#visual-fx

1 messages Ā· Page 32 of 1

vestal vector
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Oh i think i might have a solution... make a child actor

vestal vector
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if the sword is literally an actor then it might work

vestal vector
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AH HA ! i got it to work

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muahhahaha

celest birch
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questions about GPU particles and motion blur : TLDR I can't get it to look good, how to ?

  • they blur when the camera moves but not with their own movement
  • I get a super weird, stretched but fully sharp picture instead of a blurred rendering of my particle. Especially when using refraction in my shader. With some different settings it just appears double instead
  • the blur fade node seems to do the opposite of what it says in the documentation ?
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this is for rain fx btw

deft fox
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having a bit of issue, I have my particle affect to deflect on bounce and it working in the editor but when I hit play its not deflecting and seems to be going through the terrain what setting do I need to set to fix this?

celest birch
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in your actor collision module try to set the max collision distance to a very high number. Alternatively try to uncheck "drop detail" @deft fox

deft fox
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I tried putting in a standard particle from editor and gave it bounce also and it bouncing in the editor window but when I hit play that particle is just seeming to go through terrain instead of bouncing on it.l where is the drop detail setting?

celest birch
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actor collision module

fossil swan
deft fox
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no luck :9

fossil swan
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might be that its already hitting something on spawn as well

celest birch
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yes try setting a delay just to see what happens

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@fossil swan any experience solving issues with motion blur on GPU particles ?

deft fox
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where should I set delay?

celest birch
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same in the module

deft fox
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am I supposed to be setting that in project settings collision settings or in particle collision setting?

celest birch
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in the module. in your emitter

deft fox
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ok

fossil swan
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@celest birch I ignore its existence :p

celest birch
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sad

deft fox
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still not working 😦

pure latch
cold sorrel
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That particular one is a raymarched animated sequence. If you are still in the tutorial phase of your development I'd try something simpler.

pure latch
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i dont really need the complexity of this raymarched thing. This is plume is more in the background in my scene, so it can be very simple, but i dont know how

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can i create a smoke plume animation in for example After effects and put the animation video with a transparency into my unreal scene ?^^

deft fox
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found it

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needed to set max collision distance

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ok final issue

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it now appears and is deflecting

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but when it appears it like its already been deflecting for long time instead of starting from zero playing..

cold sorrel
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Then buy a smokepillar stock footage, make it loop in After Effects and slap it on a quad. Done
The other option is to simulate the smoke in a dcc

lone heart
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there isn’t really one. if you have an existing force module in your system you could set the strength of that

feral herald
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@pure latch You can create your animation in any package, take 64 frames from that animation and create an 8x8 grid flip book animation texture in greyscale, then bring the texture into UE4, then create a material that uses the flip book texture, then create a particle system to spawn a particle that uses the material. Example on flip book animation here: https://jesshiderue4.wordpress.com/materials/flipbook-node-creating-an-animated-texture/

In this tutorial, I’ll explain how to create an animated texture first inside of Adobe After Effects CC, and then how to import and set-up the Material inside UE4 using the Flipbook node.

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What @cold sorrel wrote basically.

cold sorrel
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Don't waste particles on background smkepillars

pure latch
feral herald
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Looking good

cold sorrel
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That alpha needs some love

pure latch
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yeah that alpha is very rough atm

indigo jolt
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Magic wand the black parts of alpha, invert selection, layer style > inner glow, 100% opacity, crank up width, change from soft to precise, done

celest birch
limber pulsar
deft fox
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How can I stop a particle from zooming and gaining speed each time it makes collision and instead continue at the same speed it was going?

fossil swan
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reduce the bouncy rate thingy in the module

deft fox
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dampening factor?

fossil swan
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think that is the one (currently no ue4 open)

deft fox
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I tried setting that but it still zooming off :/

feral herald
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Try increase it

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šŸ‘¼

celest birch
fossil swan
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snap, frame stutters, weird settings, the moon

strong pelican
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Hi guys, I created a particle that moves on a splie path, but along the way, I would like it to stand still for a while, then move on

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can someone helpe me, please?

deft fox
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I am trying to create a range indicator for when a unit is selected, the unit has a cone radius for its range in and firing angle. I am trying to figure out how to have the particle spawn at angle on Yellow move foward then curve for the front of the indicator and return on Red line..

deft fox
deft fox
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hows this?

rustic depot
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@fossil swan hey we talked about multiple shell(mesh based) toon shader from some japenese cartoon, that used ue4 ^^. I tried to do that in Post Proccess only, via custom flowmaps made in SD, to simulate brush strokes, and i divided the background in 3 depths, forground, middle and background(only sky). And ye, u were right, it doesnt look that nice, but i alsy used cubes and ue4 standard character.

fossil swan
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good that you tried it though

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hope you gained new knowledge from it :)

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and show the result anyway :)

rustic depot
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yea sure ^^

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i even could make outlining trough difference of original buffer and my new one, funny.

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but still hate the idea of using fukin 10 layers of opacity(or was is hard masking) , either way.. peformance oof

teal mesa
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did anyone here tried to shatter mesh using material and world position offset?
the idea is to simulate something like destructible effect, but with material. I don't need it to be really complex, just shatter fragments around and then fade it with alpha for example.
Any low level ideas or tutorials?

rustic depot
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oof, maybe bake vertex animation information into a texture, read that in position offset, but not so shure tbh. I would go with Alembic or some pre shattered stuff.

fossil swan
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you'd prolly need pre-generated chunks

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all that movement is shader-based, but it needs predetermined chunksies.

teal mesa
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I see
My idea was to achive it with no precomputed stuff, so it could be applied to any mesh. maybe with a noise mask, and moving away chunks from given point in world space.
Let's say I have a mask with chunks with different colors (some chunks are red some are blue etc), then material would offset position of chunks away from the point in world space (center of "explosion") and every color would have some additional offset to achieve the ilusion of fracture
Is there any sense in my idea or am I just babling?

fossil swan
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you'd need to generate something for all the holes you'd create. because it would not automatically create polgons, nor would it be possible to split a mesh up that easily since its very much polygon related.

teal mesa
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right, didn't think about the holes. Thanks!

celest birch
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is there a way in cascade / shaders to measure how much distance a particle has traveled in space since its creation ?

fossil swan
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for testing you could use te debug scalar stuff in a material but it would not be super-accurate-ish.

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else, iunno

lone heart
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@celest birch none I know of in Cascade and definitely no way in materials, but it’d be pretty easy in Niagara

celest birch
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could you give me some very quick pointers about how you would do it in Niagara ? i'm gonna give it a go tomorrow but am very beginner

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dynamic input ?

lone heart
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the approach I’d use would be to add two particle parameters, a float ā€œdistance traveledā€ and a vector ā€œprevious positionā€. in particle update, before the Solve Forces and Velocity module, set the previous position to the current position, then after the SFaV get the distance from the current position to the previous position and add it to the ā€œdistance traveledā€

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on second thought you don’t even need the ā€œprevious positionā€ part, you can use the length of the particle’s velocity * the delta time after the SFaV

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might interact weirdly with collisions though, I’m not sure how those work

celest birch
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the movement is not linear, but it's always away from my emitter and I only want the distance traveled in one axis, so i think thankfully i dont even need to do this kind of precise movement tracking, instead i can probably just set a variable for the starting location in one module, then read it from an update module and do current pos - start pos and I have my distance traveled

lone heart
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oh yeah that would totally work, I assumed the movement was more complicated

deft fox
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How can I set a particle so it spawns at another xyz instead of zero positon? I am able to add more then one particle affect in the particle editor but can find out how to change its location.

fossil swan
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@deft fox wut?
do you mean the initial location module?

deft fox
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yes

fossil swan
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well, initial location module

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it changes the initial location

deft fox
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thanks that fixed it šŸ™‚

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was able to get the pixel of set working

indigo jolt
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Albert, try orbit too

grim mist
dull kite
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Anyone good with cascade particle effects ?

fossil swan
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nope :p

dull kite
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😮 you again !

cold sorrel
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What Luos said.

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Nobody is good

fossil swan
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sup? (only have 5 minutes)

dull kite
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snap

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Trying to make a lightning effect. Got the material set-up and most of the particle system ( 1 particle spawning randomly etc)

fossil swan
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youtube intro's cost 50.000 exposures

dull kite
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however. I'd like to make it flash twice instead of once. any trick or tip you can give ?

fossil swan
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spawn it twice

cold sorrel
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Jaggies in the color over life

dull kite
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jaggies ?

fossil swan
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or that

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or mesh flipbook

cold sorrel
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uppie downie curves

fossil swan
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and sparks

cold sorrel
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No sparks

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Sparks are banned

fossil swan
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pffss

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dont make me grab the non-texture sprites

cold sorrel
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Heathen

fossil swan
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perfecly spherical

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anyways, easiest is to spawn the lightning twice

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(imho)

dull kite
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I'll have a look into it thank you šŸ™‚ will let you know how it went.

dull kite
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It works ! great. thanks guys šŸ˜„ ! managed to fix it through color over life.

cold sorrel
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HA!

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Eat it Luos

fossil swan
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I still need my breakfast, so it can go on my croissant

rustic depot
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@grim mist do u need lighting? else (it seems like light was drawn into texture already), go and use emessive.(i guess u lookin for unlit shader)

magic jacinth
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i have a spawn emitter and when i call pause the particles pause in my level. how can i stop spawning?

feral herald
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Call the niagara SetActive node and set it to New Active Status = false (in the bp)

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If it's niagara related

magic jacinth
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Yeah I should thank you :)

polar flicker
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My google fu is failing me

grim mist
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use lighting to fix dark textures....whod have thought it šŸ˜„

rustic depot
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thats works too ^^

acoustic tide
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how can i dimm the lava's bright so it doesn't look too intense

fossil swan
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by lowering the brightness

acoustic tide
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on the lava material?

fossil swan
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yes. emissive value related.

acoustic tide
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i think i got it, but it looks even worse

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what would you do?

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any tips?

fossil swan
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you might want to play with the tiling, and details related to why there is lava in the first place.

acoustic tide
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i'll put the lava in a lower place, and i want to add a rope and make a qte sequence

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i'll finish building the scene, then if needed i'll ask for help

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thank you anyway

fossil swan
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take a look at the elemental demo on the learning tab, it has a lot of lava usage.

acoustic tide
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i'll take a look

celest birch
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Hey anyone who migth be here, I'm thinking of how to approach making a refraction that has depth, somewhat like the depth of volumetric fog, anyone that can give some insight? šŸ™‚

lone heart
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do you have an example of the look you’re going for?

celest birch
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Hmm not really, I have it in my head, but let me see if I can find something online that looks what I'm going for

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@lone heart I thikn the best way to describe it wuold be like a dragons breath look, but translucent and colorless, so only with the refraction and denseness of it but the colors of it

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I want to map it to a mesh because I'm using a mesh as collision for a certain attack, and I want players to see the things distorted in when looking at teh volume, as an indicator that something happened if a player is far away form the attack

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I thought of fading the opacity based on length from cneter to edge, that would work to make edges completely invisibel right?

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I know I'm asking a lot but experimenting is hard as my computer only can do 8 shader opperations per second, so anything little thing I change adds minutes of me having to wait for all new operations

lone heart
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dragon’s breath? like… fire?

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or like the opal?

celest birch
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!st one, something similar in the way it distorts atleast; I know I would maybe need a flowmap or field of sorts to grow it properly, but maybe there is a way to fake it growing like a stream

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1st one*

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the growing part of it is not really my focus now though, just want to get a depth of it right so the meshes edges cannot be seen, tehn after that work on teh distortion, trying to think of how I would go about fading the opacity

lone heart
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interesting

silent cargo
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Do any of you know what type of vfx this is I was messing around in the Soul City free assets but I couldn

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couldn't* figure it out

rotund dome
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@silent cargo if you're talking about the light coming from the window then I think it's called sun shafts

celest birch
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seems to me like the lens flares from post process volumes

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@celest birch - check that your texture is the right size for your shader setup and not being padded to power of 2 without the material knowing about it

  • check that your VAT has no mip maps on
  • else idk
valid summit
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I'm pretty new at the VFX stuff, trying to create a post-process effect where it blurs from afar

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I wanna hide a background (or blur it) that's a while away.

fossil swan
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depth of field

valid summit
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Ah yeah, that thing.

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So far, I've attempted to play with that using a post-processing volume but I'm approaching it like it's a plane and the 'camera' is looking through it - like a sheet of transparent glass, I guess.

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Not sure if that's a good or bad way to do it.

lone heart
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that’s not gonna work with a post-processing volume

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PP volumes (of non-infinite extent, at least) only have an effect while the camera is inside them

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you don’t see the post-processing when you look into the volume from the outside

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if you don’t need the blur to vary smoothly with depth—i.e. you’re okay with a hard cut from not-blurred to blurred—then you could use a plane mesh with a translucent material that runs the SceneColor (IIRC) texture through a blur filter

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otherwise yeah DOF is the way to go

dapper smelt
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I'm trying to get and set the loop parameter of my required modules so I can set a lopping emitter to play one last time and fade out on unit death.

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Anyone knows how to get/set this? I can't find how to access it.

feral herald
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@dapper smelt You could alternatively duplicate your "looping emitter". Then call a Location (or Death) Event from another emitter. Then in your duplicate emitter create a listen event. Configure it to listen for other emitters Location or Death event. Then use that event to spawn a particle that plays one time only and only when this Location or Death Event fires. The Content Examples has an example on location events and spawning particles with it.

feral herald
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Sorry I was thinking of niagara and not cascade

celest birch
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is it possible to let particles finish their lifetime after deactivation when they are attached with a timed particle fx notify ? they just disappear here

fossil swan
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disable kill on deactivate should work

celest birch
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its off already :/

fossil swan
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O_o

celest birch
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and destroy immediately is off in the notify

thin rampart
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can someone help with with why when I press play does my lighting fuck up

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was working perfect then expanded the skybox and planet and its now missing the shadow effect

fossil swan
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@celest birch works for me, just double checked
kill on deactivate/on complete are off.

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thats the only thing influencing it

celest birch
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Oo

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wtf

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welp

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maybe a 4.22 bug ?

fossil swan
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doubt it, im on 4.22

celest birch
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just to be super clear, kill on complete / deactivate inside the required module

fossil swan
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disable those

celest birch
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they are disabled

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:/

fossil swan
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if the animation repeats before they end, it might kill them in the preview?

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not sure

celest birch
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nah it's a once anim

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and the emitter is short lived

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compared to the timeline

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damn

fossil swan
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well you are/there is something killing em

celest birch
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yeah weird

fossil swan
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perhaps looped once and killed?

celest birch
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emitter loops is 0

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it's constant emit

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also the notify lasts longer than my emitter time

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so no

fossil swan
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dang

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wish i had more time, but deadline so cant help atm

celest birch
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thanks for trying anyway

acoustic tide
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my level's lightning is messed up

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what could it be?

fossil swan
acoustic tide
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oh sorry

trail pond
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Is anyone having issues with alpha over life in 4.22?

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I've looked through a few tutorials on it but it does not seem to change the opacity of the particles at all if anyone knows what might be causing this?

past summit
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is there any Houdini banter in this channel?

fossil swan
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@trail pond if the alpha channel of particle color in material is not used, alpha over life will not work.

lone heart
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@past summit could be—what do you want to know?

spare hare
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@trail pond first make sure you utilize Particle Color's Alpha in your Material and the In Value is relative to the Lifetime of the Particle, not absolute

gentle flicker
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Hey guys is there any documentation about optimising master materials?

fossil swan
past summit
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@Noah sorry for the late reply. I've been playing with it off and on(more off) the past few months since my roommate bought me a 2 year license for it.

Shits so in depth it's hard to find answers to questions. I've been working on making tools for UE4 gave up on a lot of em. Starting small now.

Can't seem to find good resources for explaining scripting methods or ways to designate or isolate an attribute or variable from one point(on a geo node or something) to another. Finally found a thorough source for "random" options wasn't in depth but it was insightful.

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I have a programming background. So I get painfully frustrated when I can see that, for example, node A' under info tells me it has a total of 102 points,polys,norms etc, now since its data that exist there has to be a way to call or reference it.. but can't find a way outside of the node.

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@Noah also realizing that my environment creation tool is a little demanding for my system.. granted my trees currently don't use cards which I assume will drop its process time by 2million polys a tree and variance scripting would drop a lot too.

But I can't find info on how to upgrade a work station to run high process simulation(vfx fluids) and high memory asset creation(a populated city model)

Should I use a duel processor mobo with ecc ram? Or just get a nice i9 16core and 128 high end ddr4?

vernal salmon
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Hey Guys, I'm currently trying to set up a Kuwahara effect in my unreal project and keep getting an error with virtual shader source path to where my usf files are located. I have the tutorial project that I based this on working with the same method of changing the path and had it working in my actual project at one point but then it all of a sudden stopped working. I tried setting it up again in a new project just to test again and getting the same error but the original tutorial project is still working just fine

deft fox
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I am trying to locate if anyone has done a shader material that can be applied as a decal for impact that makes area of decal application under the material see through. for only area of covered by the decal

cold sorrel
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That's not possible in a defered engine.

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You can hack around it, but it won't be a decal

deft fox
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what about have set area of material that intersect anything else be transparent?

analog onyx
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It is not impossible, but impractical to a point of being impossible.

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Universal solution is a pretty costly approach with a decent load of graphics programming hours. Has to be justified.

celest birch
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my mesh particles (cascade) arent casting shadows. same material on a static mesh casts shadows normally. any ideas ?

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i found how to turn on the shadows if i drop the particle system in the world (details panel has a tickbox) but dont know how to set it when it's spawned in a notify

pulsar goblet
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I think particles by default don't cast shadows. I haven't seen any settings in cascade to make them do that, so I just made a blueprint and set them to cast shadows in the blueprint

oblique tide
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anyone know how to pause a cascade emitter or set its time or something? seems like it would be simple enough by I can't seem to get it
pausing the game won't work because I'd have to let it play for a half second before pausing to stop the emitter at the right spot, and it needs to be stopped in place on level load

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I tried setting time dilation to zero as well, but then there's no way to set it's current time as far as I'm aware

fossil swan
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you should be able to set the playrate to zero trough blueprint.

oblique tide
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@fossil swan thanks, but I'm not seeing anything like that available for a particle system component, just animation and flipbooks

fossil swan
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disable contex sensitive, drag from emitter (in blueprint) Set play rate.

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dafuq, im sure there was one back in ye olde day

oblique tide
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šŸ˜‚ thas what I'm sayin man!

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Seems like it should be that easy

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for now I set the time dilation super high and paused the game almost instantaneously but that will cause issues down the road

fossil swan
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get/set custom time dilation

oblique tide
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that doesn't work like I want though

fossil swan
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understandable

oblique tide
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if I set it to zero then it freezes, but from there I'd want to freeze at time X and dilation set to zero freezes it right at the start

stuck hare
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Any good guides to share bois?

cold sorrel
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Sure!

fossil swan
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ill allow it

stuck hare
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@cold sorrel 2 minutes in and already received offers from ubisoft

cold sorrel
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Sorry about that. I'll make sure that gets taken back

deft fox
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I managed to work out a compromise, I attached a camera to my building actor that is located much farther down below building pointing downwards this then renders material and then I attach that material to the inside of the structure to make it look like its open to the sky below the floating island.

magic jacinth
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is tehre a way to have gravity like in niagara?

celest birch
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acceleration module

magic jacinth
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i want to imitate a fluid that just falls down

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based on my movement

teal mesa
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@deft fox nice workaround! just keep in mind putting several of those will affect framerate, but you can adjust the resolution and actors to render to keep it (kind of) light

normal whale
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Anyone been using DistanceCullFade? It seems to be borked in recent versions (specifically when used in vertex shader)

tranquil galleon
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@normal whale THE MAN, THE MYTH, THE LEGEND! Im taking your Udemy class, great stuff. Thank you

normal whale
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lol hey

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Thanks! Good luck šŸ˜„

tranquil galleon
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Sadly I don't have an answer for you.

analog onyx
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@normal whale It always return 1 in vertex shader. Try using cpp PrimitiveFade. directly.

normal whale
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Do you mean PerInstancePrimitiveFade?

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cant find mat node directly named primitivefade in 4.23, and perinstance doesnt seem to work either (possible because its intended for instancedstaticmesheS)

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I hope they fix it since it used to work just fine in vertex shader, heck even Fortnite used it in vertex shader

deft fox
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there are only ever going to be about on or two altars in game the structure is constructed when players capture an enemy priest and most games only have 4 to 5 players

bitter summit
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Hey guys, this Skelt Vert/Surf Location option is hidding my particles... Do someone has a solution to this ? :( really important

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Reproduce :
Open the UE4 Editor and create a Blank project
Right-Click on the Content Browser and create a Particle System
Open the Particle system and add a Skel Vert/Surf location node

Results: NO ASYNC TICK in appears viewport and the particles disappear

Expected: The Particles would still appear

cold sorrel
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Did you actually link a skel mesh into the Skel vert module?

muted vale
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Bought the muzzle flashes from the marketplace. Where do i need to go in the particle to make the particle only spawn once? Its continuously spawning them. Tried destroying the emitter after a short delay and it didnt work. Thanks.

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Im new to this. Im guessing it never "deactivates"?

muted vale
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Think I fixed it. Its in "Required". Set Emitter Loops to 1

coral fable
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Hey guys! I was fiddling with Cascade GPU particles with aVolume shader in order to try and make some sort of localized/controlled fog/clouds, but I also have a custom Post Processing Shader in the scene to render objects outlines for a stylized look, and despite the particles occluding the other objects, the outlines shader still renders the occluded objects' outlines over the top of the particles, any suggestions on how to fix this?

coral fable
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nvm problem solved! šŸ˜„

rustic depot
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is there a way without pre baked/cached animation, to rotate every triangle of an object(detached, seperate faces) ?

fossil swan
lone heart
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@rustic depot rotate around what? the center of the triangle?

rustic depot
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yep

lusty kraken
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Anyone know where I could find free fx assets that won't melt graphics cards? Not looking for anything too specific, just to have some options to play with. I've been using the explosion particle system for literally everything in my project.

novel current
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is it possible to move particle effects systems using bp at runtime?

true sandal
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If the particle effect is an actor component than you can lerp + set actor location to move it

novel current
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@true sandal ty šŸ˜‰

true sandal
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No problem, I am curious if anyone knows how to define a postprocesscomponent and limit it to a certain volume size

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it functions properly with unbound but ideally I would like to constrain the area it operates under (and have it expand and contract) but I can't see the effect without it

true sandal
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So the result to my question was that volume has to be arounnd the camera object, which is why it functioned properly for large radius'

tranquil thorn
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Hey guys

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I can-t get my Post process material to work on top of translucent objects

golden hamlet
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why cant i import an alembic cache?

#

i get no errors just check output which i did

#

its an emitter from blender

ancient stump
#

Anyone any idea why the Ribbon particle wants to have a rave like that. on its own? (The weird snapping)

#

it seems when I put the (already deactivated) regular "Spawn" module to 0, it already doesnt dance to the moon already, but they still seem to snap from source to source sometimes

olive goblet
#

Does anyone know a material effect that is able to fade without a dither effect? But an effect that allows your character to go from opaque to invisible? But I don't want to make the material transparent because when that happens the materials naturally have a brightness/glow that they don't normally have when the materials are set to opaque.

weary helm
#

Heyo, I created a fog with a post process material (following this tutorial: https://www.youtube.com/watch?v=y7Tq4LsJCsw&t=597s ), and I was wondering if / how I can make specific actors ignore this post process material ? I'm reading about some custom depth, but I struggle to implement it in my post process material

In this tutorial we will be creating a post process material that creates a fog effect the further away an object is to recreate something similar to Silent ...

ā–¶ Play video
teal mesa
true sandal
#

I' am looking to have localized, bounded, postprocessing done on the screen, and I've stumbled on this old post that touches on the subject.

https://www.reddit.com/r/unrealengine/comments/4w18bn/is_it_possible_to_create_a_post_process_volume/

However I require some assistance with setting up the material, I'm hoping someone could help me translate.

What is the value being divided here? "6e+04" I am not sure what that translates to.
Are the "0,0,0,1" and "1,1,1,1" vector parameters? I am currently getting "coercion failed ... float4 -> float"
Finally would this material be attached to a staticmesh component that is a sphere or a sphere collision with a postprocessing component?

I would appreciate the assistance!

celest birch
#

How would you guys recommend recreating the "blue squiggly lines" effect as seen in A New Hope (Jawa vs R2D2), Empire Strikes Back (ATAT vs snowspeeder), or Return of the Jedi (Palpatine vs. Luke, RDR2's control panel hack)?

true sandal
#

@celest birch quick google search yielded a similar answer, from there you can add a bit of distortion however that would be extra

celest birch
#

Thanks!

lone heart
#

@true sandal ā€œ6e+04ā€ is 6 * 10^4, i.e. 60000

#

6e-2 would be 0.06

#

etc.

#

the ā€œx* 10^yā€ is scientific notation, I’m not sure what the one with the ā€œeā€ is called

true sandal
#

@lone heart Thanks I am familiar with scientific location but not UE4's syntax of it
I also found a different implementation of what I am looking in terms of localized postprocessor, so i am hoping when I get a chance tonight to try it it'll work properly
https://oliverm-h.blogspot.com/2014/08/ue4-localized-post-process-effects.html

lone heart
#

oh that’s neat

#

for a more modern take on it you could use the SDF material nodes instead of doing all the plane/distance tests yourself

true sandal
#

SDF material nodes? I'll give them a look

#

My aim is to trigger a Post processor shader with a key press and then have an effect, say color grading tint, expand outward from the character until it envelops the screen

#

@lone heart does SDF stand for Signed Distance Field?

lone heart
#

yeah

#

are you looking to have the effect expand across the surfaces or in space?

#

in other words, if you’re looking through empty air around the character, should you see the effect in the ā€œbubbleā€ around them?

#

if so, the approach described there may not work—it won’t be visible around them unless they’re in front of a wall that’s within the bubble

true sandal
#

I'm looking for it to expand through the air

#

So half of the scene can be covered with a post processing shader and the other half be normal until its enveloped

#

Then I figured I could just expand and contract the radius at will

lone heart
#

ahh

#

should the sphere be visible ā€œthroughā€ stuff or does it need to be occluded like is happening at the bottom of that image?

true sandal
#

It doesn't need to go through objects, this isn't ideally the effect I want would be a color tint

lone heart
#

that’s unfortunate, being visible through stuff is easier šŸ˜›

#

it sounds like you need something stencil-based

true sandal
#

It can go through objects

#

I am most looking for a camera filter that I can control the size and shape

low lintel
#

Hey all, I'm trying to make a spike particle travel along the surface of the terrain floor, problem is if I'm uphill or downhill, the particle will not follow the terrain arrghhhh - very frustrating! Does anyone know if you can make a particle adhere to a terrain surface somehow?
I've attached the image of particle (picked this up from the marketplace <3)

wet field
#

hi guys, my FX have strange stucks

ancient stump
#

Anyone experience with Ribbons? At the end of the lifetime of the ribbon particles, they spawn 1-3 extra ribbons at the source point of the particles system, this obviously creates ugly visual artifacts. Can't figure out how to get rid of it, seems nobody has figured out how. (forums)

fossil swan
#

not enough info
could be that their target died before they where disabled, could be you are emitting too many ribbons, could be the in-cascade only-but-not-during-gameplay bug, or the moon is at a wrong angle.

ancient stump
fossil swan
#

i would not use ribbons for that anyways, but basically lifetime/disabling of ribbons need to be slightly before than whatever they are attached to its lifespan.

ancient stump
#

well if I put the ribbons lifetime to 0.6 and the particles lifetime to which it is attached to 1, it still happens.

fossil swan
#

then you are probably not using events to spawn one ribbon for each particle.

#

which btw is very expensive.

ancient stump
#

at least I think thats what you mean šŸ˜„

fossil swan
#

no, that just means it spawns additional pieces of trail per units traveled

ancient stump
#

AH

fossil swan
#

which is currently set up in such a way that you'll get errors on cooking :p

ancient stump
#

perfect >.<

fossil swan
#

ribbons are expensive, and spawning bleeploads of em at 1 unit.. ouch.

#

there is an event generator module.. which is hard to explain

#

on spawn > emit ribbon attached to spawned emitter.
units can probably be 50-200 range.

ancient stump
#

Alright lemme check how that works then šŸ˜„

rustic depot
#

why using ribbons for water anyway?

#

im sure there are cheaper ways of doing it :/

ancient stump
#

@rustic depot Thats not the final VFX, just deactivated some stuff and overkilled that single particle in spawning. Also needs to be more like a solid thing and ribbons are handy to stretch it out without having weird rotations of particles that are scaled to their velocity

fossil swan
ancient stump
#

Looks neat!

rustic depot
#

is a whole ring even needed?, cant u reuse uvs^^

fossil swan
#

nah, but the few additional polygons wont destroy your game generally.

ancient stump
#

I've just remade the particles in a new system and the problem is gone

#

ĀÆ_(惄)_/ĀÆ

golden hamlet
#

Is it possible to import an 300 000 sphere alembic cache to ue4? Im trying to animate an point cloud

spare hare
#

possible ? yes

#

should you? no

dull quartz
#

Is it possible to have two post process material instances of the same base material
as blendables in the same post process volume?
I have a post process volume with several blendables, they seem to work as long as they dont share the same base material. If i enable two instances of a base material only the first one in the blendables list seems to be applied

analog onyx
#

@dull quartz no

dull quartz
#

@analog onyx Interesting. So the workflow for creating a post process that for example effects a custom depth stencil based on a parameter is to duplicate the base texture and use an instance of the duplicate instead?

#

Even though they are identical save for different parameter values?

#

I guess one could use material functions/layers to minimize duplicating work/regression

quasi wolf
#

hows the best way to make a pixelart game? whatever I do the sprites pixels distort, even though the sprites themselves are fine

#

the only way I can get them looking fine is if I view them right up close

#

its like a screen size thing

quasi wolf
#

...

indigo jolt
#

Turn off nip mapping

#

Mip

#

In your textures

#

Probably best to make sure they are really low res before doing that

#

Alternatively you could simply use flat colored material with vertex color driving color of actual cubes

#

That might be cheaper depending on visual complexity

wild slate
indigo jolt
#

Probably your bounding box setting

#

set bounding check box and values to min -30k and max 30k etc

#

Without video it’s hard to say though

calm sphinx
#

is there a way to suppress warning notifications regarding the number of particles spawned in a frame, or trimming the number actually spawned? It's not a problem in this case, the lifespan is extremely low and it does not seem to be a source of any problem, but it's making the disc thrash to write the log files

fallow basin
#

@calm sphinx You can turn off a log category, but it will turn off all the messages from that category rather than just that specific one

fossil swan
#

@fallow basin for a semi-2d game I was working on the skeletal mesh had additional planes coming from the arms, shoulders, head, which had a separate vert color so we could animate the "loose" bits, and apply material effects onto, like said fire.

You could perhaps do a slightly more 3d approach to that.
Then emit from sockets and/or specific vertices for additional effects, trails, sparks, and what not.

#

but doing some sort of human torch well.. I would probably be asking for help myself :p

fallow basin
#

lol if you're asking for help.. now I feel even more lost :p

#

(thanks for moving to this channel from btw)

fossil swan
#

not as much help perhaps as advice

#

i'd see if someone else has done it, and see if they can give pointers

fallow basin
#

ok cool, I'll try to follow your suggestion about the additional planes (in 3d though), see what I can come up with in the meantime. and thanks!

fossil swan
#

in my case it was for an ifreet/efreet/iftrete or however original people want to be with a fire-spirit name in a turn based rpg, so we had full control over what the character would do. so we could even pre-animate those planes.

fallow basin
#

yeah that definitely simplify things. Effects for skeletal mesh in 3d is complicating things :S The Ifrit character sounds cool though

calm sphinx
#

thanks

celest birch
#

i have a particle effect (cascade) that looks different in editor and in game / simulate. Brightness looks different, some mesh particles are at a different size, emitters that should be deactivated show up in game. any ideas ?

pearl parcel
#

Hello unreal community.
I just tried to relocate a custom particle system in-game and only half of the particle effect was moved. One of the emitters seem to be stuck at the original position.

Does anyone know what could cause this? Thank you for looking into this:)

pearl parcel
#

You can see the tiny particles floating above have been successfully moved, but the ring is stuck

fossil swan
#

they are not set to local space probably

pearl parcel
#

that fixed it. Thank you so much^_^

fallow basin
daring geyser
#

Hello sir i wanna ask @bright panther , i already have janga fx license but i need to use to another computer, but i try activate the license its not working

fallow basin
#

Anyway, got any tips on how to either make the fire more like the video, or improve my effect overall?

daring geyser
#

How to fix this sir @bright panther thank you

bright panther
#

@daring geyser this is way past the wrong place to ask lol

#

I’ll PM you

plain dock
#

@msh can you show the texture atlas your using for the flames?

#

Also, you need to add some drag to stop the particles flying off.

fallow basin
#

Yeah I was wondering if there's something I can do about it. Just tried to add drag btw, the particles won't fly but they also won't stick to the character anymore; it makes it look like a trail. Or am I using it wrong somehow?

#

Regarding the atlas for the flame, I'm using the one from the ue4 starter content, M_Fire_Sub_UV. This is what it looks like though:

#

@plain dock

#

I would love to use another atlas, I think it would make it look more like the flame I'm looking for (from the video above if you saw). But I'm not sure how to get/create such an atlas :S

granite zealot
#

Aight. Who I gotta talk to to get this PR pushed through in 4.24?

analog onyx
#

I don't know why Epic skipped on that initially. The code looks like being able to control opacities separately was intended from the very start.

plain dock
#

@fallow basin You're thinking about it wrong. Instead of thinking "the fire needs to stick to the character" you need to ask yourself "how does real fire work".

#

In this case, if you have something burning moving through the air, the fire slows down due to the air its moving through, sort of like a friction. in particle systems we think of this as drag. adding drag should solve most of your issues.

#

try passing your atlas through the blackbody material node and see if that helps with the look

fallow basin
#

Cool. I'm not sure what you mean by "pass through", but I used some arbitrary temperature value and multiplied by the color I had. I think it looks a bit better.

#

and I tried using the drag, it just doesn't look good. Let me post a video, hold on.

#

@plain dock

plain dock
#

thats too much drag

#

you need just a touch

frigid sparrow
#

add some inherit velocity?

#

or less drag ^

#

is there a way to filter out objects in a SceneCapture camera? I want to render ripple wave particles to a RenderTarget for interactive water ripples, but my RT keeps rendering everything in the scene

fallow basin
#

How much is "a touch" ? I tried to use values like 0.3, 1, 2, 5, 10.. I can't find a good balance.
Even at value of 2, it's not enough drag and it still "flies off", yet at the same time it's too much drag and it looks like the body is walking without a fire.

frigid sparrow
#

if you have inherit velocity turned on, try turning it off. it tends to produce jets of particle motion when the parent abruptly changes direction like in your video

fallow basin
#

I'm using Niagra actually so I don't even have that option there on the Drag

plain dock
#

@msh try a drag value between 0.2 and 0.01

#

Experiment

quartz kindle
#

@fallow basin you’ve really gotta fix whatever is going on with that camera tbh

#

You won’t be able to tune it well like that

sly wraith
#

Where would I start to make a PP effect that highlights splines?

fallow basin
#

@quartz kindle what do you mean what's going on with the camera? what's wrong with it? if you're talking about what looks a bit like shaking up and down in the video, it's just the video. I'm not really sure why it is like that, but it's not in the game

#

@plain dock but even at 0.2 the fire will fly off, even worse than what you see in the value. and the lower it is the worse it will be.
That is what the drag was suppose to fix no?

unkempt fiber
#

Greetings fellow UE4 devs!

I am trying to play a sound at the location of each particle (Niagara System).

The only C++ function that I found is:

/** Debug accessors for getting positions in blueprints. */
UFUNCTION(BlueprintCallable, Category = Niagara, meta = (DisplayName = "Get Niagara Emitter Positions"))
TArray<FVector> GetNiagaraParticlePositions_DebugOnly(const FString& InEmitterName);

Since it is stated that this function is for Debeg Only, is there any other way to know this?

Thanks in advance,

fallow basin
#

it's probably not supported. why are you trying to play a sound at each particle though? it's more common to play a particle system together with a sound in a montage/animation

unkempt fiber
#

I know its not not supported out of the box. That is why I am doing it by hand.

#

The thing is, for that, I need to know the position of each particle at every frame

#

is this the best way to do so?

plush crag
#

do you guys know to do stuff with houdini? like abstract renderings in unreal?

graceful fulcrum
#

Anybody has a clue on how to create a data-moshing effect using a postprocess material ???

#

Kinda like this one

barren vessel
fossil swan
#

cascade = the non-niagara

#

and unless something breaks, not a big chance they'll fix it

barren vessel
#

I always though Cascade is the name of the Particle System editor, not the system itself. Which is why you make a "Particle System" as opposed to a "Niagara System". But either way, it does seem like a long shot to get this fixed

fossil swan
#

sometimes if a coder can fix it they could do a pull-request

barren vessel
#

you mean a community coder doing a fix?

bleak inlet
#

@fossil swan hey got a question, if you were making lets say some blood splatter effect

#

I imagine its a good idea to hand draw flipbook frame by frame ?

#

or is it waste of time and better set up some splash simulation or whatever

mortal lily
#

i'm not Luos but..i'd say it depends on the style and your needs

bleak inlet
#

even realistic style

mortal lily
#

you can get decent results with just a texture and some material work

bleak inlet
#

ye me for example I am not too comfortable with houdini or sims

mortal lily
#

flipbook is obc even nicer hehe

bleak inlet
#

So I imagine hand drawn flipbook for shape might be a good idea

#

and then do complete textures/material in designer etc

#

and then material in ue4

#

ye I tried making some effects with just materials

#

but aye flipbook would propably give even smoother results šŸ™‚

#

was just wondering that, messing with vfx sometimes lately and wasn't sure if hand drawn is waste of time

mortal lily
#

at least if you're not comfy with simulation stuff

bleak inlet
#

cause it's usually hard to set up some sim the right way

mortal lily
#

a mesh based particle might be even better for mem/perf. But again depends

#

pretty sure Luos or Glad can give more in-depth details tho hehe

bleak inlet
#

like alembic ?

#

3d splash ?

#

or mesh emmiters

mortal lily
#

splash as static mesh should be good enough

bleak inlet
#

and masking it in time aye ?

mortal lily
#

theo. you could use VAT but i think that might be not worth the mem budget

#

yeah. you can scale it etc over time

bleak inlet
#

tax ? šŸ˜„

mortal lily
#

hehe nah.. vertex animation texture

bleak inlet
#

ok cool

#

ye it might be a good idea to use static mesh and do some animated shader stuff

#

but then again flipbook could have some nice motion to it

#

it would just take a while to hand draw it

#

well I guess it's all about trying it

mortal lily
#

yep šŸ˜„

fossil swan
bleak inlet
#

oh ye I know this one

#

its mostly shader stuff

#

with emitter

fossil swan
#

yea, it depends a bit on what you'd like to make. there are a lot of approaches

bleak inlet
#

yep just have to try them all šŸ™‚

fossil swan
#

ash vfxum, gotta try em all

wise maple
#

Is there a quick way to check if a specific bit is set in a channel in a shader? Looks like there's no bitwise AND, so this is the best I've got right now, but it seems pretty wasteful:

#

Basically checking floor(R / 2^(bit_index)) % 2 == 1

analog onyx
#

You can use bitwise operators in custom material expression.

wise maple
#

This is a post process shader, if that makes a difference.

dry rose
#

how would i create a small pop-up menu in the corner of the screen, similar to the phone in gta v?

silent bay
#

Hi, I have a blueprint actor which is ignoring the post process volume in my level, I think theres something simple I'm missing

#

i can see the post process effect in editor but when I start the game it isn't working, looking through the camera in my blueprint actor

#

I set post processing blend weight to 0 in the actor amera

silent bay
#

ah, my post process volume was in another level

wise maple
#

Anyone know how I would sample the custom depth buffer for stencil bytes in a Custom/HLSL node?

hot cosmos
#

Hei guys I'm new here.

I'm just learning about UE4 particle (using the standard particle system currently; cascade)

This is a very silly question, but I went from unity to UE4, just a slight problem. I can't make the particle transparent in the viewport/scene, while the material I did is already showing proper transparency (spritesheet texture). I use that material on the particle, but somehow the background is still opaque black. In unity I can use "additive" or something similar to make the background transparent.

I will upload the screenshot, but I need to rebuild it first since I lost the previous version.

cold sorrel
#

Same thing. You need to set the blend mode in the material.

#

@bleak inlet if you want realistic blood without simulating, your best bet is to use stock footage. Rebuild some normals on it, throw a glittering cube map in there and you are done.

hot cosmos
#

I did. That was the first thing I look for when opening the cascade.

The material preview shows the material correctly but not when the particle dropped into the scene.

It works however, when using transparent PNG (was using black background on the previous attempt)

cold sorrel
#

Blend modes aren't set in cascade. It's in the material

#

What you are describing sounds like it's set to translucent

#

Could you show your blend mode settings?

hot cosmos
#

Okay will take another look into the material

#

Thanks Glad

#

Hold on

#

I've set it to addictive previously

#

the material preview was correct, but not the particle in the scene

cold sorrel
#

That's right.

hot cosmos
#

I need to play with it a bit more

#

I will take another look at the settings

#

I'll post here if I still got the problem

#

Thank you Glad

cold sorrel
#

Set that to additive, save the material, drag the material into the required node material slot in cascade. That's all that should be needed. If that doesn't work something weird is going on

hot cosmos
#

oh yeah if it's part of the problem, it was animated spritesheet (subUV) with black background

#

probably I miss a thing or two

#

Will take thorough look at my steps

cold sorrel
#

That should not affect it

bleak inlet
#

@cold sorrel ok so I actually tried flipbook out of some footage

#

and even with some additional shader/material stuff

#

4x4 flipbook is not smooth

#

8x8 would propably do, but thats lot of work šŸ˜„

#

without simulation

cold sorrel
#

O.o

#

How is that more work?

#

How are you doing it?

#

Please don't say you are rotoscoping it

bleak inlet
#

well not manually drawing

#

was just capturing frames

#

and I put it together into 1 sheet in substance designer

#

any cool way to get frames out of video footage ?

#

quickly

#

I mean the result with the final material was pretty nice, except 4x4 is not too smooth

cold sorrel
#

Just export them out as an image sequence from the video editing software.

bleak inlet
#

'video editing software' thats the key word

#

well gotta get one I guess, remember when I used after effects for video editing was a nightmare

#

perhaps premiere is a bit more friendly

#

since its for videos šŸ˜›

cold sorrel
#

After effects works

#

Drop clip in, crop out parts you don't want. Export

bleak inlet
#

also nice footage also costs a lot from what I see

cold sorrel
#

I mean, it sounds like hand drawing will be the way for you if you don't want to use any of the tools required to make effects.

#

No simlations.

#

No AE

#

No Stock

bleak inlet
#

aye, will just take a bit of practise

cold sorrel
#

You are shooting down all the tools that are sensible to use.

#

Handdrawing for realistic will not look good and it will take forever.

bleak inlet
#

well houdini is one thing for fluids

#

not sure whtat else

cold sorrel
#

It's a bit like asking how to make a realistic model with just notepad. It's absolutely doable but I wouldn't recommend anyone to do it.

#

šŸ˜›

bleak inlet
#

or propably just best to use emitters with smart masking over time

#

simple way inside ue

#

with no flipbooks

#

but aye, I think houdini seems to be perfect for blood stuff

#

gonna stick to just material editor in the next attempt and see how far I can go with it

#

compared to the old ones

magic jacinth
#

i have to fix abroken UE4 project. Can Vector fields kill my fps?

#

i have a vector field on each tire

fallow basin
#

hi guys, I'm looking for a lightning aura effect, like in the flash show. I can only find electric beams though, which isn't close enough.
Anyone got any tutorial that's close? (Niagara tutorials are also good)

polar loom
#

the issue is that while they appear fine (with delayed "entrances"), they fade out at the same time, I'm not sure how to change it

zenith burrow
#

hey guys, I am trying to learn some HLSL atm - I am sorry if this is not the right channel, couldn't find a more appropiate :)
Is it possible to sample from a float4 or convert a float4 to a tex2d? ie I have a custom node which got a Tex2d as Input and float4 as output, now I would like to serve to the float4 to another custom node (blur from the ue4 docs) but that wants to sample using Texture2DSample as well and thats incompatible obviously

fallow basin
#

it sounds like materials not HLSL.
But you might need a texture object rather than a texture sample

slender tapir
#

anyone taken cokeyli new tutorials

bleak inlet
icy chasm
#

Hey guys I'm trying to learn some Niagara to deck out a game I'm working on, do you guys have any recommendations on good tutorial series for it?

frail orbit
#

Hi guys , im new here
i've been using unity for a while , and now iam trying to figure out unreal particle system
in unity I can make emitter particle in the form of a quarter circle and determine specifically where the particle will appear, I am a little distressed when looking for the same facility in unreal. (see picture below)

#

thankyou in advance , anyhelp will be very apreciated

#

ā¤ļø

hot cosmos
#

@icy chasm ummm I would start looking on Unreal Engine channel on youtube. There're lots of good videos there for a start.

#

@cold sorrel I don't know how, I've resolved the transparency problem, probably viewport settings. I don't know

cold sorrel
#

@frail orbit In cascade you don't have access to arc, but you can limit it to quarters of a circle at best.

spare hare
#

your best bet would be using Niagara if you want to have complex shapes

frail orbit
#

@spare hare @cold sorrel thankyouuu

#

will look into niagara now

polar loom
#

I'm looking for some simple tutorial how to create puddle/subtle wind waves normal maps for water, does anyone know such one/can recommend?

celest birch
#

How can I change my camera fov during gameplay which is triggered by triggerbox?

#

I tried making cameramodifier blueprint actor

#

and then what?

warm needle
#

for some reason i get some kind of blue texture in the place of my rock texture why is this?

neat bay
#

Make sure you clamp your noise texture between 0-1

#

Some times values go beyond that and it messes up with lerps

hot cosmos
#

I think I found what makes my sprite transparency displayed correctly in the material editor but not in the scene (shows black background)

and it is REALLY stupid : I didn't save the material LOL

In unity the material is updated instantly in the viewpoert when I tweak the settings, kinda like in 3DSMax

fossil swan
#

you can enable that option, but it tends to increase time for shader instruction compiling with every change you make

hot cosmos
#

Nah it's fine. I just need to get use to UE4

I prefer to work with default settings on most of my softwares so that way I can work anywhere easily

fossil swan
#

or.. you save your settings and take them with you on a usb drive so your workflow does not get compromised :p

fossil swan
livid canyon
#

Yeahh cool effects

dull kite
#

Is there any particulair reason why my material isn't showing up on my particle system ? In the particle menu it's telling me it's selected yet in the preview nor in the scene is it updated ...

#

As you can see on the screenshots it's still the default mesh material

#
  • edit- I'm an idiot. figured it out after thinking it over for the 3rd time -_-
warm condor
#

Right now I'm using the Emissive Color node to create a toon shading effect from an in-level light source, and while this successfully shades objects charactes, and even the environment, It appears that I can't cast shadows onto another object that has an emissive texture. Is there a way around this?

fossil swan
#

if its unlit, it wont cast shadows

neat bay
#

@warm condor

There used to be! By basically implementing a shadow-pass into your shader itself using this method - https://www.tomlooman.com/disneyfaciliershadow/

This weekend I stumbled upon a reddit post about Dr. Facilier’s interesting shadow in The Princess and the Frog and it inspired me to experiment with Forward shading in Unreal Engine 4 to re-create a similar effect in real-time shading. OP pointed out that The Shadow Man’...

#

However this method no longer works, at least when I tried it last. I think the access to that path has been removed, and even when it did work it was janky at best.

#

To properly get what you're looking for you're going to need a custom shading model I'm afraid, which means you need a source build of the engine, it's a real bummer and something I've been trying to find a solution to for a long time.

fossil swan
#

wouldnt just not using unlit work?

neat bay
#

Not viable when you're dealing with with Celshading I'm afraid.

fossil swan
#

emissive to 1 and its visually unlit

neat bay
#

True, however that also means that all other celshaded materials using the emissive method will also not receive shadows.

#

Been experimenting with this since 4.9 ^^' Eheheh

#

The other issue is also that most celshading methods require specific control over how shadows look, most methods using the shadow pass as a mask to set very specific colours etc etc.

Even if the standard shadows were able to be applied to the emissive material, it will in the vast majority of celshading cases not be the effect one is looking for.

fossil swan
#

Eris was working on a really good anime-ish cellshading for their project, but i bet they'll keep it a secret until they are finished hehe

neat bay
#

Mhm! I've re-created the Guilty Gear shader myself and it works real well! However dynamic shadows is a no-go because of this very exact thing, the only current workarounds I know are to use specific celshading shader models which limit you to source builds.

fossil swan
#

the stylized demo epic made uses a material setup that takes the lighting angle from skylight, and applies strokes of shadow like the ink n paint material in max.

#

but not sure about its usagewhen casting shadows.

neat bay
#

The Stylized demo is simply a post-process I'm afraid, that's where I started my little journey! It's neat for different stylized post effects but for Celshading it's a no go.

fossil swan
#

not only that though, a client used the material for the light/shadow casting to get toony self shadows

#

no pp was used

neat bay
#

The cloud shader is the stylized demo is a great start though, it demonstrates many of the manual celshading techniques used by shaders and materials to get a proper effect, however it also has the same issue of no shadows being received.

#

They got access to some form of shadowpass via material? 😮

fossil swan
#

i think its faked trough the normals of map/verts

neat bay
#

Manually editing normals is an incredibly important step towards getting celshaders to look good, however that won't get you anywhere with dynamic stuff though.

I've seen some folks using animated texture maps to fake it though yeah.

#

That will only work for self-shading as you specified though, and the issue with projecting shadows to other objects remains.

#

One thing I experimented with to work around it was by using a rendertarget aligned with the closest lightsource to capture the player model and hook that texture onto a decal which projected into the world.

#

Works pretty well but it has certain expenses due to be a render target and should thus only really be used for important things.

fossil swan
#

you seen ryanbrucks fake shadow thingy?

neat bay
#

Don't think there is a single one of his things I've not seen at least five times but I don't know which specific one you're refering to! Hahaa

#

This one?

#

Aaah yeah, scene capture component, he's doing pretty much exactly what I did here haha. minus the decal part

fossil swan
#

i want his knowledge :p

neat bay
#

I wonder if we consume his flesh, his insights can be gained?

fossil swan
#

we couldnt

#

we shouldnt

neat bay
#

Regrettable :/

celest birch
#

hi, anyone notice in 4 22 that gpu particles in cascade have issues with z ordering (among other problems), instead of a constant flow i get pulsing behavior as it switches between new and old sprites

analog onyx
#

@neat bay Whole thing is just better done by implementing your own shading model.

neat bay
#

Yuhp, indeed! The only issue there is that you now have to deal with source builds, as custom shading models are not supported with the launcher versions of the engine.

#

Which for someone like me whom is not a coder in any way and like having my stuff in the launcher, it's just not viable.

analog onyx
#

Not necessary true.

#

You have good deal of stock shading models and perhaps, you might not need them all in a stylized setup. Can easily redo one of them to your needs without messing with source build.

neat bay
#

That's actually how the custom build versions implement them.

#

As far as I know from reading on the forums, you can't do that on non-built versions

analog onyx
#

Nope, the reads mislead you a bit. You can safely re purpose something like clear coat shading model into stylized cell-shaded and what not. Without source build.

neat bay
#

That so? Well fuck me, time to start trying to do that then.

analog onyx
#

That also includes being able to make the effect from Tom's tutorial, but on deferred path and modern engine versions.

neat bay
#

That makes me really curious as to why all the celshaders available on the forums require custom built versions.

analog onyx
#

ĀÆ_(惄)_/ĀÆ

neat bay
#

Is this stuff just horribly outdated?

analog onyx
#

nope, not at all

neat bay
#

You don't happen to have any resources on how one would approach this?

#

'cause even this tutorial claims a full rebuild is required.

#

Although that seems to only be in relation to adding new ones, not overriding

analog onyx
#

You would approach it exactly the way it is outlined, but instead of adding new shading model, you would change shader code of the existing one.

#

Only takes to be a bit familiar with UE4's shading. The list of things you can do is still limited, but you can make an efficient and good looking stylized shading system fully out of stock engine. True story.

neat bay
#

Ideally what I'd want to do is simply have a way of outputting shadow information and a way to set the banding on it, smooth/sharp right, then handle everything else in my material.

analog onyx
#

you certainly can do that

neat bay
#

Well actually I'd just do the banding the material too.

#

I jus' need me that shadowpass haha

analog onyx
#

Just decide on which material pin you are ready to sacrifice and ensure that it makes it into gbuffer untouched

neat bay
#

A'ight clearcoat, say your prayers.

fossil swan
#

F

fossil swan
neat bay
#

Looks like a standard material-based celshader without self shading

#

That part I've got covered šŸ˜„

fossil swan
#

nm then :p

neat bay
#

But thanks for sharing ā¤ļø Anything celshading related does get my blood pumping.

ocean stone
#

hi guys! I’m doing a city location, and would like to add a void effect to the places where the level ends. Maybe some kind of fog effect that closes the streets that you can’t get through

#

maybe someone have good tutorial how to achieve this effect

neon cave
#

im trying to get a more uniform spread

#

in that radius

fossil swan
#

hmm, unless I totes missed it at some point, not much you can do about it, besides trying to find a seed that comes close to what you want

neon cave
#

that looks better than it did

velvet bluff
#

Hey guys, i know it exists but i cant find it. im trying to get a way of translating projected textures on a character but converted to local space so the textures stay on the character and not "float" in world space. there was a unreal documentation page for it as far as i remember. i hope someone can help me šŸ˜„

limber pulsar
#

You probably already saw the gdc talk on Guilty gears effect so I didn't put it.
I could have sworn to have seen a jp slideshare about cellshading but I can't find it anymore... It was for DQ or something like this, can't remember

neat bay
#

Aaah yeah this is all good stuff! Thanks for sharing man. I've already got my shader set up and rolling, working like a charm but it's all material based at the moment meaning dynamic shadows are not possible.

For the game I'm working on right now that's actually perfectly fine but it's something I've been wanting to get working for a while just because.

reef summit
#

is there anyway to turn the texture on the floor as the firstperson camera turns

neat bay
#

Totally! to turn a texture you can use the customrotator node, and to get the camera use CamerapositionWS

#

You'll have to math about for a bit to get them to act nicely with one another but those are the essential nodes you'd need

reef summit
#

thanks man

steel sentinel
#

on a more general level, has anyone found a good way to preserve 90-100% darkness while still allowing for shadow bands?

#

and that question could equally be asked for normal light bands vs. highlights

short field
#

Having trouble finding this info online. Are movable point lights (without shadows) potentially better for performance, than a light emitter on a particle; attached to an actor? (I have player powerups/pickups floating around in a map I'd like them to have a soft light glow, looking to use the right lighting technique for them)

short field
#

found this in ParticleModuleLight.h /** Converts the particle lights into high quality lights as if they came from a PointLightComponent. High quality lights cost significantly more on both CPU and GPU. */ UPROPERTY(EditAnywhere, Category = Light) bool bHighQualityLights;

near jacinth
#

I'm setting up a particle effect, and it has multiple emitters. One of them is a beam, now the problem is the beam is laying down flat, I want it going up and down. I've tried changing the "emitter rotation" but no matter what I change it to, to the emitter doesn't actually rotate in the preview

#

I can rotate the particle system later, but I'm putting multiple effects together, so I need to rotate it on the actual particle system

#

actually changing neither the origin nor rotation seems to have any effect on the actual emitter

velvet osprey
#

is there any good tutorials on Volumetric clouds?

cold sorrel
#

Not really. As it's such an expensive effect it needs to be tailored for the situation. There's no generic solution

#

This would be the closest thing

#

Too expensive to use to any extent in production, but it fits your description

thorny girder
#

Hello guys im referencing sparrow's arrow rain Effect:
so its works fine in without playing as you saw in editor.
But when game starts its doesnt work anymore. (i barely see some arrows work but doesnt work at all.)
what should i do? im using 4.20 really need any tip im really confused.

#

(also lods removed, its 0 lod in this video)

celest birch
#

i have a crash in cascade when emitting with SpawnPerUnit combined with EmitterInitLocation

#

the source is a mesh particle emitter, it emits smoke particles on its path

#

when i add the spawn per unit and trigger the fx it crashes 100%

fossil swan
#

@celest birch might wanna big-report it

celest birch
#

yeah i just did on UDN

thorny girder
#

Guys i still need any tips to fix this...

#

Or it is doesnt support multiplayer?

thorny girder
#

oh well, another friend helps me. if i remove tick Actor collision > Performance > "Drop Detail". it works perfectly in game.

#

if someone stuck about that, try to remove tick on drop detail.

upbeat gate
#

Is it possible to make particles less influenced by inherent velocity?

#

i.e. follow the source's rotation

plain dock
#

Can you give some more context, @upbeat gate?

upbeat gate
#

Particle emitter attached to character. If he turns very quickly you just get a ribbon of particles, but I want the stream of particles to follow his rotation more

#

I.e. feel like more of a solid object

hot cosmos
#

Use local space instead of world space? There's a switch for that in unity, but I'm new to unreal so there's probably a similar option somewhere

daring geyser
#

Hello guys, i want to ask how to create Sword Trail like this game?

#

Thank you

arctic thunder
#

seems like meshes with scrolling textures

daring geyser
#

Ah i see

#

Thank you

limber pulsar
#

@daring geyser Nadir is right, P* loves these, they use it quite a lot in Bayonetta and Astral Chain too. Same thing for smash bros.
Check this vid as a reference https://vimeo.com/223354261

mortal sandal
#

Anyone know if it's impossible to use the same Material Function more than once on a single graph?

fossil swan
#

not impossible, but if they have variables inside em, they'll be shared

brittle remnant
#

I generally like to have all my variables as inputs to the functions instead of burying them in the functions for this reason.

fossil swan
#

depends on the function, but I generally agree

fathom frost
#

My particle system shows up in editor but not at runtime. It's being activated in BPs. Not sure what's going on. Am I missing something simple?

#

Effecting and repossessing (while playing) makes it show back up.

#

I'm just confused as to its not working as expected.

#

Never mind

#

It was a bounds issue

digital hedge
#

Was it being culled because player was not nearby?

clever flax
#

Hey I wanted to ask a question which is like weird to google because i dont know how to put it in short sentence for search.
So im learning the materials, how they react and behave and to have them previewed i put them on sphere in the level.
Now some of them are glossy or flashy and i made my lighting in my room from dark to bright so i can see them the way i want, but whenever i get close to a sphere it darkens my screen to total black.
So i understand that the gloss or light emitting obviously overrides the other ones but i cannot find option that lowers the radius of the light being emitted from sphere with the material on it or to override the enviroment lgiht dimming, is there a parameter like that or do i need to put something additional in material tab to change it?

spare hare
#

thats auto exposure

#

go to project settings -> rendering and disable Auto Exposure

clever flax
#

thanks a lot ā¤ļø

visual grove
#

Is there any tutorial on how to create a laser beam-ray from point a (i.e. barrel of a rifle) and point b (ray trace until it hits an object that blocks it)? It will basically be a variable length beam. The closest example I can bring is the Rail Gun from Quake or the Plasma Rifle primary fire from Unreal Tournament. Thanks!

clever flax
#

I think you can just do tutorial from Unreal official channel, its 5th or 4th episode on into to Cascade (the laser).

#

then just find another tutorial how to connect it to skeleton mesh and objects

valid summit
#

Any Houdini experts skulking about?

near jacinth
#

having issues with a muzzle flash. When it's spawning, or even being activated, it seems to be leaving a trail or something. But I dont' think it should be. Currently I've got it hooked up to my fire location on my weapon and when I fire a bullet I activate (telling it to reset) looks fine standing still or moving forward, but when strafing there seems to be a very noticeable ghost image to the left or right maybe left as a trail

cold sorrel
#

Make it localspace

#

@valid summit Yes

daring viper
#

I made this particle and i have a problem , the candle moves constantly , i want stand fixed how can i do that ?

cold sorrel
#

Hard to tell without seeing the setup

daring viper
#

Wich setup you want to know about ?

#

It rotates constantly šŸ˜‘

cold sorrel
#

Is it just one emitter?

arctic thunder
#

may be cuz of spawn rate, you're spawning 30 particles for one texture on plane, it's not good

daring viper
#

Yes one emitter

cold sorrel
#

So just the one we see?

#

Because that doesn't make sense.

#

There's no movement in there.

#

Does it move the same way if you use a different material?

daring viper
#

Yes its becuz of material , thanks it solved

tough obsidian
#

Hey Guys, i recently started digging a bit deeper into particles and I have a problem with particles and distance. I have this emitter, which's particles trigger a collision event. Like this:

#

I thought it was this setting in my emitter, but it is not?! Where can I configure the particle event distance? Or is this a limitiation with particles?!

weary helm
#

Heyoo, what's the easiest way to make particles move from the surface of a sphere towards the center ?

#

nvm found it, it's called "point attractor"

lunar dew
#

I'm just using the anim trail defaults

indigo jolt
#

open the particle system change the size. could be a really small character šŸ˜›

#

that stuff is plenty adjustable and would never be the right size just by default anyway

cold sorrel
#

@tough obsidian It's the collision Max distance. Push that up and it'll work fine.

tough obsidian
#

@cold sorrel Where is the setting for it?

cold sorrel
#

On the collision module

tough obsidian
#

ohhhh... Can't believe I missed that! Thank you!

ebon gate
#

just wondering how do you make a temporary clone vfx of the character with the same pose? I notice it happen in this game:

indigo jolt
#

simple trickery

#

give character one singular "death" or "get hit" animation

#

pick the keyframe from it you like

#

where the body "flies out"

#

then create a static mesh from that and spawn that in particle system

#

that's one way

#

it could be a few other things though. could just be a fancy shader that dissolves the existing character and has same skeleton and lives inside the original or something

#

hard to say without video

#

it could literally be using code to get XYZ rotation for all several existing bones and sending it to a more simplified skeleton that has ragdoll

#

at the very start

celest birch
#

Good time of day. I created particle system with snow. It's working fine , but when I am not looking on any mesh - the snow disappears, even if I in radius. Any advices how to fix this. Can give a link to tutorial by which I made it.

rustic depot
#

im not sure if u can get acces via blueprint to the animation keyframes that are running, but u could write something that spawns the animation, but frozen, and set to the last keyframe.

cold sorrel
#

Sounds like the bounds are bad

neon cave
#

how can i create a bullet trail effect

#

like this?

#

im a noob at particles

brittle monolith
#

@neon cave you can spawn 2 "crossed" planes and assign a dissolving material to them

#

^ if it's a hit scan weapon

neon cave
#

yeah its hitscan

#

i kinda thought it was just a beam or a ribbon

#

with a fade outr

brittle monolith
#

yeah that also works and sounds like it would also work on projectiles

neon cave
#

thing is

#

its not showing in game

#

so i wonder if i did something wrog

brittle monolith
#

@neon cave are you spawning particles?

neon cave
#

yeah but i think its my particle

#

im getting NO ASYNC TICK

#

in cascade

#

thing is i want to use niagra, but struggling with that at the min

#

think its broken in later ue4 version

brittle monolith
#

it is? I thought it's being used in production on Fortnite

gentle flicker
#

guys is there a way to change the sorting order of the clear coat layer?

#

clear coat material on cars looks so cool but when i add the damage decals they look like they are under the clearcoat is there any solution for that?

indigo jolt
#

both screenshots look the same

#

the real solution is probably DBuffer Decals

#

whatever they're called

#

and then, only using the Normal types

#

so you can create dents and stuff

#

it sorta looks like you're using emissive decals currently

#

which is more geared towards stylized stuff that wouldn't have clearcoat to begin with

#

i'm sure if we sourced more opinions, some would volunteer that you actually want a more comprehensive damage system than decals - like multi-state damage on a panel-by-panel basis so things could stay roughly dynamic, but rely on model/texture swaps

#

@gentle flicker that should cover it

gentle flicker
#

naa dbuffer decals is already on on. problem is only with the clearcoat shading model. i don't have any issues with the default lit.

indigo jolt
#

right but there's several types of dbuffer decals

#

picking the right one is important

#

sec i'll try to get a demo going

#

i'm bored af

gentle flicker
#

focused where the problem is on the right side it is clear coat material. it adds a gloss layer on top of the decal while the decal on the left side have no gloss as intended.

indigo jolt
#

oh i see, that little bit of the reflection is showing through the decal

#

so you want your decals to behave more like opaque paint

#

rather than as dents/scratches

gentle flicker
#

yep i want them to look like primer

indigo jolt
#

ok just did some tests

#

bad news

#

clearcoat doesn't seem to work good that way

#

goodish news, you can use "Eye" shader mode

#

that works

#

it's sorta similar

gentle flicker
indigo jolt
#

that's eye

#

eye shader is for eyeballs

#

which are kinda like clearcoat

gentle flicker
#

let me check

indigo jolt
#

i'd give that a shot

#

it's really not bad

#

which is what you don't want

gentle flicker
#

it still behaves differently but i might make it work with the eye shader thanks for helping me man

#

i really appreciate it.

wooden nexus
#

how can i make a radial gradient material for an object that isnt placed over the surface of the sphere, but is at the center of the sphere itself?

#

nvm i found it, sphere gradient

neon vector
#

Anyone know if it's possible to get volumetric fog working with emitting materials?

fringe roost
#

I'm trying to do a static comet but can't figure out the best way Lol

#

That's what I am trying to achieve ^

#

that's what I made

fringe roost
#

I figured it out Lol, took time to mess around šŸ˜›

rustic depot
#

just use a single mask texture, or if it is a trail or ribbon, u can use the given uv information to make masks ^^(which are basicly gradients in texture layer).

hollow ice
#

Which light is ideal for Medieval torch?

hollow ice
#

I guess point light.

drowsy vale
bright panther
drowsy vale
#

anyone has anyproblems assigning a simple material to a Mesh type particle system ? for whatever reason it has stopped working (starting from scratch doesn't work) it keeps showing the default editor material

#

tried restarting editor to no effect

#

nvmd i guess i need to set the material on the static mesh cuz the one in the Required module is being ignored

fossil swan
#

that one is only ignored if you did not enable override material in the mesh module

ornate cairn
#

im struggling to get these to align

#

is there a way to snap them together?

fallow basin
#

@ornate cairn I'm afraid not. I found a plugin once on the marketplace, but it cost money. I use the properties + math to do it though (you can also see a static mesh dimensions in the static mesh editor)

ashen leaf
#

is anyone here by chance good a materials.
im trying to get and effect but im not really having any luck.
i want to make my landscape in the first picture look a bit more like the ground meshes in the second picture.
is this possible or feasible.

celest birch
#

https://www.youtube.com/watch?v=ovNdg_RTjHA&t=532s Was using this tutorial till about the 6 minute mark, talks about volumetric fog instances creating local fog as a particle system, but my volumetric shader doesnt seem to display anything, i have the volumetric checked on Exponential Height Fog in my scene but still no effect and nothing showing up

How to create localized volumetric fog in Unreal Engine 4. Topics covered: Material graphs, material instancing, sphere mask, particle systems, volumetric fog, lighting, post processing.

LINKS:
Texture Pack - https://gumroad.com/l/cdba
Rainbow Map - https://i.imgur.com/rBX60...

ā–¶ Play video
celest birch
#

If anyone is familiar with the concept, feel Free to @me, any help is appreciated

dire dock
#

anyone know if you can get back the old destructible mesh features on 4.23 not the new chaos system

hot cosmos
#

Quick question, does cascade emitter block order (the horizontal ones) affect the overall particle itself? If it so, how the hell do I change their order? I've read the manual but cascade's manual is very short and don't explain about this

#

So basically as far as I grasp, this cascade is like a whole group of particle system, acting as a root when you place them in the scene?

#

Thank you in advance

cold sorrel
#

@hot cosmos it affects the sorting. You change it by selecting an emitter and hitting left or right arrow on Your keyboard

hot cosmos
#

@cold sorrel oh thank you kind sir! šŸ‘

#

"sorting" as in render sorting?

#

I'm sorry for the lame questions

#

I'm currently re-reviewing epic's official cascade VT from Youtube, I kinda underestimated cascade a bit

cold sorrel
#

Yeah, render sorting

hot cosmos
#

thanks I really appreciate it

dat shortcut though lol

instinctively we attempted to drag and drop the blocks to sort them lel

cold sorrel
#

Yup

#

You're not alone

barren vessel
#

is it possible to get an updating list of all particle systems currently running in game? some type of debug overlay list?

frail orbit
#

hi guys , is there a way to prevent the particle from always facing the camera?

#

thankyou

lunar scroll
cold sorrel
#

@frail orbit Lock Axis module

#

@lunar scroll if it's just in the background, yep you got it. If it's in they play area, it'll be harder.

lunar scroll
#

I'm thinking for distant vistas and epic sky effects. Nothing really ground level. I'm sure I could just use some volumetric low hanging fog for ground effects

#

Combined with some textured planes for variation

vernal orchid
#

Hey guys, anyone got the new SunSky tool to work with hdri skyboxes yet? I'm struggling to make the sun visible through my hdri.

daring geyser
#

Thank you

cold sorrel
#

How far did you get on your own? What part did you get stuck on?

fossil swan
#

the timestamp

daring geyser
#

The trail

cold sorrel
#

Yes, what part of it?

#

What does your look like now?

#

How well versed are you in FX in general?

pearl parcel
#

Hello Unreal. I have a small problem which actually can't be seen on the picture... But anyway, when I look over at the bridges it's all shaky around the edges of the blocks/bridges.
When I look at a blank wall everything is fine. It's like the lightning is somehow flickering on the bridges.
Any idea why this is happening?

[EDIT]: Turns out there was a problem with the PostProcessVolume. I was using a material to create a fog. But I decided to use Expotentiel Heigh Fog instead which works just fine. Thanks

twin cave
#

been wondering, there are some trail packs on the MP. Not a VFX artist myself, but when trying to integrate them I noticed that they have a rather bad cut off due to the trail just finishing at some point, which makes an edge appear. If carefully timed with animations the edge can be hidden inside the mesh, but I wonder what some of the better ways to handle this are? Something like increasing transparency at the end of lifetime so it fades out more neatly?

arctic thunder
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@twin cave If it's animtrail, try to curve the lifetime from what you have to 0 at the end

twin cave
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@arctic thunder thanks. Is it possible to do this with absolute lifetime - set amount of time? For different animations I wouldn't like if the fade out duration is dependent on animation length. Rather, it should always take the last 0.25 seconds for example

arctic thunder
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@twin cave I don't think that's possible, but mb someone knows the way to do it

polar heron
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Can I ask about general particle effects questions here? Not sure if I should use cascade or Niagara, just want someone to point me in the right direction

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I'm wondering how I should do a punch particle effect that has like... a 3d trail of the fist behind it, in like a sphere

dull quartz
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@polar heron Niagara is newer and more flexible (I believe Cascade is being deprecated soon)

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otherwise you should be able to achieve the effect with combination of mesh/trail particles (using either system)

polar heron
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Ah so if I'm learning particles I should learn Niagra anyway?

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I'll just follow some basic tutorials on it then, and see if I can figure something out along the way

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Thanks @dull quartz :)

dull quartz
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And ya Niagara will remain relevant and continues to see development

cold sorrel
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I disagree

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Cascade isn't going away for years

fossil swan
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^

dull quartz
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Just like Matinee... šŸ˜‹

hot cosmos
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Imma give my 2 cents here, coming from conventional 3D packages (maya, max, softimage, etc). Also I've done FX projects with unity. Switching from shuriken (unity particles) to cascade is not exactly a breeze, but the concept is very similar. It's like switching from max to maya. I just need to adjust myself for stuffs like different naming, button locations, etc. Some parameters works differently, but they're not that far different.

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So IMO switching from cascade to niagara should be similar to what I experience switching from unity to cascade

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For now, cascade has definitely more tutorials out there than niagara; I really can't find any currently for niagara, at least ones that are as good as cascade

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Niagara is VERY complex and as far as I perceive it's won't be just for particles. Particle is one of the element but definitely intended for something huge, much more complex than just stuffs like simple explosions.

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So for a start cascade is the way, until you grasp how unreal works. You wont be doing stuff like this
https://www.youtube.com/watch?v=etSfYfIIoSE

Niagara is Unreal Engine’s powerful new VFX tool for authoring sophisticated real-time particle effects. In this Unreal Engine Learning Theater session by Epic’s Chris Murphy during GDC 2019, you will see how to use this new tool in a practical example that combines Niaga...

ā–¶ Play video
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I can't even follow what he do there lol

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Probably the best analogy is like switching from 3dsmax to Houdini

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so don't worry you'll do just fine learning cascade

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oh yeah unity also got this shadergraph alongside with shuriken. I haven't got a clue on how to work on shadergraph but I'm doing fine using shuriken only so far.

cold sorrel
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I've made VFX in UE3, UDK, UE4, Euroland 2, Euroland 4, Unity, PopcornFX, Frostbite 2, Frostbite 3, Snowdrop, Ego, Ego 2 and Ogre. The concepts are the same. The tools vary. Cascade has a lot of learning materials so you can easily learn the concepts and it's more than production worthy. Niagara is nodebased so it'll require a mindset switch, but I think you'd hurt yourself right now if you tried to learn the fundamentals of VFX at the same time as you learned the beta version of a nodebased setup.

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Learn vfx and watch the studiojobs open up for you šŸ˜„

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There's nothing in your concept that you can't do with cascade @polar heron

hot cosmos
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definitely agree with @cold sorrel

clever flax
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sooo it might have been covered, but i wanted to ask since i can't find the answer in google. How to make those backgrounds for your VFX with infinite ground and little light fading fog? I tried manipulating the properties for standard new level and i can't help but frick something up and it doesn't look half as good. example https://www.artstation.com/artwork/3ozD4m

ArtStation

UE4 Slash VFX_20191109 personal work

snow ledge
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How do i get a mesh data object to not have priority over the particles in the same system, in regards to depth from the camera?

fossil swan
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depends on material, but you can move emitters, with left one having most priority (use arrow keys)
or use a camera offset module

snow ledge
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right now the mesh data emitter is on the far right, so im guessing its a material issue then

fossil swan
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translucency does not get sorted properly, if its opaque/masked it tends to be easier to not give it priority

snow ledge
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It is an opaque surface material

fossil swan
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show us the situation (vid/gif/whatever)

fossil swan
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and the flames are set to?

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(though this is kinda expected behavior)

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you can try to have smaller flames with more opacity around the orb.

snow ledge
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the flames are just using the starter content fire_sub_uv material

fossil swan
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translucent? additive?

snow ledge
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translucent

fossil swan
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use more opacity around the center
could try to move it all the way to the left as well

snow ledge
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Ok, layering it between flame emitters, with increased opacity is seemingly doing the trick

fossil swan
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sweet

snow ledge
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Appreciate it, was digging through your 8 elements and wanted to create a fireball but with a different style to it

fossil swan
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i'd spend some time on the timing and how much rotation you are using, also play a little with size over time

snow ledge
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Yeah for sure, i setup quick layers to figure out the mesh blending first though as ive given it a try before and that was a bit of a road block

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Appreciate the help and feedback

fossil swan
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np, and have fun creating :)

covert veldt
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heya guys, does anybody know how to achieve "fake light" with "mesh decal" material ?
That the decal will show material below it "lighted up" during the night...
(right now the ship turns dark and you can only see decal itself...)

covert veldt
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well... figured it out... "Scene color" is the node to go for... (plugged in emissive obviously)
(material being translucent and surface type)

polar loom
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what would you recommend to randomize value in 0-1 range? Context is being multiple old crt monitors that share material instance with blinking emissive. Currently all monitors blink in rhythm, I'd like to randomize it by adding a phase shift to sines I use in blinking material. Closest I thought was Speedtree color variation node. It uses Object's Position and Per Instance Random. I think the former would work for my case, but I'm not sure how to pull out 0-1 random value from that

cold sorrel
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I would give each screen a vertex color value that you then multiply with the time node that drives the blinking. I would also add it to the time node to offset it even further.

polar loom
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that would require to paint vertex colors manually on each monitor?

cold sorrel
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Yes

polar loom
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bummer a bit then, imagine having dozens/hundreds of those monitors šŸ˜› this clip is just a test scene, but idea is good to keep in mind, thanks