brave sphinx : thank you for the explanation, but it seems like this is Niagara right? I'm working in Cascade and C++ mostly. Can the same thing be achieved in Cascade and C++? Thanks!
is there any way to use text in particles? and I'm not talking about like use particles to form text like the particle text plugin, but a particle where i can somehow enter a string which comes out of an emitter, without resorting to making it beforehand it putting it all in textures.
No
really? no way to put text in a material or somethign like that to use in a particle?
Sure, if you get it into the material.
Materials eat textures
You said you didn't want textures
Cascade doesn't accept strings either
Not sure if Niagara does
you can do a lot without using much textures in the material editor though
Well then it sounds like you have it sorted