#visual-fx

1 messages · Page 40 of 1

worldly pivot
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Well not working

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Ahh got it

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@unreal thorn

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ty ❤️

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Was close, needed transforms

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oh just kidding it only kind of works

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in one axis

unreal thorn
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Vertex Normal WS is already in World Space.

worldly pivot
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Right

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Say I can rotate it in Y but every other axis breaks it

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Thats the ticket

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😄

steep quiver
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Hello, I'm new to color maping, I have an item from marketplace when I make roughness near 0 & metallic close to 1 it makes the material very very dark, what else should I be doing to fix this?

steep quiver
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nvm found that I only needed to multiply base color with a variable

faint citrus
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hi, are there resources on how to achieve the old intro graphics? how to approach the little forming details:

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i presume this is the old kaskade effect, but it should be achievable with niagara, right?

unreal thorn
faint citrus
cold sorrel
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Is it even made in unreal?

unreal thorn
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The one that's made in UE is the Inside Unreal intro.

cold sorrel
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This looks like a straight up houdini job, but it could technically be rendered anywhere

faint citrus
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i mean if it's not done in unreal then my whole question regarding resources goes out of the window

fleet bay
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I encountered a problem with the ue4 particles and I could not find any solution so far.
When I add a Skel Vert/Surf Location in my particle system the viewport only shows me "no async tick" and no particles spawn.
Obviously when I add a target mesh there is still nothing spawning.
I tried to get copy the particle from an older version. I made a particle system with only the Skel Vert/Surf Location in UE 4.20 and it worked fine. When I imported it into my project, which is using UE 4.24, the same problem appears.
Does anyone knows a solution for this ?

fossil swan
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@worldly pivot you should have used a transform vector, not position.
(though what hoodie said was already correct)

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@fleet bay do a test in 4.26 and see if it still happens.
There where some weird bugsies in cascade in 24/25.
if it does happen, it might be a bug.

stable oyster
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Can someone point me in the direction for creating a post process for total pitch black darkness except your player character (third person)?

unreal thorn
stable oyster
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I don't

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At least I wanna start with pitch black and then maybe work my way up from there

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But it's as good of a starting point as any I guess 🙂 Thanks ❤️

cold sorrel
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Use a post process material, use a custom stencil to mask out your character.

stable oyster
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Hm yes I read about custom stencil somewhere (making a research note).
Would I need to dabble with custom scene depth or something?
Maybe I am overthinking it.

cold sorrel
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Literally, make a postprocess material, use the custom stencil as a lerp between black and the scene color.

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No more steps 😛

stable oyster
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Haha ok 🙂 Will give it a try ! After day job is over unfortunately haha

fossil swan
analog onyx
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woooo

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kaskade!

astral iris
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anyone got a paper2d sprite material for hue shifting they can point me too

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nevermind, this is dummy simple

unreal thorn
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Also Niagara can't do animtrails, which is kinda sucks.

fossil swan
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hmm, i'd make a video of the problem so people can check. if nobody can verify its something you overlooked, might wanna report it

stable oyster
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@cold sorrel I got myself a start, thanks! 🙂

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Scene color wasn't allowed on the 'post process' domain, but PostProcessInput0 did the job.

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General question to anyone:

Since I am fairly new to VFX and Materials, where do I begin understanding why we use things as lerp? Like how can I contextualize this. I also see many tutorials that seemingly multiply things or do 1-x and such that I completely fail to follow in their train of thought.

Any starting point directions?

cold sorrel
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Freya Holmer, math for gamedevs

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She covers it

stable oyster
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Thank you. I'll check it out. Judging on a quick google search it is a YT channel, not a book, right?

cold sorrel
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yep

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If you want a book, I liked Elementary Linear Algebra by Howard Anton, Chris Rorres

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But that has no game applications or examples. I don#t know if any book does.

raw summit
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Hey guys
Where can I download this demo showcase object?

stable oyster
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Hello.

I am trying to use a post process material directly on my players camera but I cannot get it to work.

If I use a pp volume (infinite extend) it works just fine, so the material in itself is functional.

Do I need to do anything in addition to adding it in the camera component?

pseudo skiff
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how would you go about implementing snow/rain for FPS game for mobile platform AND have it working with overhangs (played goes under one and there is no precipitation underneath, but outside of it there is) ?

torpid palmBOT
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:triangular_flag_on_post: Márquez#6003 received strike 1. As a result, they were muted for 10 minutes.

main marsh
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Hello everyone, i hope yall are having a great day

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i come today with a question ( beginner )

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so i've made a portal in ue4 ( from a tutorial on youtube )

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and unfort its too small

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when i try to scale it up

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the particle effect doesnt follow, is there a way to scale the whole thing all together, or should i scale everything 1 by 1 ?

fossil swan
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sadly the latter

main marsh
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@fossil swan thank you very much for your help, this tought me a lesson to better organize myself and learn to block shapes before starting to work freely xD

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fixed it, thank you @fossil swan

fossil swan
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great!

signal trench
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Howdy, i'm sure this comes up alot but is there an agreed-upon go-to source for learning Niagara and unreal vfx-stuff in general? there IS a course on unreal learn but it's for the old system, and there's obviously alot of youtube videos but that's hit or miss when searching blindly.
I can most likely port the knowledge from the 2018 cascade trianing video over, but still.
Unreal released a video recently about using it for crowd sims, which is what i'm primarily interested in, but getting a primer first is probably ideal.

cold sorrel
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Thomas Harles Niagara 101

signal trench
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@cold sorrel Excellent, i'll give it a go ontop of some of the other things i found. Much appreciated!

marsh lava
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stupid question but is there a video eplaining unreal unitys partcile systems im trying to convert unreal partciles to unity and i can create the shaders for the matirals just need to know how to recreate the partcile effect

unreal thorn
marsh lava
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i have but dont understand some nodes in unreal

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partcile nodes propites

unreal thorn
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Hold up. Are you trying to copy Unity particle into Unreal, or the other way around?

marsh lava
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trying to get unreal partciles to unity

unreal thorn
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Well, I assumed you already have understanding of either UE's Cascade or Niagara system (or even Unreal Engine installed for that matter) because you're attempting to copy it in Unity.
Otherwise, you have to teach yourself how to use Unreal's particle system.

frigid cove
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hey guys

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is there anyway to do this effect?

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the light trail effect

fossil swan
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timestamp?

frigid cove
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oh

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2mins in

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thought i stamped it automatically

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or just 1 mins above. feel free to watch the shit on mute btw lol

fossil swan
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assuming you mean the lightning, thats just a beam emitter with noise.

frigid cove
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oh, i mean the way the light from the lamp posts leave a trail as you drive by them

fossil swan
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hmm, motion-blurry
kinda looks like a post processing, but iunno.

frigid cove
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Part of me thought it was motion blur, but It didn't work the same way

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and especially not like that

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ridge racer 7 has a similar thing as well

fossil swan
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could be some form of rendering that light into a separate render-target-thingy to create it.
I think Glad/Death might have a better suggestion as I dont have any experience with it.

frigid cove
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would it be okay to tag him?

fossil swan
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they'll read it if they are around

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they are everywhere :p

frigid cove
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You make them seem like a force of nature

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i like this

fossil swan
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lets just say I respect their opinion (at least when it comes to tech-stuff) highly.
not sure if our opinions align on the color of our socks though

frigid cove
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Ah, that's great

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experts

analog onyx
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Considering that the game on your reference was released in cave age, where no fancy full screen blurs were achievable, it is likely simple ribbon trails. @frigid cove

frigid cove
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that's...actually great to hear

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I also assume you're the guy luos reference, correct?

fossil swan
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yup

frigid cove
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the next question becomes, how are they activating it? is there just like a trigger that plays it? hmmm

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i feel to open up UE4 to see this

analog onyx
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Attach particle system with ribbon to camera. Have a manager, that determines how many of trails are needed, and when new lights are close enough, places them there and updates their position every frame to snap to to the light. When they leave the distance, places particle systems back to pool.

frigid cove
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Well

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shit

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And that would get the effect above!?

analog onyx
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It will definitely get you somewhere

frigid cove
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my goodness

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thank you SO much

scenic goblet
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Does anyone have any idea on how can I achieve Rocket league like animated materials? Do I need a proper UV unwrap on my models for them?

cold sorrel
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Yes

radiant hemlock
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Hi! I have a particle effekt to my pawn. It sometimes cuts out for a second or so. All particles go invisible and then everything comes back. Any idea why?

lone wing
radiant hemlock
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@lone wing will do

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this is what it looks like

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it's so weird. it's like when the track is in the background then it is invisible but only sometimes. when it's in front of the sky it's visible at all times

upbeat oyster
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Hello guys, are you familiar with this type of flickering behavior on Niagara ribbons?

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This is my material:

radiant hemlock
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I confirmed it. When the particle is in front of a black background for a while, it vanishes. Any idea what might cause this and how to fix?

fossil swan
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i reported something similiar (will find video in a bit) but never heard anything about it

radiant hemlock
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@fossil swan It really acts as if it was behind the material. When I set the material opaque .8 I can see it but it's darkened. it's definitely in front of the material though

cold sorrel
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Set the sorting prio on the system and the track

radiant hemlock
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I don't know where I can set the sorting for the track

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and setting in the system doesn'T seem to change anything but it's definitely the system. It works with a different one

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also.. shouldn't there be emitters other than the ones I created?

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Makes me think something's broken with my niagara

radiant hemlock
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Alright now. I recreated the surface materials and it works

south sun
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Does it make sense to be able to spawn a sprite that doesn't face the camera? I was trying to make a circle dispersion effect that would exist in 3D space in whatever orientation it was spawned without rotating toward everyone's camera. I know using a mesh would accomplish this, but I already have the sprites set up.

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Ahh, may have already found it. Custom Alignment and Custom Facing Vector

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Where do you control the actual alignment vector though

south sun
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Ahh I think I see, setting SpriteFacing

cloud nimbus
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Does anyone know how to make an emitter become a 'template file'? When I copy an emitter into the niagara content folder with the rest of the template files it doesnt show up. meta data shows me that its not tagged as a template asset

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NM Found it!

distant verge
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Hey anyone know, I'm using a forest test scene. I'm trying to get rid of these light rays. Any idea how?
https://gyazo.com/29763bac010e3b9c25bf7d9e63f855d1

They seem so unnatural and ruin the scene. I can't figure out what they are called in the scene browser though. Any ideas?

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Thanks

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Found it nvm

distant verge
signal trench
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Howdy, what's the term i'm looking for when it comes to choosing what surfaces a light actually impacts?

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such as having spotlights attached to a character shining on them at all times, only lighting parts of them up, but not influenicng the env at all?

signal trench
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NEvermind i got it, i was looking for Lighitng Channels.

primal parrot
main marsh
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Hello everyone, hope you all are having a good day or night ( depends on where you are ). I'm struggling to find a solution to an error i encountered in UE4 which is this

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i made this portal FX and i quite enjoy it but since i configured my lights, now i'm getting this bloom effect on my face which ever direction i move ( facing the portal of course ) and it's so annoying

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did anyone face such a pain ? thank you for your help ( first week using ue4 )

unreal thorn
timid jay
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cool portal effect!

timid jay
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note that the post process volume can be set to "unbound" to cover the entire map instead of just a volume

upbeat oyster
languid hearth
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Hello frneds

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Today, i have come up with a system to create earth like weather system for both planet and flat terrian system, thanks to AK for his fantastic fluid ninja components, but i am having some issue as unreal is not rendering more than one volumetric actor, can anyone tell me how to have more than one volumetric cloud sphere

unreal thorn
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You might be able to set up some material trickeries to fake the layering, though it's easier said than done.

languid hearth
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I want to use the default for general /normal weather

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One more for regular strom and cyclone

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And other one for disaster storm

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But other two must be sphere

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Is it possible to use volumetric texture to two Spheres??

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There are volumetric mats under volumetric cloud contains

main marsh
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@unreal thorn sorry i went to sleep yesterday but you're a real genius and life saver, that's exactly it. thank you so much

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@timid jay yes that's exactly what kept annoying me, thank you so much for your help, !

lavish solstice
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Does anyone know what I can start to look at/lookup in regards to replicating this effect in material?

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When there's heaps of the same material stacked ontop of eachother, it produces this effect (if that somehow helps narrow it down)

lavish solstice
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oh wow, you're a legend, i'll check it out!

torpid palmBOT
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:triangular_flag_on_post: Rugarus#1470 received strike 1. As a result, they were muted for 10 minutes.

lavish solstice
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hmm.. now to work out how to render the previous frame in a material

cold sorrel
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Rendertarget

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The effect could be done in Niagara as well.

lavish solstice
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how so? like planes or something with the effect on it emitting in front of the object or?

cold sorrel
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Grid2d and simulation stages. Still need the rendertarget though.

lavish solstice
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interesting, you've given me some stuff to look up, ty!

ashen citrus
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Hey! Can I sample individual mesh distance field in Materials/Niagara that the engine generates? I know I can sample global distance field but it is very low res and I just want a specific mesh. Creating SDF by hand and importing seems also unnecessary since engine generates them for every mesh and they look quiet good.

lavish solstice
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@cold sorrel Sort of getting my head around Grid2D and simulation stages... How would I go about putting it together for the effect in those gifs?

cover the original mesh with a sphere particle using render target/simulation stages? how exactly are UVs gonna work with it

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srry bit of a noob with all of this, feel like i've fell down a rabbit hole haha

cold sorrel
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Don't use grid2d if you are a noob .

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Find a simpler solution

distant verge
jovial belfry
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Here is my torch fire.. how do you make the light a little bigger in the particle?

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light radius now

unreal thorn
primal ice
jovial belfry
unreal thorn
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Yes.

jovial belfry
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k thx ill play with that

ashen citrus
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@primal ice in Houdini you can easily bake out different maps from meshes. Basically it’s just a volume texture. You import it into the engine and sample in materials/Niagara. Been doing that and works fine except you must set it up manually for every mesh and is rather big in size for something that already is in your build. Too bad you can’t simply access it.

primal ice
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I personally would like to just have control over the SDF primitives, maybe in hlsl directly. Like, program SDFs for meshes or add the primitives like with collision boxes

hasty copper
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Hello, new here.
Usually, what is the main approach to create physical phenomena (fluids, fire, explosions, water) in unreal? Is it always Niagara or are there other tools/ways as well?
Thank you

cold sorrel
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This video is a good summary: https://www.youtube.com/watch?v=3QKK2o5rWSQ

Ensuring that a visual effect accurately communicates gameplay and is thematically cohesive and exciting for players is already a challenge. But their job extends to entire character kits, across character rosters, and throughout the game as a whole. All the effects in a game should achieve a harmonious style, but each effect also needs to clear...

▶ Play video
hasty copper
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Thanks @cold sorrel

hasty copper
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@cold sorrel
Is there also a more specific one? This is great, but a bit „general“.
For example in Houdini, there are different solvers (flip for water, pop for particles, Pyro for smoke/fire, vellum for cloth etc) for different simulation types.
How are things in unreal?

cold sorrel
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The only solver you'll be using is Niagara. But what I hoped the video would show is that there's no real standard. Sometimes you use meshes with funky materials, sometimes you use particles, sometimes it's postprocesses etc.

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It all depends on the project and type of effect.

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But for the majority of effects you'll likely use Niagara in one way or another.

hasty copper
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Ok great. Understand. So to be more specific:

  • how would one „simulate“ fire most probably?
    Also Niagara, right?
cold sorrel
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Most of the work would be in making the texture and material.

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A fire particlesystem will likely be just a couple of nearly static sprites.

hasty copper
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Ok. So how about adding „real“ forces ? Make it art directable, like gravity, Wind, divergent free

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I am more interested in the behavior than in the look

cold sorrel
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Hehee

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You'll love games xD

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Coming from film I take it

hasty copper
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I don’t care how it looks visually if it behaves correctly

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Yes, 8 years Houdini user

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The tech side interests me more

cold sorrel
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Yeah, that experience is unfortunately not super relevant for what you are trying to do. You'll have to build the systems/controls one by one by faking it.

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You can't do it at all the way Houdini does.

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@primal parrot We got another live one

hasty copper
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I see. And how would I built those systems/controls?
Niagara? Script modules? Blueprints? C++? Python?

cold sorrel
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Materials

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Everything you want to do has to end up on something that can render. Most likely a sprite.

hasty copper
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Materials for gravity?

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Material for wind?

cold sorrel
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Again, you won't use it the way you expect.

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Gravity, potentially, wind absolutely.

hasty copper
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Ok, then simple task:
Please add Wind to your particles

cold sorrel
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Unless you build a full fluid solver using Niagara simulation stages all you will do is image manipulation.

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You can just add a wind module in Niagara.

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But that will look shit.

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Unless you've specifically buiolt your sprites to work as individual licks.

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Which I doubt you'll want to do.

hasty copper
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What are Niagara simulation stages?

cold sorrel
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Advanced experimental feature that let's you run simulation hlsl on any data inside Niagara.

hasty copper
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Good to know. Thank you very much.
Again: can look shit. Has to be „correct“. I want to do tech rnd, look is completely bs

cold sorrel
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It won't be correct

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I guarantee it.

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Everything is a hack.

hasty copper
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Hmmmm

cold sorrel
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That's how it runs in realtime.

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If it has to be correct, do it in Houdini.

hasty copper
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Doin it since 2013.
but heavily interested in unreal tech

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Especially in maths behind

cold sorrel
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Yeah, but even if you are new to houdini you'll be able to do a more correct setup than in Unreal.

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You can cobble together an actual solver in Unreal but it won't be usable for many things, but perhaps that's more up your alley.

hasty copper
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I will keep tryin.
Never give up.
Thank you for the insight

cold sorrel
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I'd start by learning about simulation stages, Grid2d and then port a fluid solver from GPU gems.

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It won't run fast enough to be used in a game, and it won't look good enough for film.

hasty copper
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THAT I wanted to know

cold sorrel
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But if it's just an excercise, that's doable.

hasty copper
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👍

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But out iof curiosity:
Fire is fine with materials?

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The behavior?

cold sorrel
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It's the only alternative, so yes 😄

hasty copper
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Interesting

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Will check that

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New worlds opening up

cold sorrel
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An example not from Unreal: https://youtu.be/RTcLrM1lYgY?t=90

Travelling out in the wilderness at night in Red Dead Redemption 2 certainly comes with a degree of danger, especially if you’re unequipped for what lurks in the shadows. As soon as the sun goes down many unsavoury characters and beasts come out to play, but you can avoid many a grizzly demise by setting up a cosy camp. There aren’t a lot of pla...

▶ Play video
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I'm guessing the flames is one - three sprites, the crawling fire is a sleeve or part of the shader.

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Then there's just some smoke sprites and a few embers.

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That's a starting point that could be expanded upon with WPO and shader parameters.

hasty copper
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Ok

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Checking

distant verge
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Help please

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Do I need to reinstall?

slim badger
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Is it there a workaround for having translucent particles receive shadows?

crimson parcel
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Anyone know if there is a way to move an asset and all its references to a different folder? I would like to take out only 1 particle from a pack bought in the marketplace and delete the rest, but going through the asset reference list and moving each one is taking a lot of time

cold sorrel
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Open the pack in a different project and Migrate the assets you want

crimson parcel
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OK, no way to do it within the same project? I have to migrate to another and then back I guess?

cold sorrel
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You could migrate from your project and then nuke everything you don't want, and bring the migrated parts back

crimson parcel
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OK thanks, I will do that then

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Would be awesome if it was possible within the same project though

oak elk
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Does anyone know if texture based wood, brick Chaos Fractures are on the roadmap? I would love to see fracture based on textures to make it more useful.

late vale
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how can I access local vertex offset in material nodes?

glad badger
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How can I spawn all particles in particle system immediately, without any delay between them?

frigid cove
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@analog onyx heya, could i ask you a few questions?

analog onyx
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Me specifically?

frigid cove
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Yeah. It's mostly about the blur effect

analog onyx
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I plead not guilty!

frigid cove
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I was having a bit of trouble with it

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namely, i'm not particular too sure how to start implementing it, despite the instructionsy o gave (its my first time trying this lol)

analog onyx
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ah, yes, ribbons!

frigid cove
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indeed!

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i've got the ribbon set up

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but, im not sure hwo to set it to the camera

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would I use a sphere trace?

analog onyx
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What setup do you have so far ?

frigid cove
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as far as the car itself goes or?

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i've got a main car BP that all of the other cars inherit from (master BP essentially)

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I imagine that the player camera is what i would need to assign this to?

analog onyx
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Are you using niagara or cascade?

frigid cove
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cascade

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im not very familiar with niagara sadly

analog onyx
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@frigid cove start by having a particle system with ribbons attached to your camera

languid hearth
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Any idea how to make it possible for stone ??

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Id like to do similar effect to display damage to meshes loke stone bricks and other surfaces

analog onyx
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decals

languid hearth
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? How decals distorting mesh Can you explaim a bit??

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For my purpose, lets say dragon shoot a fireball and it blast pver a large stone

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Id like to use any method to look as if the stone got deformed inwards

analog onyx
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Drop deformed part and you will be fine.

languid hearth
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Okay i checked a tuto on decal just right now, but problem is its not cause geometry defrom , it looks like only normal based

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Is they anyway to defrom the geo like wpo or anything

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Kinda have short time thats whu seeking guidance

analog onyx
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There is a way. Many ways. But they are likely going to be out of your reach, so drop the idea to deform and proceed with just decals.

languid hearth
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LOL

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I have been finding this for almost 1 year

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And now u telling me many ways are there and no telling whu trolling me for nothing

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If decal can distort mesh then ok otherwise i must find better way

analog onyx
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Me trolling you is not impossible, but exceptionally unlikely. The reason is that if I outline one or several potential approaches to you, you will end up even more confused, and likely to loose significant time on this with getting nowhere.

languid hearth
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Have anyone tried this before??

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generally, It comes in mind that after receiving damage a thing can't just break from the very beginning. First some distortion then breakage when damage is added. . .

unreal thorn
languid hearth
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Mmm i looks so simple thinh yet i feel like no one ever done it before n also hard to done thing🤨

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Verts exist, all it needs to pushed along impact force

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Can render target do this? I have heard it has been used for water planes to make collision effect

tardy dome
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if you can give an example of in what game somethign similar is done , there are prolly people here that can tell you how it is done there

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closest thing ive seen is voxels

languid hearth
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While that's true there is one and only voxel plugin owner

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He had 4.21 before but now he totally deny the fact. I wonder why he hated old version that much

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That's why im trying to find other solutions

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My target was use decal for mini damage effect but it cant distirty mesh along impact.
Then swap with destruction mesh,
The swap debrus after x amount of time. And if possible make them look eroded over time n finally leaving a texture over surface they are

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My aim is to make a system where from start to finish mesh destruction can be displayed

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They dont have to accurate but also nor so naive like apex ot chaos ( maybe)

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Usually debris just vanished to save performance cost

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But that breaks the emersion

tardy dome
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so does 5 fps

languid hearth
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?

tardy dome
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if after 5 min of playing the performance cost grinds ur frames down to sub par levels thats not good for anything

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you wil be emersed in frustration

languid hearth
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Its possible to swap it with less

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I bet you imaging i meant tons of debris

#

No it can as few as 3

#

With dust fx

#

And i do mention that there would be mesh distortion on damg impact

#

I will check if render target can do it

#

For eg charater did power sword slash that hit stone n stone got distortion on surface

#

Now if dragon blast fireball it will break

#

And swped 3 static nesh debris

#

With lod

#

Non voxel destruction have one issue and that its LOD

lavish solstice
analog onyx
#

@lavish solsticeWrite object to stencil. Render a translucent quad in front of the object. In quad material, distort scene UVs, sample stencil. If stencil is not the object, just return scene unidstorted scene color. If stencil is the object, return scene color at distorted UVs

lavish solstice
#

time to look up stencils hahah

#

sorry I'm a bit of a noob when it comes to shaders, and I've stepped into a rabbit hole on this one but determined to wrap my head around it, thanks!

cold sorrel
#

Would you look at that, the exact same answer you got when you asked the same question a couple of days ago...

lavish solstice
#

Sorry, thought there might have been additional info added from others, especially with that example from shadertoy added

unreal thorn
lavish solstice
#

interesting, thanks

late vale
#

how can I access local vertex offset like world position offset ? there's no node in the master node!

languid hearth
#

Hello frnds after a long time i finally able to find a non voxel way to create damage stuff for my eso like game. The answer was a POM decal and DoN s mesh paint plugin which seems to create holes and depth of damage effect. Finally three last things are preventing me from prototyping my game is

  1. I will be using flowmap based gpu particles and i d like to swap with very low resolution cpu particle when they are behind fov of camera

  2. Culling out some of debris static meshes

  3. Setting up unifited environment with destruction effects

#

Have anyone tried swaping the particles issue?

#

how can I access local vertex offset like world position offset ? there's no node in the master node!
@late vale
https://forums.unrealengine.com/t/offset-vertex-in-local-space/62317

#

Maybe that's what ur finding

late vale
#

Thanks and yea I found those results but it's really clear how to do it

languid hearth
#

What ur makin with it im just curious

#

Hello frnds after a long time i finally able to find a non voxel way to create damage stuff for my eso like game. The answer was a POM decal and DoN s mesh paint plugin which seems to create holes and depth of damage effect. Finally three last things are preventing me from prototyping my game is

  1. I will be using flowmap based gpu particles and i d like to swap with very low resolution cpu particle when they are behind fov of camera

  2. Culling out some of debris static meshes

  3. Setting up unifited environment with destruction effects
    @languid hearth

Any1 plz let me knw

late vale
#

dancing teapot

low wharf
#

can someone explain how get rid of these black spot things

graceful hill
#

Can anyone link me to resources/tutorials on low poly VFX?

fossil swan
#

@late vale while I should make a video that just goes over the basics, you could take a look at this one: https://www.youtube.com/watch?v=nQyHmhG3eD4

there is also:
https://www.youtube.com/watch?v=EpbCul0I_d0

Announce Post: https://forums.unrealengine.com/showthread.php?130833

Alan Willard is taking over the stream to drop knowledge and provide guidance from the perspective of a tech artist. He demonstrates how to use world position offsets to create effects for "erasing" characters before deleting them. He also answers a series of questions from th...

▶ Play video
late vale
inland ibex
#

Why even bother with Cascade if its reaching the end of its life?

#

to me makes much more sense to learn the new and more powerful system

neat cloud
#

Hey, does anyone know if there is a way to bake a texture of the sky out from Unreal so that I can reproject it in nuke? Thanks

thick sage
#

anyone got an idea on how to tackle particles that face the players camera

uneven pulsar
#

How to make projectiles like this can anyone help me up with any tutorials or anything useful i am new to unreal and i dont knw how to use cascade to make these kind of projectiles

uneven pulsar
#

thanks a lot man

craggy plinth
#

In fps games, the arm meshes are rendered onto a separate render target and then overlayed on top of the main framebuffer.
How do I achieve this in UE4?

molten orchid
craggy plinth
#

Sorry, wasn't sure where to post so I did it in both. 😬

sleek linden
#

Hello everyone, hope you are doing well . I'm in need of a bit of help:
I'm currently trying to spawn a particle at the impact point of a line trace in C++.
I made a multicast function (' multiplayer project ) that uses the function SpawnEmitterAtLocation this way :

#

Unfortunately nothing spawns ...

#

Does someone have an idea what could be causing this ? Thanks in advance for your help

hoary talon
#

is PSC fully initialized on all clients?

sleek linden
sleek linden
#

I enter inside the if statement , I put a break point and I can see that PSC is initialized

#

Also the hit point position seems to correspond

#

So I don't really see why it's not showing

hoary talon
#

are you calling netmulticast on the server?

sleek linden
#

Yup calling it from a server function

#

It's also reliable

near osprey
#

Hey guys! I have a quick question. For some reason Legacy particle systems don't always display when attached to actor. I have a fire particle effect attached to a torch, but sometimes the fire goes away and only the light stays. Any thoughts to why this is?

molten orchid
#

My first guess would be that the bounds are too small, so the particles are culled

uneven pulsar
#

i have a doubt if we use mesh data in cascade will it bring load to our game i am doing mobile game can i use mesh data for the particle system

sleek linden
#

Managed to fix my problem, the issue was that i was calling my multicast function from a Server function, I switched it to a Client function and it's all good now 🙂

thorn kernel
#

Hi guys I’m new to unreal in general, I come from a vfx background. How does un 5 handle when it comes to compositing aov’s? Things like zdepth, crypto. Thank you

cold sorrel
#

There is some support, but I wouldn't rely on AOVs.

acoustic olive
cold sorrel
#

The material is straightforward.

#

It's figuring out the plane that's tricky. It needs either blueprint or niagara.

#

Nearly did my head in.

acoustic olive
#

i see...

#

did you manage to figure it out in Niagara?

cold sorrel
#

Ish.

#

I hacked it with a sprite instead of a decal actor.

#

But that way I could steal all the transform data and just pass that in.

#

It's not a great solution, but it works.

analog onyx
#

Decal actor is not something that is practicable to use for bullet hole decals anyway.

acoustic olive
#

👍

cold sorrel
#

Yeah, that was my conclusion.

#

But then the coder decided to spawn a full instance for each hole and now I just want to cry until they fix it.

analog onyx
#

In Niagara age, decals are probably sorted as follows: Have a manager class. Manager class has a spawn stack. Manager has Add To Stack even(function). Whatever wants to spawn decal, calls that function and passes parameters(decal type, location, w.e.). Manager class, upon receiving such event, adds decal to spawn stack. And once on tick, it sends whole spawn to stack as array DI to niagara as well as its length and then clears the stack. Niagara spawns length of stack numparticles and reads through array DI their attributes and sets accordingly. From now on, decals are managed and rendered by niagara. As for POM specifically, just rendering decal using a sprite render, as Glad did, is the most efficient. POM would work by default using sprite's tangent space.

#

POM with projection is doable too, but mostly impractical, because you will be using decal space to trace, and projected result will drift with camera motion.

#

So it is better to keep it simple.

cold sorrel
#

It gets annoying AF when you have an atlas of pom textures. The little bastards really want to peak in at the side.

#

So make sure you mask it.

acoustic olive
#

👍

cold sorrel
#

As for spawningmethod, yeah keeping it simple is recommended. Otherwise you'll end up in maintenence hell.

uneven pulsar
#

will particle system using mesh data generate heavy load to mobile games

cold sorrel
#

Measure it.

#

That's the only way you'll know if it works for you.

uneven pulsar
#

can i use mesh data in particle system for mobile

cold sorrel
#

...

uneven pulsar
#

if the mesh is low poly can i use it in particle system

cold sorrel
#

Yes you can use mesh particles on mobile.

#

Yes it will bring some load. Everything does.

austere jetty
#

hmm I just found out that adding multiple post process instances of the same material override eachother. Is this an engine bug?

analog onyx
#

That is a feature.

austere jetty
#

😦

unreal thorn
#

Post Process instances aren't additive by nature.

thorn kernel
#

@cold sorrel thank you for your time

vast dagger
#

I'm experimenting with RGB-D video, using the depth channel to displace a mesh. in this image I've using the greyscale (left) to displace the mesh (shown on the right) but it is banding pretty severely I guess due to lack of resolution in the single channel + video compression. There seems to be much more resolution in the colour depth image (centre) but I can't figure out how to map the colour information into a single channel to use for displacement. Any insight greatly appreciated.

hoary talon
analog cairn
#

Uhm, quick question, do I need to do something additional to make Sub UV's work in Cascade or am I missing something?

#

Ok, apparently just adding this worked. ¯_(ツ)_/¯

vast dagger
hoary talon
#

I really have no idea, I've never done anything like that before. looking forward to seeing how it turns out

vast dagger
#

people seem to do it in Processing with the Kinect. This is from the ipad...

stoic zenith
#

Hi guys. Anyone aware of tricks or techniques in making vertex animated materials not look like <fill in the blank> on close ups?
I'm referring specifically to vertex animated characters and was hoping there was some shader technique to make skin, hair, and cloth look like they are supposed to.

fossil swan
#

that is rather vague

#

if you also update the normals and such on them, it should be fine in most cases

inland ibex
#

so every time you activate the ability it does a cutscene?

arctic vector
#

no

inland ibex
#

okay, got it

arctic vector
#

there is a cut scene that shows off the ability, then after that they player can do the ability by pressing f for example

inland ibex
#

I'd do it like this:
At the activation the character plays an animation where they are experiencing some convulsions, you can also change the material on him to add splotches of fur appearing all over his body. Then he falls down into a dog like posture, and there you morph target him into the werewolf mesh with some bloody/furry effects that will partially conceal the morph

#

if you can't morph the human straight into werewolf, because the topology is too different (again I have never actually worked with morpth targets, i don't know the limitations) you can morph the human into some shape that is close to the final werewolf mesh, and then literally switch the morphed mesh for the nice and clean actual werewolf mesh when the effects are strongest and the player loses sight of the model for a couple of frames

arctic vector
#

ok, thanks soo much

cold sorrel
#

I think the first question is what your rigs are like.

#

Will both forms use the same?

#

If so, you can rely heavily on anim and morphtargets.

#

If not, you need to be able to do a swap. Either by matching shapes or covering it with stuff.

#

How fast is it?

#

How close is the camera?

#

Can you see it from multiple angles?

#

So I'd start by talking to techanim and code and build a spec sheet for all of this. It's going to be a big task whith several disciplines.

glad badger
#

Hey guys! I wanna use this texture, so I applied it to the material

#

But in a material it looks like this

#

How can I fix this?

inland ibex
#

You are putting RGBA into opacity

halcyon wadi
#

What is the best way to end a Niagara system via blueprints without it destroying the particles?
For example, if I have a laser with sparks, how could I destroy the laser system without the sparks instantly deleting as well? So the sparks stick around till they die.

modest leaf
#

@halcyon wadi i would say Deactivate

#

that will stop the emitters

#

and depending on the particle lifetime

#

they remain or disappear

inland ibex
#

I don't want to remove the specular highlights from lights that illuminate my hero asset because they create nice reflections, but they don't match the lighting present on the level, how do you guys usually solve this?

civic roost
#

hi all, I've got a pretty simple systems that emit particles that move in local space

#

I can rotate the emitter which causes particles to emit in direction of emitter

#

but particles always travel in + worldspace direction

#

what I mean is I can point system right and particles travel right, but if I point system left particles still travel right

#

same for up and down, and forward and back

leaden heron
halcyon wadi
#

Is there a known issue on UE5 where the "Custom Depth-Stencil Pass - Enabled with Stencil" in the Rendering section of the Project Settings, doesn't work? I can't get a hilight effect to work on my materials. And yes, I do have it enabled inside my blueprint's mesh as well.

wind fable
#

Hello everyone! 🙂
About Cascade (yea yea. but old VR works good only with it)
Can i parameterise Mesh for Mesh spawn emitter?

languid hearth
#

Hello vfx people has anyone tried this new thing of Niagara

cold sorrel
#

Which Part?

languid hearth
#

Frm 19:00

#

He successfully able to create flex like fluid with Niagara

#

Captions are there with English

cold sorrel
#

Yeah, you can go for it.

#

It's pretty much the most advanced thing you can build with Niagara.

#

His examples for the flip sim doesn't work as he couldn't share all components.

#

Expect many obstacles.

languid hearth
#

Hmm ok i understand

cold sorrel
#

If you are very comfortable with spatial hashing and simulation stages, and know how to write a PBD solver without too much trouble, you should be able to figure it out, but it will take a lot of time.

#

If any of what I said sounded unfamiliar, this is not for you.

languid hearth
#

Ill try look by all thesr search im. Focusing my aim about what i should do

Btw, has epic discuss anything abt including softbody n fluid Phys in future??

#

Ue4-5 features are too much for me to get, but at least i can focus so it will spend my time well

cold sorrel
#

Do you know what PBD, FLIP and PIC are?

#

Without googling...

#

😛

languid hearth
#

Yes i was reading this recently

#

No ofc im not a wizz

cold sorrel
#

Right, then I would try something else instead 🙂 As this is a very manual process that requires expert level knowledge.

languid hearth
#

Btw do you know any book which gives comprehensive knowledge , (both theoretical and code ) about real time rendering , effects and those types of Fluid similation types , i really want to know about all these subjects

bleak gyro
#

Hi folks, I'm working on some hitscan (raycast) weapons, and am looking for a range of Niagara bullet/tracer effects for them. Strangely though, I can't seem to find any in the Unreal Marketplace.

Something bullet-y like this would do it: https://youtu.be/GS_OU3H1luc?t=33, but would love to have a range of more pimped up ones available too.

Anyone any idea if they have a special term I should be using to search for them? Any ideas where I can find/buy them?

http://xenosmashgames.com/bullet-tracers-ufps-unity/
UFPS: https://www.assetstore.unity3d.com/#!/content/2943?aid=1011lGo6 (note this is an affiliate link)
In this UFPS tutorial we'll be going over how to create bullet tracers. UFPS uses Raycasting for shooting logic which means no "physical" bullets are being fired. If you're using a projectile...

▶ Play video
bleak gyro
#

Or if anyone knows of a good tutorial that'd be good too!

bleak gyro
#

Also known as 'Bullet Trails" I believe.

sleek linden
#

Hello everyone, hope you are doing well. I'm having an issue with some particles that I spawn via C++. When I go far away from my world origin, the particles don't show up in my game... Any idea how to resolve this ? Thanks !

bleak gyro
#

@sleek linden , sounds like a you need to increase the Max Draw/View distance

sleek linden
#

hey @bleak gyro can this setting be found in the particle editor ? I have looked in the details but can't see this setting :/

bleak gyro
#

Are you using Cascade or Niagara?

sleek linden
#

cascade 🙂

bleak gyro
#

I'm not a VFX ninja like others on here, but I believe that in Cascade you can search for LOD, then set up an array of LOD DIstances. If you exceed the distance your highest LOD, then the PFX won't be drawn.

sleek linden
#

just tried that out, unfortunately no good results :/

bleak gyro
#

Ah sorry, hope someone more clued up than me can offer some other advice. Good luck!

sleek linden
#

thx for trying bro good luck with your projects

celest birch
#

Hello guys, i have a strange problem, i made a blood particles that splash when enemy is hit and when those particles collide with ground i create a big blood decal on the ground and it looks awesome, but when my framerate is <60 fps the particles collide with ground event does not fire so the decals are not spawn. any ideas how to fix it ?

true quarry
glad badger
#

How can I make particles fade out in the end?

#

I've got this particle system, added Color over Life

#

And as I see it's already goes from 1 to 0

#

But no effect

#

That's how I made this material

#

Help pleeeaaaase

fossil swan
#

add a particle color node.

glad badger
#

Won't it just recolor the whole image?

quasi mulch
#

No, it allows you to control color and opacity inside the particle system, in your case just multiply the RGB output with the RGB output of the ParticleColor node and the alpha output with the alpha

fossil swan
#

that entirely depends on how you set it up

quasi mulch
#

well,I guess it will recolor the image if you multiply with the RGB yeah, if its grayscale, otherwise it will tint if it's a color tex, but in your case if you just multiply the alpha it will allow you to control the alpha in cascade

floral gorge
glad badger
#

Soo I made this, multiplied Alpha channel with Particle color

#

Looks like this

cold sorrel
#

Multiply particle alpha with the alpha

#

Don't randomly plug things in

glad badger
#

Like that?

cold sorrel
#

Yes

glad badger
#

(that's not that material by the way, that round thing is another emitter)

#

That's how emitter should be, but it disappears

thorny grotto
#

I'm using cascade to make a bullet trail effect, and while it works well when the bullet moves slowly (as shown), it stretches out both the front and back when I increase the projectile speed. Idk why it is doing this and was wondering if anyone could help me (it is attached to the bullet projectile and the red outline around the bullet is part of the mesh itself with flipped normals)

#

(right now I have the bullets speed set to 100, but I plan on it being somewhere in the 2000-3000 range and it breaks whenever I do that

thorny grotto
#

(This is what happens when the projectile speed is set to be higher. the trail is much longer and it clips through the projectile its attached to)

thorny grotto
#

ok I seemed to fix it by changing the size over life value as well as enabling tangent recalculation

little oriole
#

this is basically a additve shader in front of a tranclucent shader, any idea how i can fix the sorting?

#

from some angles it works

dim pendant
#

@little oriole i think you can work around this by tweaking the bounds of of the effect, i think right now it goes invisible when you do not have the pivot in direct view right?

little oriole
#

I found it, you can sort the translucency in the mesh component :)

upbeat gate
#

How can I mask a depth stencil? I'd like to have my particles not affected by post-process if at all possible

upbeat gate
#

adding to this, how do I access this?

#

this only shows white

dusky wadi
#

Anyone know how to keep a spotlight from showing through a wall?

uneven pulsar
#

can anyone help me with my doubt is it better to use niagara or cascade for particle for android

summer ginkgo
#

I would like to make this particle system destroying itsself after like 0.3 seconds so it isn't a loop anymore but just a single shot.. how do i do that?

summer ginkgo
#

pls halp 😦

modest fog
idle crater
#

anyway to transform to view space?

#

in material

#

try to port Unity shader to UE4 material

#

but can't find node for it

uneven pulsar
#

Is niagara expensive for Mobile devices

cold sorrel
#

You've spent days asking and ignoring answers to this question. You could have tested and verified it 100 times yourself by now.

#

What does expensive mean to you?

#

How many ms? How many particles do you intend to use? How complex is your logic?

#

We can't answer beyond saying, Niagara will work. The rest is up to you.

fossil swan
#

yea @uneven pulsar read some documentation and follow some guides on how to profile. asking the same question for the Xth time is rather frustrating.

winged nymph
#

GPU emitters can't use cutout? Is there any work around for this? Or should I just not care?

cold sorrel
#

They can't?

analog onyx
#

Cant they ?

cold sorrel
#

Since when?

winged nymph
#

It's not working for my GPU emitter

analog onyx
#

I.. think I used cutout on GPU emitter before

winged nymph
#

I could be doing something wrong

cold sorrel
#

Either way, use cutouts for emitters with few particles, use gpu particles for emitters with many particles.

winged nymph
#

nah I must be doing something wrong, they aren't working on CPU emitter either

cold sorrel
#

I'm guessing you ticked the top tickbox.

#

That one is borked af

winged nymph
#

the material cutout tex?

cold sorrel
#

yer

winged nymph
#

I was using Alpha, but the texture doesn't have an alpha doh

cold sorrel
#

lol

analog onyx
#

grief

gritty coral
#

how do i destroy an emitter, ive tried the 'destroy component' node but it doesnt seem to cut it. its an emitter thats set to loop infinitely and i wanted to control it with a 'switch'

upbeat stirrup
#

Does anyone here know how i can achieve the particle effect shown in this video?

#

I mean the magical "link" particle

#

how is this done? how i can create a particle like this that links 2 actors together?

#

looks like someone had similar question here

#

anyone knows how to do it?

analog onyx
#

@upbeat stirrupWhats the big deal? Just splinedeformed mesh ?

upbeat stirrup
#

I dunno, is it?

#

That’s what I’m asking, i don’t know much about vfx and I want to make something like this. So I’m looking for a tutorial or some explanation how to achieve this

heady sandal
#

Anyone know if it's possible to use animated Substance materials in Unreal?

modest fog
# heady sandal Anyone know if it's possible to use animated Substance materials in Unreal?

You can import substance designer files and expose their parameters in unreal with this (free) plugin https://www.unrealengine.com/marketplace/en-US/product/substance-plugin?sessionInvalidated=true but not sure about animation (i assume ramping up and down parameters will create animations, but it's probably expensive at run-time)

Unreal Engine

The Substance plugin enables the use of Substance materials directly in Unreal Engine.

modest fog
# upbeat stirrup That’s what I’m asking, i don’t know much about vfx and I want to make something...

I think it's using ribbon particles connected between 2 objects, with some extra effects to make it curvy. This tutorial does the same thing, but with electric style arcs instead of the splines (it's the same principle, though) https://www.youtube.com/watch?v=SajyFZ35OBI

#Niagara #Tutorials #UE4

Dans ce tutoriel, je vous montre comment créer des arcs électriques entre 2 points à partir de rien. Vous pourrez utiliser cette méthode pour de nombreux effets avec de l'électricité.
N'hésitez pas à commenter et à vous abonner si vous ne voulez pas louper les prochains tutoriaux !

Si vous recherchez de nombreux eff...

▶ Play video
willow whale
#

Not sure if this its the right place. My question concerns the Houdini Engine for Unreal. I have been experimenting with HDAs working fine as long as they are "static". Now I tried to import a HDA which uses Dynamic Nodes and it can't be displayed. Does anyone have experience with HDAs in Unreal and can tell me if it is even possible to render Dynamic Simulations from HDAs in Unreal?

tardy dome
#

@upbeat stirrup if you download phase the particles are included 😛

upbeat stirrup
#

materials are included yeah but they are all separate

#

there isn't a "link" particle

#

that's ready to go

tardy dome
#

it prolly uses some game logic

upbeat stirrup
#

yeah and that's what i need i want to achieve this result

#

i need to know how it's done and how to set it up

tardy dome
#

havent checked much of the particle stuff from paragon,. moving all particle stuff and material functions to some display project is kinda on my todo list tho

polar condor
#

can someone tell me what can I use in Niagara to replace this module?

brittle remnant
#

@upbeat stirrup In the case of paragon it's just a mesh stretched between two actors with some vertex offset materials on the mesh. You could do something much fancier with spline meshes but it looks like they went a more simple route here.

lavish parrot
#

Using Niagara, using the Scale parameter for SpawnSystemAtLocation() gives me strange results, both with using Global and Local space on the particle system. Is there a way to scale particle systems predictably?

celest oasis
#

Did they move Face Mode for cascade particles?

#

can't find it. Shouldn't it be under required?

fossil swan
#

it should be, but its not named like that.

fringe flare
#

Anyone ever figure out how to have Water Body Custom below 0 on the Z axis?

dusk wharf
#

hey guys, im trying to achieve this type of lighting from the game Control. would anyone here know how to make the light falloff have a different color from the center like in the picture?

dusk wharf
#

I figured it out. the solution I went for is overlapping 3 lights one for each channel

#

in the light function you can put a texture if you want your colored lights to have an image

brittle remnant
#

3 overlapping lights is rarely ever going to be performant enough if they all cast shadows.

dusk wharf
river mist
#

Does anyone know how I can up the emission without having the details wiped out?

#

this is a material with a opacity mask

rapid blade
#

I have a simple fire particle system for a torch that I want to use frequently in my world. The shader complexity of the particle system, however, has a tendency to tank my fps from time to time. Any suggestions on how to fix that?

next radish
#

https://www.youtube.com/watch?v=LenQBp5FsN0&t=16s Hey
Does anyone know how to make multiple interactions like this ? I know I can use multiple sphere mask but I want to avoid this method. Tried google it and looks like there is HLSL way, where you can create array inside HLSL code and then use that array using blueprints but cant figure it out :/ Is there anyone who can help me ? 😦

Check out Force Field web player demo:
http://forge3d.com/force-field-web-player/

Force Field 2.1 is available at the Unity Asset Store:
http://www.assetstore.unity3d.com/en/#!/content/6839

Bonus sound preview is available at http://soundcloud.com/forge3d/sci-fi-sound-fx-shield-preview

  • Simultaneous impact points
  • Impact size control
  • Phys...
▶ Play video
analog onyx
#

@next radishYou have a choice between suppling several locations and using several spheremasks, using decals, using render-targed based approach. The only really practical approach is just using decals, let it be decal actors, mesh decal or whatever. Rest are not scalable.

next radish
#

@analog onyx Thank you for answer, all I want at this moment is multiple sphere mask in my material :/

analog onyx
#

@next radishWell, no problem with that at all, just pass as many sphere locations as needed.

faint aspen
#

Hi,
I'm trying to search for why my explosion fireballs are all black when placed in level but they are fine in the particle editor

#

I can't find a variable or parameter to never make it black or let's say Always Emissive

analog onyx
#

different exposure levels?

faint aspen
#

What do you mean?

#

the main post process ? You mean to see if there's something wrong there?

unreal grotto
#

Anyone has a clue on if its possible to make a flamethrower like RTCW? I'm working together with a friend of mine but we're stuck

#

Not too bad but you notice the particles not being connected like in RTCW.
My friend was thinking of using Ribbons or spawn a spline when holding trigger (like a spider web) and attach the particle to the spline

primal parrot
#

@unreal grotto id say try to make the bulk of the flames a ribbon with a nice flame texture but a bit solid, and emit particles with velocity off it that have a matching flames texture

#

also animated flames, as this looks like a smoke puff fireball... if you want more realism

chilly night
unreal thorn
fossil swan
#

@chilly night one of the reasons nobody has replied so far is because it boils down to years/a lot of experience.

cold sorrel
#

And that the question is too vague. There's nothing special going on there. It's just textures, masks and glow control. The particle movement is very simplistic.

unreal thorn
cold sorrel
#

Just build it, and ask questions where you get stuck.

unreal grotto
#

it's also for a vr game (forward rendering) so overdraw is a huge issue there but my buddy KENNITHH knows what he's doing, our main "problem" is just making the first part look connected and ribbons could indeed be the solution to that

civic grove
#

I'm in the same situation as a lot of the people above recently posted. I bought this vfx pack for unity a long time ago, and I want to learn how to recreate something like it in unreal. It's the very stylized flame thrower animation on the far left. I have it time stamped. https://youtu.be/zz3d5zVPyKs?t=61

https://assetstore.unity.com/packages/vfx/particles/voxel-arsenal-136540?aid=1101lNJe

Voxel Arsenal is a bundle of ~600 particle effects. Works best with bloom enabled in voxelized and stylized environments.

Standard and LWRP support

The effects are sorted into 3 categories: Combat, Environment and Interactive.

Check out the full list of ef...

▶ Play video
#

Sorry if this is a noob question. I'm still very new to unreal and 3D game dev in general. Is this something that would typically be made in Blender and then imported? Or could this be made in Unreal?

cold sorrel
#

You would build and prep the meshes in blender.

#

The rest is Niagara

civic grove
#

I've heard of Niagara but I have no idea what it's used for lol

cold sorrel
#

Well. That

civic grove
#

So that is probably a good starting point

#

Ohhhh so Niagra is the UE4 vfx system? So I would basically make the mesh of the flame and animate it in blender, then add the "effects" to the animating mesh?

cold sorrel
#

The one in your video is just cubes being emitted and stretched with velocity. you could even use the built in cube. It was the other effects on the right that would need some blender work.

civic grove
#

ATM Im just aiming for that cube stretching effect

#

and it looks like it's using a gradient

lean heron
#

would anyone happen to know of some good places to find dirt mask textures (preferably ones ready to be dragged and dropped into UE)? 😄

unreal grotto
#

everything there should be legal to use

calm sphinx
#

ermm can you not use an animated sprite for a gpu sprite particle in cascade?

calm sphinx
#

oh nm

#

actually .. dangit

fair bobcat
#

Is this the right place to ask for stuff like particles ?

calm sphinx
#

yes

gentle holly
#

is their a way to make a water leak with niagara flood over time?

celest birch
#

Any way to get volume scattering inside mesh? I want to create incluse amber and I need some density inside it

#

In Blender, I can do this easily and quickly, so I'm surprised that there are no volume scattering and density nodes in UE

unreal thorn
celest birch
#

And I want to get some volume density to it

lavish solstice
#

I'm attempting to put together a cel-shaded shader, similar to Genshin Impact's characters, and i'm trying to understand how they've masked their rim light/fresnel

#

It seems like some kind of self occlusion, but really got no idea how that's done, if anyone has any clues, it would be much appreciated

unreal thorn
rugged radish
#

Hey there, just checking in again if anyone knows some good flipbook creator tool.
Lets say I have some stockfootage from ActionVFX and wanna create flipbooks for that, or have a rendered sequence of jpegs from FumeFX...

cold sorrel
#

Slate

unreal thorn
lavish solstice
rugged radish
unreal thorn
cold sorrel
#

If free is too expensive, this industry will be a bad time for you.

unreal thorn
#

Am I confusing UE Slate with something else?

cold sorrel
#

FacedownFX Slate.

#

A flipbook generator.

#

With more features.

unreal thorn
#

Oh, never heard of that software TsubaPero

cold sorrel
#

And if you need a commercial license, 150$ shouldn't really be an issue either for the studio.

#

Ah, it's been a standard tool for a few years now.

#

Pretty much since they added oflow mv generation.

rugged radish
#

I´ll check out the free version, its probably overkill for what we want, hence the comment about the price...
Does it come with an Unreal shader of sorts?

cold sorrel
#

O.o

#

A what?

#

It's a flipbook generator...

rugged radish
#

Yeah, it says right on the front page "Use custom shaders".

unreal thorn
unreal thorn
lavish solstice
#

ok cool, i'll check that out, thanks heaps!

unreal thorn
lavish solstice
#

hmm.. I don't think this is what I'm after, unless I'm misunderstanding. I'm looking for the effect that's masking the rimlight like here

unreal thorn
lavish solstice
unreal thorn
#

Sorry for forgetting to mention that.

lavish solstice
#

that's alright, thanks for trying to help (: It was useful to learn the matcap method anyway

lavish solstice
#

is there a way to use reflection captures generated cubemaps in a material? say to color/tint a fresnel

lone wing
#

not from the material graph

unreal thorn
lavish solstice
#

hmm, that might be alright for the time being. If it were able to grab the cubemap from the closest reflection capture that is

unreal thorn
#

That's not going to be easy on performance, even if you're going to be hacky about it via BPs. MinaNah

#

When I say "not going to be dynamic", I really mean "not to be used for dynamic scenario"

lavish solstice
#

would there be a better way to color the rim light (fresnel in material or outline effect in postprocess material) based on the light around the character? like pointlights etc

lavish solstice
#

and, those familiar with outlines via postprocess materials, or just post process stuff itself, my outlines change thickness depending on screen resolution, is there an easy way to keep it the same?

celest birch
#

I am looking best way to create gun muzzle vfx

#

Any advices?

#

I need a start point

grizzled saffron
#

Hey everyone 👋
Can someone please explain me a little something about raymarching? I working on a blob effect, and followed this tutorial: https://www.youtube.com/watch?v=grmZ0I5-CgA

Thing is I can't get the same effect as in this video at https://youtu.be/grmZ0I5-CgA?t=2224 this timeline, although I think I followed all step by step:
https://pastebin.com/awwvkVkU The Script
https://blueprintue.com/blueprint/jq9fq9z6/ Material

Thanks in advance 🙂

I finally had the time to do this tutorial, I hope you liked it ? This is my first tutorial in UE4 and I would like in the future to do more. This Blob need more love to have a better look but I guess that you had the global idea :)
Please feel free to modify it and don't forget to share your result :D

Link to Distance field function : https:/...

▶ Play video

I finally had the time to do this tutorial, I hope you liked it ? This is my first tutorial in UE4 and I would like in the future to do more. This Blob need more love to have a better look but I guess that you had the global idea :)
Please feel free to modify it and don't forget to share your result :D

Link to Distance field function : https:/...

▶ Play video
analog onyx
#

@grizzled saffronYou do not give any indication of what is wrong though

grizzled saffron
#

I'm getting this

#

But should get this effect

#

and later should go like this

#

And I can't get this working properly

analog onyx
#

If you are on 4.26.2, you can toss UASSET, it is just that building one would take time.

grizzled saffron
analog onyx
#

sending it over

grizzled saffron
#

oh, ok 😄

#

one moment

analog onyx
#

@grizzled saffronIt is working perfectly fine

#

Just adjust smooth radius

grizzled saffron
#

For real?!

analog onyx
grizzled saffron
analog onyx
grizzled saffron
analog onyx
#

Code itself has few issues

#

like not blending normals between sphere and the skirt

#

and generating normal of the sphere by offset sampling does not make much sense in the context, because you already know sphere normal from position of the hit and sphere center

#

etc etc

cold sorrel
#

Spheres are quite special case though 😛

analog onyx
#

thats because they are spherical!

cold sorrel
#

Spherical/specialical

#

I'm just saying offset sampling isn't a bad idea if you would like to expand to other sdfs at some point.

analog onyx
#

absolutely

grizzled saffron
#

I still don't get it. I played with smoothness and still no effect on the scene. what is this voodoo trick?!

#

Like, I do see changes in MI, but scene is like nah

analog onyx
#

What is the object you are applying the mat to ?

grizzled saffron
#

sphere

analog onyx
#

of what size?

cold sorrel
#

Ooooh

#

Hahaha

analog onyx
#

)

#

yeah

#

radius is hardcoded to 50

#

and stock sphere is 100 in diameter

#

so there is simply no mesh to show the effect on

cold sorrel
#

We're gonna need a bigger mesh

analog onyx
#

Meshes? Where we are going we don't need meshes.

cold sorrel
#

He's breaking out of bounds!

#

Someone stop him!

analog onyx
#

Amazing article by Inigo Quilez btw.

cold sorrel
#

Oh, that's just All of his articles you just described.

analog onyx
#

Moral of the story, if you surface aint good enough, you aint using nough spheres!

cold sorrel
#

To be fair, it should probably not be a sphere.

#

Unless you have no plans on moving to other shapes.

grizzled saffron
#

I don't plan other shapes, all I need is to achieve this slime/blob effect that you can push around

cold sorrel
#

So did it work when you scaled the sphere up?

grizzled saffron
#

nope

#

well I achieved something, but totally not what I wanted :/

#

@analog onyx sorry to bother you, but can you please show a screenshot on how it looks on your end please?

grizzled saffron
#

and what smooth value did you use?

analog onyx
#

12

grizzled saffron
#

nothing else changed?

#

sphere scale?

analog onyx
#

nope

grizzled saffron
analog onyx
#

It is not applied on the sphere

#

but on a cube

cold sorrel
#

Team Cube!

analog onyx
#

What is a cube if not a sphere with low subdivision ?

cold sorrel
#

Deep

grizzled saffron
#

for real?! damn this voodoo

analog onyx
#

Raymarching makes people happy

#

true story

cold sorrel
#

Not the people minding perf.

grizzled saffron
#

tbh I'm not even shader programmer, out tech artist is just a total noob, so I'm helping out

#

@analog onyx@cold sorrel thanks a lot guys pikapray

analog onyx
#

o7

cold sorrel
#

I take full credit.

#

At least for derailing.

grizzled saffron
#

still, why not working on a sphere... i'm gonna die with this question probably

analog onyx
#

Rendering slimy blob like that can be done to make performance-challenged people more happy, by using raycasting instead of sphere tracing. Now, there is iterative raymarching and evaluating distance at every step. But what can be done, is just find intersection of ray->sphere analytically. Gives you hit position and normal.

#

Now supply material with a dozen of spheres

#

raycast against every of them

junior matrix
analog onyx
#

and take weighted average of all hits, weighting by distance, including hit against scene depth.

#

Same result as spheretracing, but faster

cold sorrel
#

Congrats. you've invented metaballslime.

#

The most lethal substance.

grizzled saffron
#

so... metaballs eh

#

heard of that before

#

gonna finish this crap, and then watch the live stream about metaballs. then gonna kill our tech artist after I'm done

#

thanks again guys

lavish solstice
#

is there a bit of math i can use in a post process material, to scale a number based on distance from an object masked by custom depth/stencil

#

need to make an outline get thinner over distance so it doesn't look like its growing, if that makes sense

celest birch
#

What is the problem?

cold sorrel
#

Whatever is plugged into the lerp is not a float

#

And you haven't plugged in anything to the middle input

celest birch
# cold sorrel And you haven't plugged in anything to the middle input
#

Step-by-step and there is same plug

cold sorrel
#

Be that as it may, that's the problem

celest birch
#

Thanks

celest birch
#

Thanks all Its solved

grizzled surge
#

I have been looking everywhere online and I can't seem to find a really good water splash tutorial. Most of them online are just packs or small splashes. How can I make a big physics splash? I saw some in the Nvidia Flex showcase on unreal but that was 3 years ago and can't find it now.

cold sorrel
#

Simple answer: you can't

#

Liquids look trash in all games

unreal thorn
#

Fluid sim is still expensive and barely usable for real-time rendering (at least without prebaking it)

primal parrot
grizzled surge
grizzled surge
unreal thorn
cold sorrel
#

Alembic would only be viable for a cinematic.

#

And then you'd replace all the water.

grizzled surge
#

yeah this is a cinematic

#

not a game

cold sorrel
#

You would not use unreal water at all.

primal parrot
#

You "could" use a mask to try to blend it into a UE water

grizzled surge
primal parrot
#

but it wont REALLY match up.. i mean good luck 😉

#

depends on actual scale and shot

unreal thorn
#

The problem is that Unreal's built in water is it's super experimental.

grizzled surge
#

God damn, I have no idea how to make that water in Blender to bring it to unreal and match it

cold sorrel
#

Oooof

#

And blender.

#

Rip

primal parrot
#

lol

grizzled surge
#

lol

primal parrot
#

Do you have a reference video of the look and scale you want?

grizzled surge
#

literally someone falling from space

#

into the water

#

one shot

#

wide

#

and a splash

cold sorrel
#

Sounds like you have a few exciting weeks/months ahead then!

unreal thorn
grizzled surge
#

i have everytinh else

#

but not the splash lol

primal parrot
#

ok, and what level of realism we need here?

grizzled surge
#

not to real, just something that looks good

#

I saw this and thought it was possible in unreal

unreal thorn
#

If you're going for 1:1 scale, might as well do it full in Houdini

grizzled surge
#

around 1:24

unreal thorn
#

Alternatively, you could think like a filmmaker, and make the world smaller.

grizzled surge
#

That green sphere splash is all I need lol

#

so I figured this would work in unreal

primal parrot
#

Mate, you will not get something real enough in realtime for 5-10 years 😄

cold sorrel
#

I think you should go for Gameworks.

#

Shove it in there, compile it. Go!

primal parrot
#

Blender or Houdini, mesh it, export alembic.... mask the bottom of it to match a UE5 water.... then add some particles for maybe foam and bits 😉

unreal thorn
#

Just... Good luck integrating it. 😉

cold sorrel
#

Shhhhhh

unreal thorn
grizzled surge
#

ok appreciate the help

#

sounds like I have a lot of obstacles ahead of me

cold sorrel
#

Nah. As long as you are good at simulations this is a quick one.

grizzled surge
#

I thought so too!

#

I come from Blender/Cinema 4d so Unreal has been amazing so far

cold sorrel
#

Create the sim, export as alembic, recreate water shader, apply to alemebic. Done.

grizzled surge
#

this has been the only obstacle i cant figure out

unreal thorn
cold sorrel
#

I haven't seen a good sim come out of it, but you could break the trend!

grizzled surge
cold sorrel
#

You didn't need it to look real so it should be fine.

#

Yes

grizzled surge
#

alright

cold sorrel
#

For film/cinematic quality, Unreal does not have any real options for this so whatever solution you pick will be heavily based in the simulation you can create.

primal parrot
cold sorrel
#

Note how no endresult is posted in that thread xD

primal parrot
#

No but Luos video he posted with the particles is the nice bit Respecognize can add on top of their meshed splash

cold sorrel
#

Yeah, but I would not recommend that method for this.

primal parrot
#

I just mean icing on the cake

cold sorrel
#

I'd use a hbjson to match the alembic

primal parrot
#

ah nice

#

good idea 😉 whitewater all the way

cold sorrel
#

Yeah. Seems odd to not go all the way if you are already paying for the abc I think.

primal parrot
#

Foam for Free 😛

fossil swan
primal parrot
#

lol didnt notice how olllllllllllllld that is 😛

cold sorrel
#

Black background, glowy particles, millions of gpu particles. What more could you ever want?

#

Maybe some mathdots....

fossil swan
#

no mathdots on that one XD

cold sorrel
#

I noticed!

fossil swan
#

and its almost all flipbooks

#

(as gpu particles)

#

if you saw how I animated that blob you'd probably murder me

cold sorrel
#

O.o

fossil swan
#

bleepload of modifiers in max, attached to another bleepload of dummies that control the movement, and baked down to a vert anim

cold sorrel
#

🤢

unreal thorn
#

"Someone's gotta start somewhere" NaoWaku

fossil swan
#

hides

#

its not as bad as I remembered

atomic fog
#

Is there any way to do complex lightning branch using Niagara Ribbon?

full kraken
#

hey guys how do I make my render target constantly fade towards black? Clear color is black and I paint white to it, and i want it to constantly fade as i draw

cold sorrel
#

Build a solver with persistance

full kraken
#

not sure what that means but i'll research it lol thanks for pointing me in the right direction

cold sorrel
#

Here's an example on how to do it using Niagara, but you can probably set it up in a straightforward way outside it as well.

full kraken
#

Awesome, thanks for the help! 😃

desert rune
#

bear with me, I'll try to get my goal across.

I have a ribbon in a third person game. I would like for the player to press "x" and then that ribbon will raise from a specific mesh and travel to, let's say the players right hand.

Eventually, I'd like to get the ribbon to go up out of the mesh and curve onto the horizontal axis while it travels to the hand, but I've been trying to figure this out for days and just cant wrap my head round it.

I've tried get splines to be made between the hand and the mesh for the ribbon to move along but I can't figure out how to make a spine between two points while the game is running.

random saddle
#

Nevermind I'm an idiot

random saddle
#

Hey, I've got a particle emitter that only spawns when it's looped, but if I set Emitter Loops 1, it just doesn't display at all?

#

Even when it's looped, it seems to always skip the first one.

keen cairn
#

Hey not sure if this is the correct channel to post this in but I have a post process material and when I apply it my HMD only renders it through the left eye and the right eye goes completely black (This is for VR) This is what the material looks like

#

does anyone know what the problem could be?

lean heron
#

hey everyone, i'm having an issue where one of my particle systems only activates when i translate it inside my level. i'm unable to activate it via Sequencer like any other particle system. anyone able to explain what's causing this?

cold sorrel
#

You have realtime preview turned off.

lean heron
#

the strange this is that i have it attached to one of my animated characters, and since the character is moving, and particle is "emitting", but i can only see the outline of the particle in normal viewport view. when i'm in game view i don't see anything.

lean heron
cold sorrel
#

Press R

#

Or ctrl r.

#

Can't remember

lean heron
#

hrm, i have it on but it doesn't appear to have fixed my issue ☹️

cold sorrel
#

Is the system set to emit over distance?

lean heron
#

i'm assuming you mean LODs, yes? they do appear to be set up correctly

cold sorrel
#

No

#

On your emitter.

#

Are you using spawnrate?

#

Or emit by distance?

lean heron
#

looks to be spawnrate?

cold sorrel
#

Spawn per unit

#

That only emits if the emitter moves.

lean heron
#

ah interesting, i'll fiddle with the options in there

lean heron
#

hm, initially i tried just deleting the spawn perunit node but that didn't seem to work, and none of the options inside the spawn node have seemed to help either

#

i'm definitely missing something...

random saddle
#

Hey, all. I have a tiny brain and I'm trying to replace this texture sample with a world aligned texture, but I've got no idea how to do that.

random saddle
#

Essentially, I'm trying to plug texture coordinates into a texture object, and get its R value.

unreal thorn
bold zodiac
#

hey, i have a problem with emissive decals. If the emissive value goes over 1, there are strange outlines appearing on other models thats within the area of the decal (even if there is no actual color there)

#

you can see on the side of the box, there is a whitish 1px line

lone wing
#

it should fix it

#

at some extra cost

bold zodiac
bold zodiac
wet pagoda
#

Hey does anyone know how I can get the second slot of additional textures in my material so I can use it like the first source texture. Thank you

unreal thorn
wet pagoda
reef summit
#

can someone point me a way to make a curved line in a material so that i can edit the curve

#

ive been banging my head for hours on this

#

hours of googling got me here

#

but no dice

#

was hoping to make an oscillating wave

fossil swan
#

@reef summit next time please dont ask the same question in multiple channels, thanks. ( #rules )

#

(special thank to @round fog who showed me this trick back in ye olde days)

next radish
#

Hey, I have one question about custom depth and custom stencil, I made night vision material and after using custom depth and custom stencil, this appeared on my empty level, (I'm not using skybox, its empty level) is there any chance to get rid of this green part?

upbeat gate
#

Could you add a big sphere?

#

hehe

#

I have a question, not too dissimilar. How would one go about excluding semi-transparent/translucent things from Post Processing? I tried using custom depth but it applies it to the whole object, so it won't work for things like masked particles.

sleek lagoon
#

what should i use to optimize particle effects such as smoke?

cold sorrel
#

A profiler

celest birch
#

does anyone know if you can do this in unreal 5

#

or if theres another method of hiding parts of objects with meshes

stark gale
#

is there a way to make bent normal maps without baking a high poly to low poly mesh?

cold sorrel
finite lily
#

hey all, I am using Houdini Engine to bake out a piece of geo that I am using as a static mesh location in niagara. This requires the mesh to have cpu access and I have to toggle that on, that's fine, but the issue I'm having is that if I rebake the asset with the hda to the same mesh it is requiring me to toggle that on again each time which isn't going to scale well with changes. Is there anyway to either set it on by default or only have to toggle it once?

#

also, let me know if there is a better channel for a question like this

unreal thorn
crude jungle
#

hi, how can I change HDA parameters via python? I tried set_editor_property but it gave an error "failed to find property"
also tried to use the Houdini public API to instantiate HDAs but it can't find the api. I use houdini engine v2 for 4.26.2

mental harness
#

I want to create a vfx (VHS static like the horizontal line of a vhs lag) that would be setup on my characters face and overtime, it would disappear. Is it possible? If so, how should I make it and even more importantly: Attach it and make it disappear?

To get it to disappear ill prolly hardcode it like I did my post process blend weight, i imagine that can work?

lavish solstice
#

is there a way to change the shape of a fresnel, to something like this?

#

doesn't have to be that extreme, just yeah if its possible to squish it like that

unreal thorn