#visual-fx
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But even then the algo to got precisely that shape would be complicated.
Is it possible to make a Niagara component change its particle system while it's playing?
In theory I could probably delete it and create a new one, but just changing it would be better for performance
I've tried invoking the MyNiagaraComponent->SetAsset() method, but it doesn't seem to work for some reason. No errors or anything, it's just that it doesn't change in-game.
Does anybody know if one of the asset store freebies has lightning?
I remember using one on a job before, but not sure if it's in my library
nods
I've been having an issue for a long time now where all my shadows are pitch black for a few frames whenever I load up the engine, but then the shadows adjust.
I packaged my project and now the shadows are stuck in that pitch black state.
I'm using dynamic lighting
Hi Guys,How does this kind of region VFX create in Unreal Engine,It`s really difficult ,right?
You could achieve this with simple planes with set textures, or fresnel the emission and opacity around a shaped plane mesh.
Hey guys, just throwing this out there incase anyone knows. I'm using BP_Goodsky as a base for my time of day sky and I'd like my moon mesh to rotate around the sky_sphere opposite to the sun. I notice in goodsky the sun is a shader, and the moon included is a texture moving along the UV's of the sphere. Is there a way I can connect the moon mesh to the coordinates of the moon or sun? Or should I do it another way?
Really thanksοΌοΌπ
What sort of effects would you guys do for opening an item chest?
I am going to make the inside of the chest glowing with an emissive material and then turn off the material after the player has received the item
but beyond that I don't really know what to add to make the chest opening experience 'feel' better
How is this effect being done? initially I thought it was a sprite particle within a translucent mesh with refraction, but I can't get refraction affecting the sprite
this is from sea of thieves btw, in the order of souls tent. The smoke inside follows the camera like a sprite
Is there a way I can change the size of my particle system based on its distance from the camera (without any blueprints or CPP)?
Yes.
Use a camera query to calculate the distance between the camera and the particle/emitter/system. Use that to drive the scale in any way you like.
Thank you, I'll look into it!
Granted, that only works for Niagara. I didn't check which channel it was.
Oh
I thought it's an option through the particle modules
Something here
I'm not using niagra, maybe that choice comes with limitations
Yes
Cascade is extremely limited by comparison
You can still do something similar in the material of the sprite, but it will be harder to use.
Do the same distance calculation, but to the object pivot or something and do the scale in WPO.
Awesome, thank you for the guidance <3
Hey everyone. Not sure if this is the right channel but I have a question about post process materials. Is it possible to build a clarity filter there? (highpass) Not sure how to approach something like that. Thanks!
Seems like a camera projection to me
Though not sure if that's the correct term, it's a projection where the texture always going to face the camera, but not bending to geometry like matcap projection did.
yeah I've gotten closer with WorldSpaceAlignedScreenCoordinates function
but its still being distorted by my FOV even though it says its meant to take that into account
Hey guys... uhm I have a projectile and I wanna make it so if it hits a wall it spawns an expanding circle that fades out :o any ideas how to do this?
Hey all. Trying to make a beam to better emphasize the hitscan of a railgun weapon. However, when setting the speed to 0 to make the beam appear instantly, then the life part of the particle does nothing.
hello, I'm having this issue with my model- even when in shadow, if I move fast the model gets some flickering lights on it and I'm not sure why.
This issue happens when i enable dynamic shadow on the mesh
does anyone know what would cause a groom asset to look like this?
Super newbie question, but I saw a tutorial where someone made breezy foliage by just using a sine + panner node, and I'm trying to do the same for a simple candle flame yet I get nothing...
What am I missing?
You are missing scale
And masking, but you will notice that once you see how it moves
Myltiply it by 100 an you will see
Ehm... well... this helps too... π
looks like motion blur? is the cache that you imported animated?
I have a muzzle flash particle system. The issue is that it repeats in a continuos loop every time I spawn the emitter. I cant figure out a way to make the particle system play only once. I tried setting the Emmiter Loops to 1 instead of 0, but that did not do anything. Anybody know how I can just make the particle system play only one time?
Setting the emitter loops to 1 should work, but you need to do it on every emitter in your system.
ah ok. That worked, thanks!
good day i am stuck on one idea i cant wrap my head around
how would you create a vanishing point shader
like when camera moves forward the environment from big one scales down with the movement to the players size
Using WPO
Is there a way to have a fog volume work without ExponentialHeightFog? Currently i have a black volume material with the extinction factor driven by a line-of-sight mask. This material is set on a single particle that follows the player and fills the viewport. My issue is that I want to use a HDRI for the environment outside windows but the ExponentialHeightFog just results in everything being white.
You can tweak the distance to fade off
Check your auto exposure value.
it is on maual
Likely the sky light then.
Show the material and settings
he gotten a strike, asking same question in multiple channels.
Fair enough
still think we should put people in a time-out channel where manny roleplays a cellar.
Manny: squeek squeek, said the mouse
Manny: you hear water drips from the ceiling
@cold sorrel
settings are default for the sun and sky
im using the archviz scene template
Does it happen if you remove the depthfade?
its ue5. its nanite. and it uses opacity.
everything is default as i told you
i tried using sun skylight and sky atmosphere and it works perfectly
its when I use the sun and sky blueprint that it looks like this
oh sorry, mixing two people up
the main project im working on I wanted to import this asset to doesnt work though
my fault
and I cant just remove the sun and sky, which is why i want to get this working
maybe its something inside the sun and sky blueprint?
Could be a sorting issue.
The fire could sort behind the sky in the blueprint version.
Haven't used it so I don't know
But yeah, if it only happens with that bp, you need to look through all the settings in there.
so i went into the sun and sky blueprint
Anything related to sorting, translucency and culling.
deleted the directional light and I can see the flames
the sky atmosphere and skylight are fine if left there
i tried the same deleting them and leaving the directional light and it stiill happened
so main issue is directional light
If you set the directional light to be black or 0
wait
i got it working
i added a new direcitonal light
and deleted the old one
in the components list
so its a setting inside the direcitonal light itself then
i wonder what it could be
Or a bug/corruption
yeah that as wwell
thanks for the help partikel
i dmed u once I got banned lmao
thanks either way!
@cold sorrel fixed it by lowering the directional light intensity
it was at 7000 lux
lmao
put it at 100
That's why I asked about the exposure
I thought the whole scene got blown up by the light.
yeah exposure was fine
And setting it to 0 π
(sorry ahead of time if this is the wrong channel) But has anyone else had issues with the Houdini Unreal Starter Kit's tree tool not showing all the parameters?
I'm missing the parameters for customizing branches and leaves.
I've reimported the HDA and the cook logs show that there were some issues with dependencies being initialized.
do you think they used a separate lighting channel for the lens flare, or is it just because the emissive is higher then the other lights? please don't tell me you think its faked with a particle system
Seeing the matdot sparks in the background I would not expect anything complex.
why not, would be a cool system π
I think it's some threshold settings, and yes the light might be more intense than the sparks
I had posted this in level design earlier today but received no replies. Perhaps I was in the wrong place? If this is the wrong place please let me know where things like this should be posted.
I'm running into an issue with adding a Post Process volume to a tunnel which passes through a mountain. I anticipated some light leaking in near the entrance and exit but I can't seem to get the middle of the tunnel to be any darker than either of the ends. The entire tunnel is about 200 yards. I'd think plenty long enough that at its more central areas players would need a flashlight to see.
I added the post process volume. In details I enabled infinite Extent (assumed for the scene). And then in Lens~exposure set Min EV100 and Max EV100 to 1.
The best I achieved is dim. Any help would be appreciated.
anyone know how to slow down clouds? the default volumetric cloud system has them rippling away unrealistically fast
You can slow it down in the materials if you made one yourself.
I'm just using the default material out of the box
I don't see anywhere in the parent material that indicates how that's configured
though I'm extremely new to all this, so lots of masks and textures that I have no idea what does what
The default material is rather messy IMO
You should create your own material for the volumetric clouds.
Full Blog Post with Additional Information: https://www.worldofleveldesign.com/categories/ue4/volumetric-clouds-create-material.php
Watch this first: UE4:
Analysis of Volumetric Clouds and How to Use Them - https://www.youtube.com/watch?v=8XjEk-CP-kQ
The most important part of how the Volumetric Clouds look comes from the Material, which is th...
cool thank you
@analog onyx Appreciated. Thanks
What is the correct way to factor object orientation into your world position offset?
transform your vertex offset into local space
It can work that way, just need the correct vector maths. π
Hello, I just bought a package that has some interesting fx however I have never seen the interface, my first quick question is to know if is it possible to edit within UE to increase the size of the smaller pieces that make up the fx. Using Scale increases alot the spacing between those worms. Could anyone point me to a direction to fix this? Thanks
Is it a cascade or a niagara effect?
Click initial size and play with the numbers.
Actually, click Size By life instead.
That's not a scale. It's poorly set up.
These values?
The values in these
Got it many thanks for helping me π
anyone has idea how they managed to make zooming effect like this? I'm sure its rendered once without any scene capture
(moved question from graphics in here)
What makes you think that?
is that aimed at me?
Yes
some dev told it, and it look like it too
Ask the dev how it's done?
no its just some post
lol woulnt ask here if I could ask that dev. anyway point is, its sort of postprocess upscale, but keeping proper resolution, which I dont know how. I already figured out how to make inside of scope masked by lens not by just hiding parts of scope
here is quote, that they abandoned PIP rendering they used in ghosts
Sounds like you need a renderprogrammer then.
I managed to do lens by transforming postprocess uvs, but I get ugly aliasing (looks like TAA happends before)
But then you haven't actually zoomed in, you've just distorted the image.
That's like trying to digitally zoom on a picture on your phone, while shouting Enhance! to the officers behind you
yeah its wrong
taa can upscale even .5x res nicely so in theory there should be a way to do it correctly
Is there a way to instance particle systems like HISM or foliage?
In practice, welp...
Let's just say don't even think about it.
why not to think about it? its like saying kids at school, just memorize things and don't ask anything. or if you tell straight no, then explain why
@clear pawn the effect is simple in nature
Just reproject what is in the scope
Get distorted uvs
And upscale the image with a filter, so it does not look junk.
There is more advanced way which I confirm to be useable on practice.
so far this is what I got
Take set of objects in view, then cull them to receive a subset of objects in scope. After base pass is done, have extra base pass rendering subset of objects in scope, starting with rendering a mask to early depth test out everything outside the scope.
can you elaborate on this?
right now I use just scale uvs by center
which produces additional aliasing
Extra pass would be rendered with different projection
Modify deferred passes to fetch different cam parameters depending if pixel is in scope or not.
That is non trivial engine modification and if it does not make sense from this description, you are not going to be able to pull it off.
wouldnt extra pass take performace cost?
yeah, I wont be able to pull it off, I need to pay as much attention to rendering stuff as anatomy and sculpting characters or drawing concept art, so
I mean I do understant exactly what you mean but actually doing it would be quite difficult
thats why Im asking about that "filter"
if I scale it 1.2times, then jaggies are visible
oh, I found it, it was setting in scene texture, now its much better
Can someone send me in the right direction on how I could get a cleaner SceneDepth Pass? The most obvious problem is that the sky (dynamic setup with DirectionalLight, SkyAtmo and Skylight) is black, but should be white, as it is the most farthest point in the scene
Hey, I've got this old toon shader post processing material, and it's supposed to draw pixels around the corners of objects and such.
But when you get far away from those objects, the shader starts some lines across objects, either sideways or vertically or w/e, like the image below. How do I stop that?
Show the material
@wind steppe Cool if I link a pastebin?
Screenshot of the part that makes inner outlines maybe
Alright, hold on...
Here's the pastebin if you wanna take a look while I screenshot: https://blueprintue.com/blueprint/oc-ubta_/
The problem is in the part commented with "Depth Lines"
it's not pastebin, it's blueprintue, even better
So it all starts with a Line Thickness parameter, which controls the, well, line thickness...
I thought you gonna paste xml
Ooooh, alright. Yeah, Blueprintue is my go-to for this.
The numbers hooked into the multiply nodes are "-1, 0." "1, 0." "0, 1" and "0, -1" in order.
Not sure why they aren't displayed that way in blueprintue.
- Disconnect NORMAL LINES part to verify that this part is causing issue
- If so, connect it back and tweak scalar parameters at Multiply and Exponent nodes to see if you can get desired outlines and get rid of the visual artifact
Unfortunately, that's what I've been trying all day, with no luck.
Hmm, maybe houses have wrong normal at sides?
Oh, the lines show up over everything. Even UE4's default cubes.
I'd rather just resort to the oldest trick on the book: inverted mesh
Any pointers on how to approach this?
I want to remove large part of interior wall when targeting it.
Wall should be made out of modular pieces (lets say 4x4).
Wall is supposed to disintegrate and player should be able to walk through it.
"Destruction" should not look realistic but more as if some disintegration device exploded inside of a wall, with most of the wall disintegrated into particles, and with some debris flying out as shockwave blast.
I would like to hear some suggestions on how to tackle this.
Anyone knows any games or movies with similar examples/visual refs?
Battlefield games are good reference for it.
Ok guys Im trying to find a tutorial for an effect I am wanting in a project I am working on. its going to be a spooky type but I want the fog to slowly roll in at low ground level then as my actor gets further in the fog gets thicker and higher off the ground. we have all seen the effect in spooky movies now I am looking for a tutorial on how to create something like that
would make a cool effect for a ship at sea entering into a forbidding fog as the fog would always start low to the ground light then get thicker and higher
Thanks. I am watching this and it actually seems like they replace with prefractured pieces and do use simulated destruction (Apex/Chaos equivalent) but they do remove pieces.
https://www.youtube.com/watch?v=qJULLJwKhkI&ab_channel=RandomMadness
I played BF3 and I remember there was a lot of debris left around destroyed buildings which doesnt work well for me coz its visual and collision clutter. But maybe I remember wrong..
Rainbox Six Siege also has destruction, which is a bit closer to what I am trying to do with walls, but simpler.
I want to remove walls without using Apex/Chaos coz I am not sure how to handle assembly of modular rooms that way. Let me know if anyone has some more ideas how to approach it.
An overview and discussion of the destruction mechanics in Battlefield 1 (EA DICE)
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Big thanks to Eichhorst for helping me test the destruction m...
The bf destruction is simpler and faster than apex or chaos. It's also a mix of things to sell the illusion. Siege is a much more complex procedural system.
I'd like to know who calculated the "damage" numbers on Horse Collisions
I'm no expert on horses, but I think trains do more damage to horses than horses do to trains π
I guess Gibbing the horse is a bit problematic for rating though
How to speed up the spawn rate of a particle system?
Set the spawnrate higher?
Sorry, but which one? I want my particle spawn imediately after game start. but now it's like firefly fade in very slowly...
What's a good way to achieve a consistent long beam like this? Should I use some sort of long mesh?
@lapis mist ribbon particles
So for someone who's never dabbled in particle FX, is there a good tutorial to watch? I won't be able to do much in engine, as that's another team members thing, but is there something I can do outside of unreal to help design a particle effect? Like do you need a jpg file if I'm trying to design a beam or is all of the color work and design all done within Unreal as well? Sorry if I'm asking any stupid stuff.
@cold sorrel Thank you for your answer! π
can anyone help me understand why my ribbons show 3 lines instead of 1? https://gfycat.com/PettyVictoriousGull
i'd also love to know why they seem to be starting from behind me rather than the source of the particle system, which is the weapon's muzzle
90 - 100% of the work is in the engine.
Also, never use Jpgs for anything in game dev π
Impossible to say without seeing the system.
Yeah you're right, though it was so uncomfortable to watch that I had to delete it. Now trying to just learn the system with a test asset atm, so I can't post that atm :v
I do have a perhaps 'smaller' question, this is just a default ribbon with upwards velocity: https://gfycat.com/UnawareTallDragonfly
These are its spawn settings
I noticed that because it's not spawning a ribbon segment every frame, there is almost always a 'gap' between the source of the ribbon to the visual start of the ribbon
Is there a setting that can always draw a 'leading' ribbon segment that's always attached to the source?
Anyone got any tips/tricks on localized volumetric vfx for things like smoke bombs and such in VR?
just realized volume materials are a no in VR doh
i know it's a complex topic : /
are they not usable because of the overhead to render expo height fog or something like that?
Volumetrics are quite expensive in general. Even games in Switch rarely use volumetric effect.
No.
Your best bet would be using generic particle emitter, but the smoke sprites have fake self shadowing.
yeah, go for backlit or 6 point lit sprites then! https://twitter.com/vuthric/status/1286808945906970624?lang=en
another juicy data to extract from the simulation - temperature https://t.co/dgZORagsUN
159
Oh damn! Has the min spec gone up enough to allow that in VR now?
It's been a few years since I shipped anything in VR, but it was quite restrictive. At the level where bloom was disabled for the project.
So rolling up with a heavy shader like 6p would have gotten me stabbed I think π
Hello guys,
I am able to create a post process radial mask, is there any way where i can create bump(using world position offset) effect in post process material?
so @clear pawn did you manage to get your scopes to render nicely in a single rendering pass? Curious as to the results you got
what I needed was filtered scene tex
@olive sail
Im still going to mask rest of inside of scope in shader, right now method that most games use is hiding everything once zoomed, which sucks a bit and sometimes is even visible that parts of scope are hidden for brief second
Looks good! What is the nature of filtered scene tex that makes it work efficiently? How is it different than PIP?
what I use is take 3d position of "glass" of scope, then reproject it into 2d, and then in postprocess I scale scene texture uvs
differece is that pip uses separate camera to render scene twice, which eats up fps like crazy
also I do have PIP implemented but I dont use it since there are heavy temporal artifacts (velocity vectors are taken from scope geometry instead of world, so whole temporal aa is messed up)
cool stuff π
Hey, is there a way to use Material Parameter Collections based on an actor, I can use Material instances, but im wondering if there is a way to bound materials to an actor, as I would need 4-5 materials per player. If not material instance time
mpc's are global, change a value > anything with same mpc gets changed
looks like screen space reflections?
So I'm spawning a particle emitter using the following C++ code below. When this gets triggered during gameplay, the particle does spawn and play the effect as per usual. However, I cannot find the particle in the world outline when it spawns during gameplay. I want to be able to see its transform so that I can verify that the particle is positioned and rotated correctly in the level.
I have this fire particle system. How can i make it faster and longer on the Z axis??
increase initial velocity/other velocity modules their z-axis values for faster
increase lifetime for longer
@fossil swan I get the lifetime and the velocity thing. But i can find anything for axis
Initial size , size by life ,size by speed
Thank you EPIC for another EPIC release!!! So much goodness, better ABC, VAT, Niagara woooooohooo! π https://tenor.com/view/yes-wink-gotcha-you-tube-thanks-gif-3467082 π₯
Any good way to do 'volumetric' flipbooks? Aka display a blend of several (visually compatible) flipbooks of the same based on the viewing angle, to get cheap yet still high-fidelity things such as explosions / fluid sims?
Not really, it just obliterates the memory to do it.
But if that's not a concern, just shove an movietexture on an impostor.
Memory is a concern π€
I don't know what a movietexture or an impostor is, but I'll look those up, thanks π
Another stupid question regarding particle fx from me, if I pay someone to make a particle effect is there an easy way to bring that file from their Unreal engine to my Unreal engine file?
impossible
nahh, they can just migrate it to a folder named content, itll auto-grab all other content thats referenced. then you just place it in your project.
just needs to be the same ue4 version (or them using an older one)
Hey all im struggling to understand how i plug these textures into the ue4 material
Im only used to ue4s albedo, roughness, specular ect
individually
Hello, been having trouble getting these Sword Trails by "ryanzeng" (https://www.unrealengine.com/marketplace/en-US/product/fxer-stylized-slash) to show up. I have the proper sockets set up the Socket where the trail will start and where the trail will end. The trails for the AdvancedMagicFX12 pack work just fine with the sockets I made, but when I use it with ryanzeng's sword trails doesn't seem to show up.
The image on the top is using the AdvancedMagicFX12 Trail, and on the bottom it's tyanzeng's "FxER Stylized Slash".
So to summarize my issue is that the FxER Slash trails aren't showing up, while the one for the AdvancedMagicFX12 is. Am I doing something wrong?
make sure to try to email the creator and ask on questions too
This is what he said when I left a review a few days ago. "Having an issue implementing the trails, I have the sockets needed? I made the two sockets and placed the particle effect into the slot for each of the sockets but it seems to not appearing when I test it out? Did I do something wrong while trying to actually use it? Is there a specific way to do this?"
fyi too tired to help rn ull have to wait for someone else
Hey guys, is there any way to copy and paste modules from one cascade PCL into another?
what would be the best way to translate this to UE4? I couldn't do an animated VDB could I? https://youtu.be/UrcitW3LV2U
Join the VFX Community on Discord https://discord.gg/z35NUgV
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Simple In-Depth Flamethrower Tutorial using Houdini and Arnold.
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..:...
or anything volumetric I suppose
No
is there any way to make this mesh (not a sprite) rotate like a disk, in niagara? I can't seem to find something so seemingly simple
oh- with a randomized angle that is
Initial mesh orientation and then update orientation
What if I just need it to start in a rotated angle, but not rotate on update?
Initial mesh orientation doesnt have any setting I can see to randomize the angle
of course it does
I'm having a weird sorting issue in my niagara effect. It's an explosion, I have this fully transparent, default lit sprite that's supposed to be on top of all of it like so:
(I mean the distortion thing)
but when I place it on map, it seems to be behind every other sprite in the system
It only distorts the opaque pass.
ugh, I see
that explains it, thanks
are you sure though, I used the same thing in another system before and it seems to work - I just checked again cause I doubted
Alright
yeah, basically old one is getting distorted, the one I'm working on isn't. And I can't see the difference between the two. Confusing
Hey guys, I have a simple question - I have this beam emitter that I simply want to "spiral" as it follows a particle. How can I do that?
I tried Orbit and Rotation/Life with no avail
there should be an example in the example content > niagara map
Ok I'll check it out, thanks
Hey ya'll, not sure if this is the right place to ask but -- is there a way to make a specific light light up some particles?
So for example, I would have 3 lights but only one of them affects my particles
can textures in UE4 be single-channel, or do all of them have RGB?
Yes
Is it up to the texture's compression settings?
Yes
Thank you :)
anyone wanna get paid for a tutorial?
those kind of questions are only allowed in #hire-a-freelancer or similar job channels. read the #instructions channel on how to do so.
oops, so sorry! :(
:triangular_flag_on_post: AntonioPepe#8741 received strike 1. As a result, they were muted for 10 minutes.
hello, I was wondering is it possible to rotate a tile using materials? https://i.imgur.com/ub0w8hD.gif similar to this. For example, I have a black and white checker pattern and I can make it pan using the panner node but I want to have it rotating locally(?) so that it makes a diamond shape then back to a square while moving, I was just wondering if that's possible using material nodes and if so could someone explain how to achieve that?
not sure if this is the right place to post that question, sorry it's my first time actually talking in this server
Is there any way I can set this Niagara system's finish mark to be a dynamic input, like a user setting?
I think I did that (unless I did it incorrectly?)
However that red line isn't budging
Does it need to?
I want it to, the system resets as soon as it hits that red line, even though my 'Lifetime' user variable suggests it should continue to live a bit longer
In game or in the preview?
In the preview
Oh? How come?
Because of bullshit like that.
Is there some rule of thumb I don't know of
And it has the wrong lighting
Gotcha
It's at the origin so it hides errors
it doesn't have a player camera
and so on
it's just not a functional preview
Right on, that all makes sense
Rule of thumb: Never use the preview. Always work in level.
Awesome, thank you for all the help, the list is getting bigger π
Any way to reparent a Niagara system?
I can't find anything in the documentation other than vague text speaking of inheritance and the UI is leaving me in the dark
What are you trying to do?
I think my question is outdated.. up until now I was under the impression that if, when creating a new Niagara system, I derived from a template, the engine would maintain inherited properties (emitters/parameters) from the parent. So I wanted to create a nice hierarchy of systems where each adds its own layer of functionality. I was 'doing' that, until I realized that I needed a new parent higher up in the hierarchy, and I was looking for a way to add it without having to recreate all the child systems, aka reparenting
But I realized that the engine does not infact do what it suggests (maintaining inherited properties) - and merely creates a copy of the parent (I came to this conclusion after I tried changing the parent and saw no changes on the child)
And so if my conclusion is correct, there is no point to reparenting, and I'm gonna have to rely on lots of copy and pastes with more manual work
eh? you make an emitter, you turn it into a system, you tweak anything on that emitter and the one in the system changes...
Yeah, that worked for me, but I wanted the same for systems
So, in child systems, I can enjoy a shared set of user parameters specific to some parent system
ooh yeah thats a tough one. thought you could drop one sys into another and go from there but nope. yeah looks like you would need to duplicate Emitters.... maybe someone with more know how can help, maybe a way to have the systems talk to each other through BPs? ... sorry!
know you can right click and save an Emitter in a System back out as an Emitter though?
I did not, but good to know π
I guess you need to figure out how to just make a few main emitters like little tools, and do all the other parent/children setups inside a single system. you can pass variables around but again not sure from sys to sys...
I think you need to do the parenting for the emitter, or you make the layers of functionalities each as a new system, and do the parenting using blueprints, didn't find any parenting options on niagara systems
hey would anyone know how to tackle the underside of a water plane with a single layer water material? checking two sided doesn't exactly achieve anything good nor is it enabled on epics default water material that comes with the plugin. I've seen it done like in the water plugin, sea of thieves, subnautica etc and Ive been searching all over the place. I just have no clue where to start π΅βπ«
With a shader edit.
Single layer water works fine from underwater too, but last time i checked the shader, it was unfinished, so you have to polish it yourself. @copper cloud
Hey guys, so I'm trying to troubleshoot some problems with the Houdini Engine plugin. But one of the steps involves the plugins folder for the project itself, which I can't seem to find. I have show hidden items checked so it's not a hidden folder
If it effects anything, my projects are in a different drive than my engine for space reasons
if a Plugins folder does not exist in the Project folder, then you can make a folder called Plugins and put the plugin in there
how do I get an emissive material to stop casting light onto other objects?
i want the self illumination but without casting light around it
yeah so far i am trying to create my own slw material on a custom water mesh but by polishing do you mean diving into the guts of the engine more or adding some more material nodes? what im thinking so far is creating another identical mesh but upside down and creating a second material just for the under side of the water but i cant image that being very performant. ok update: i forgot to enable the water plugin which came with a function that was designed to solve this very problem so i finally got it to work but thanks for the reply
hi, i'm trying to follow this tutorial https://www.youtube.com/watch?v=gbQtzQsu_mM but i get stuck at the third minute
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. In this tutorial you will learn how to create Doctor Strange Portal Effect in unreal engine. you will learn every step for this effect texture, materials, mesh and emitters. For any concern comment below the video or create help thread in CGHOW form (discussion ...
i get this
when i try to make the material for the disk using a texture with a jpg
meanwhile the guy in the video has the same but no error
what am i doing wrong?
In general? Following cghow π
But specifically, that depends on what the error says.
lol
yeah the tutorial isnt clear at all, but if you look at the result it's incredibly similar to the original, i tried to look for others but his is the closest one
this is the error
It makes no sense to me to plug a reflection vector into UVs, but to get rid of the error add a component mask inbetween the nodes.
i tried that
but the image he gets is one single thing
if i add that, it gets split
Anyone know how to make caustic rays as a post processing material like you sea under water in sea of thieves etc? (the godrays that come from the surface) Iβve been trying and canβt figure it out
plugging a reflection vector works fine if your texture is a cubemap
then dont use a reflection vector
reflection vector is used to map a cubemap into a sphere
Im trying to do what the guy did in the tutorial
Im guessing i should use a cubemap with the texture of the pic?
yes hes using a cubemap
Thanks
Hey Guys π how do you handle the destruction of particle systems? For example if u have a rocket with a smoke trail and the rocket gets destroyed, the smoke trail immediately vanishes. Is there a checkbox I'm missing that just leaves the remaining particles in the world for their remaining lifetime or does it need some weird trickery for it to work(delaying the destroy event etc.)?
disable first for X seconds, then destroy
the X would probably be the lifetime of the longest lasting particle, right?
that could be a thing yea, depends on some variables. but if your smoke lasts 1.2 seconds, 1.3 should suffice
Ah ok got it, thanks! π
how can i get light shafts like this ?
expo height fog, volumetrics on a distant light, cloud actor - google, EPIC has a few vids
@austere nymph please refrain from asking the same question in multiple channels next time.
points to the #rules
next time I wont ask nicely though :p Β―_(γ)_/Β―
no, I asked to please refrain from doing so.
my reply was the warning :)
in my langue thats not a question ... idk in english exactly
more like a command and request
same, anyways, do read the rules please. only takes a minute or so :)
... i stopped reading rules since it is almost always the same ... didn't knew it is forbidden to ask a question again
i'll remember tough
@copper cloud you need to be able to run the pass at low res for godrays, which you cant. So you need a plugin or engine mod.
Or a quad, attached to camera, with translucent matetial and reduced resolution of separate translucency.
Hi. I've been working on a simplified solar system in C++ that relies on shaders and does not use lighting for distant actors (planets, moons, etc) due to the many limitation of light and shadows in UE4/UE5EA, massively improving performance and control.
This is a basic prototype, in this case of Jupiter and its four moons. All the celestial bodies share the same master material and I use a line trace to get the blocking hit which sets material parameters for Shadow Direction (from OutHit.ImpactNormal) and Shadow Radius of each moon.
This is the material as it is, link to blueprint code: https://blueprintue.com/blueprint/hklqlsrb/
This is the type of projection I would like to achieve
I am looking for a better method than using a simple Sphere Mask to create the moon shadows, which works great for phase/eclipse, but as you can see the shadow is always aligned to the normal. I need to project the shadow in world space along the light source vector so that the shadow appears natural, instead of projected by the dot product of Direction and PixelNormalWS as it is currently. I've created the 3d diagram above to help illustrate my problem.
Does anyone know how to project a Sphere Mask or Radial Gradient in world space onto an object that would world for this use case? Any help would be greatly appreciated. Please ping me if you have a suggestion.
hey @silver plover while I hope someone will answer here, this is def something that would be better suited as a forum post.
Good luck and I hope you'll get an answer :)
I am about to post there as well π Thought people here might be interested and/or know a solution
aaight :)
ok although i think i might just use some vertical sine waves to create some fake 'godrays' but im trying to get them to move with the camera so that they appear to be in world space and i think i need a 0 - 360 degree camera angle but anything i try only gives 0 - 180 and causes some really weird movement. thanks for the replies EDIT: got it π EDIT 2: this was a bad approach and looks bad nevermind π₯
@analog onyx Ive been trying to do something like in this video which kinda looks like post processing rather than proper volumetric lighting though i could be wrong:
@silver plover pardons, I did not read the whole thing, but with limited amount of celestial bodies you can calculate shadows properly and analytically instead of raindance you are currently doing.
Can particle cutouts work with flipbooks? Every time I try to set my SubUV rows/columns to non-1 values my cutout stops working, am I doing something wrong?
in cascade only if you use the subuv modules, if the flipbook is done in the shader it doesnt work properly
And not in Niagara? π€
havent really played with the subuv's in it, they should work but no experience with them myself
Beat me to it π
How do you expect the particle to know what to cut out if you don't do the flipbook math on the particle?
But yeah, cutouts work fine in Niagara
I am doing the SubUV index calculation and animation via Niagara modules (rather than in the material via the SubUV function), I hoped it would use the same index for generating a cutout based on the current frame - unless I misunderstood and you meant something different?
Yep, that works
It's the other way around. Driving it with time or something in the material. That doesn't work.
Yeah - so, it doesn't create a cutout for me :V It continues to be a very squarey square, even if I change the alpha threshold
Tried different channels as well with no luck
Same texture plugged in?
Yessir
Not using the "automatic" tickbox?
I tried both
Having it ticked doesn't work I've found.
But just plugging in a texture and specifying a channel works fine my end.
Perhaps it's that the texture's alpha is tight enough near the border so it happens to fill most of the frame just enough for the algorithm to give up
But that would be quite unfortunate seeing as there are definitely regions that can be cut out
That should be fine
show your material (to see if its all correct), show your results (because "its squarey" doesnt help really) show as much as you can π
*sprite renderer settings. The material has nothing to do with it
Ah, yes, here we are
And to remove doubt I am using the particle SubUV node inside the material
When viewing the emitter in brush wireframe mode, it's a complete quad - that's the particularly squarey square
While this is what's actually displayed on it
sorry misread as doing in material
And if you set the OSM Opacity method to the red channel, that does nothing?
Nope
:(
4.27?
4.26
Try adding a new emitter and do thee same setup in case it's gotten corrupted or something.
The cutout settings are good.
π Thanks, I'll do that

Something is tickling my brain about an old bug with higher than 8bit textures.
Oh my
But I'm sure that's fixed.
For academic reasons you could slap a good ole tga or png in there?
By png, do you mean just drag and drop a .png file into the content browser and use that?
yer
That texture was a .png
Its a raw embergen export if I recall correctly
Does it do anything if you plug any random texture in?
yeh
Yeah, that makes sense
If I bring it up to what it's supposed to be, it gives up
Yeah, because the cutoutt texture is a 1x1 texture.
It probably has only white or black info in any given "frame"
So something with the texture is funky
Let me try and uh
Downscale that fire texture in photoshop, resave it and use that instead
with maybe increased brightness values to more resemble that test png
Yeah it won't budge
Hello, I am wanting some sort of pickup/collectible that gives the player the ability to jump. I would like the collectible to be some sort of object modeled in Blender that resembles the pickup, and then have some sort of effect or particle coming around it. Do you know of any tutorials regarding this?
you shouldn't look for tutorials specifically for that combination of requirements, break what you want to accomplish into several steps
There is the player ability, the 3D model, and a particle system
You're going to need to create each one separately and then link everything up with a bit of blueprints, a bit of asset managing and some particle work
Ok so, so far I have the ability set up, just a simple boolean branch when the player hits spacebar. The model I can do, so is there a good tutorial for a particle system that possibly explains something similar and if not, how to make a desired effect?
There are 2 systems UE4 gives you that you can use
One is Cascade, and the other is Niagara, which is newer and more powerful
Look up tutorials on those, additionally UE4 will give you templates you can study/build off from
Ok will do. From what it sounds like, should I start with Niagara?
Yeah, I found it had a slightly steeper learning curve as it's more involved, but it quickly becomes quite intuitive
Ok. I will give it a try, thanks.
I found a page on UE4 explaining how to make a particle system but cant find any more videos close to what I would like. @olive sail
Quick question. For Particle System. When I apply a type data new mesh data, to change my square material into a circle/sphere. It breaks the burst animation. Is there something I'm missing or are certain things not compatible?
trying to get a impact to work on anim notify
figured it out I think, was something with sphere asset I was using. Different one worked fine.
Does anyone know how to make realistic rain? I can't find anything online
Hi gang,
Can someone tell me which fog i can use for our VR game we're working on? I know volumetric is a no go, i'm not sure which i should be using?
describe realistic? for a game? renders?
specifically for a game, like something looks like in comes in waves.
ok so sheets of rain... off in distance? mid range? close?
close and midrange
this may not cover sheeting but seems cool https://www.fxguide.com/fxfeatured/game-environments-partb/
dude your a life saver, thank you π
and im sure someone will chime in whos worked on in game rain or knows of ways, but for sheeting i think either sprites or polys with just a nice sheeting foggy style rain texture animated or slowly moving, layered up and diff speeds or shaded to give depth into distance... or maybe could do a volumetric fog... but for mid to far sheets never do particles... close up obvs some particles, and for sheeting just emit along a spline , cull whats not in cam, and look here or on RealtimeVFX Discord for conversations the last year for how to occlude from buildings.
Does anyone know what would cause particles (with a set upward velocity) would work correctly out of game but just ball up in game?
i have a niagara particle system attached to an actor that moved, but the particles don't move together with the actor, how come?
Solved it by ticking on Local space checkbox on the emmiter
Anyone know if there's a nice way to merge Niagara particles with a volumetric texture so that overlapping a lot of them won't cause overdraw, and instead one material's volume will be 'added' to another?
No
Thought that'd be too good to be true :D Thanks π
I gotta say I'm a bit confused... Up until now I figured if I wanted the volumetric particles, I'll have to take the sprite quad overdraw hits
But then I realized: https://gfycat.com/BronzeRequiredFruitfly
In this scenario, there is a sphere occluding these quads, meaning I'm not getting overdraw, yet I can very much see the volumetrics ontop of it, so it seems like this limitation is arbitrary
Which makes me wonder, what is preventing me from somehow hacking a good sized volume material with barely any quad size?
Unless of course, that visualization is misleading and I am infact taking the hit
You are taking a hit.
The overdraw debug is much older than the volumetric material domain.
There is however zero reason to use that many sprites when using volumetric sprites :S
Oh yeah, this was just to stress test
so if you used an oval shaped mesh with the volume texture, thats less a hit than many sprites, right?
Β―_(γ)_/Β―
i thought it was less of a hit when i was testing but like you, I was going off overdraw debug, and now P says its not real, so i cry π
Normally, you do not use volumetric fog for effects. It is still a high cost feature, with result highly dependent on its quality.
You see a lot of vids where it us used, but there are far less opportunities to do so in actual title than in tutotial/ project.
And volumetric particles still have overdraw, it is just one dimension more
@olive sail
Is there a good way to randomize the material of a particle? Googling and documentation gave me no good answers
Multiple renderer and visibility tags
will renderers with no visibility still increase CPU complexity?
No
Awesome
It'll hit you with a bit of memory , but not as much as the alternative
Is there a place Here that I can ask for Paid help? Looking for an unreal VFX artist. Simple job for prototyping something
only place where that is allowed is the job board. check out the #instructions
Hey, I have a post processing material for underwater "fog"(a sort of color absorption) based on depth. Well the color absorption PPM applied After Tonemapping interferes with things such as lens flare and bloom.
I'm trying before tonemapping, but the SceneTexture:PostProcessInput0 values before tonemapping arent between 0-1. Their 0-20+(virtually any number/infinite). And since these color values are virtually infinite, im unable to properly subtract colors on a 0-1 scale.
Anyone have any ideas on how to get it on a 0-1 scale? Alternatives? Or ways to make lens flare and bloom apply only after the post process material, while exposure and basic tonmapping still happens first?
May I ask a question, I used chaos Phoenixfd to create a fluids simulation in 3d max, and exported to .abc file, but import to UE4 doesn't work, why?
Unreal doesn't support volumes.
I would like to make a bubble of fog around my character with it being transparent close blending, towards opaque at an X amount of distance. Is there a good tutorial for this or place to get started? Thanks in advance
Hello everyone, I'm a newbie with UE... started with some YouTube tutorials about a week ago and i'm already loving how amazing this engine is!
I have a simple question about a fire effect that I've downloaded from the store, its called M5 VFX Vol2. Fire and Flames, I've tried to use it in a project but the flames are glowing too bright just like the image I've attached to this message. I've been looking for a parameter to change... something like Glowing for emissive materials but i'm completely lost.
Do you guys know what i should look for? Thank you all.
PS: I'm using UE5
You could check the emissive color in the material applied to the particles. If anything at all is applied, there would be some amount of glow. And the higher the values, the more glow you would see.
Thank you ElJefe, i've managed to find this parameter within the emissive texture and it's fixed now π
I'm trying to create a outline effect for object which shows up when you look at object. I want to create a material function and use it in material of each interactable object. Any ideas how i can do it? Or any better ways?(except post process)
I'm working on that wildfire smoke effect. I'll be increasing density, decreasing view radius, and more soon
there
hi all. I did some fx for a torch. i am happy with the smoke but how can i make the fire not drag out like this? is there some way to kill particles on movement?
You can increase spawn rate and decrease lifetime of particles
Does anyone know how I can make rain fumes or whatever they're called
So the effect im trying to get is something like this https://youtu.be/GPGbP1Q_pu4
Sure you will sleep instantly within 3 Minutes with heavy rainstorm and torrential thunder sounds covering on a tin roof of farm house in the foggy forest at night. Nature sounds in tropical forest at night for sleeping, deep sleep, insomnia, meditation, studying, healing, relaxing, fall asleep in under 3 minutes with dense heavy rain and pure t...
The foggy things that show up when the rain is close to the light
is there a grid pixel size console command equivalent for volumetric clouds?
to increase the "resolution" per se
yes, play with cvars like r.Volumetric . etc....
asher explains a few, others do too, takes a lil googling http://asher.gg/?p=2600
I couldn't find one for Volumetric Clouds in specific-- perhaps its somewhere else? Let me know if you have any thoughts!
Great resources though, thank you for sharing
Hey does anyone know how to do screen-space shaders? E.g. camera effects?
Nvm I think I figured it out. Post processing material. That's cool
Can anyone recommend a good advanced course about UE Materials - specifically for VFX or stylized materials? Not like photo-real or simulation baked stuff. More Material/Niagara focused.
In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
Register for GDC: http://ubm.io/2gk5KTU
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: https://twitter.com/Official_GDC
GDC talks cover a range of developmental top...
A few years old, but I love this presentation
Can anyone here recommend any videos that show off interesting or inspiring use of Niagara to create particle systems? Hoping to find some examples of particularly exotic or exciting particle system designs for inspiration to share with students
Show that
You can find a BP_VolumetricPaintingGameMode in UE5 Valley of the Ancient demo.
If you play the game using this game mode you'd be able to paint the wind and fog density. Besides, all the ground effects will follow this wind map.
Implementation:
Basically fog is a combination of Volumetric Fog (for ground hugging feel and volumetric lighting)...
The fluid sim experiment I did last year. It uses SPH solver and screen space techniques to 'cheat' into higher resolution by injecting flipbooks.
I talked about the high level overview here:
https://www.youtube.com/watch?v=-cKgZrrBJ2w
ahh sorry, read too fast!
Has this tutorial?
No
Hi gang. Does anyone know if we can use refraction with forward rendering? If not, is there a workaround? We're trying to add a black hole to our game and for the life of me I can't get refraction to work.
Hello we are currently with a strange issue
our groo; which is binded to our model work
but when playing an animation there's a latency
or the hair kind of offset from the base mesh and retrieve it's posiiton
We are working on a film project
so we just need to render everything
Hey! Anyone have information on how to create a spherical projection decal?
Got the same issue as this person
Ok we've found out !
You need to set your Default Skin Cache Behavior to Inclusive here :
@hollow fossil it is kinda straighforward. Take lightvector and transform it from cartesian to polar coordinates. There is your spherical projection.
Hey everyone, I'm looking for updated engine ver tutorial to do this. Do u guys know any? This looks too cool tbh. https://www.youtube.com/watch?v=-7DXS7X3nn8&t=1s
Download Project File Patreon: https://www.patreon.com/posts/17063095
Support with Epic creator tag: UNREALCG
( I will get a small amount of money when you buy games on the epic store with my tag)
Outline transition effect tutorial in unreal engine 4 using post process material.This is made using a sphere mask and an edge detect function to ...
Can anyone explain why I can't find particle system (sevarog_homecreen ?
@ me if responding
is there a way to use world position offsets in a post process
like a sphere mask with the inside being normal and the outside vertexes all wavy
Vulkan particle tesst
Model : miHoYo
Audio & subtitle: provided by Sunhyea Sakong https://www.youtube.com/channel/UC1B26DsPWjzziFe0Hj0FZ9A
hey, I have a problem with exporting static mesh vertex colors with the vertex animation texture output
Warning
Export Static Mesh Vertex Colors is turned on but no vertex attribute "Cd_v" or "Alpha_v" is found on the unpacked input geometry. Vertex attributes need to be assigned before packing.
this is the warning i get but before i pack my object i have the Cd_v attribute
I have to different vertex colors which i merged together to colourise the mesh with 2 different textures in unreal (for the outside and inside of the mesh) but without the static mesh vertex color I can only use one texture
SideFX is in the (virtual) house! Weβll kick things off with a demonstration on how to create beautiful and complex effects, while using less texture memory, with SideFX Labβs latest Vertex Animation Textures 3.0 workflows. Then, get an update on their new learning and demo piece, Project Titan, where weβll discuss workflows for large scenes and...
I did it the same way the have but i cant figure it out why its not working for me
any help would be great π
So I've been trying to learn UE4 recently. I saw Epic's video about the new-ish sky system and I want to replicate the stars in the background. I've been working on it for a few days and I can't seem to figure it out. Any resources I could go look at?
This hands-on presentation by Epic's Sjoerd De Jong explores the Sky Atmosphere system in Unreal Engine. Starting off with the basics, viewers learn how to render a beautiful and fully dynamic sky within seconds. From there, the session showcases how to create alien, dusty, or wet atmospheres, after which viewers will be taken all the way up int...
So I want to composite in some buildings and stuff on the sky over here, is there any way to get the sky pass or just make that part transparent (png sequence) so i can take it over to my compositing software?
Not sure if this is the best channel, but does anyone know if you can use LUTs from Unity in Unreal? I brought one over to try out with the proper texture settings for recognizing it as a LUT and it looks all crazy compared to in Unity
Is there perhaps some additional changes I'd need to do?
Anyone know how to get the local Z component of a Decal volume in the material. Like how Texture coordinate U & V correspond to local X & Y?
Docs say to just hook up a CameraVector to get the third component, but i feel they skipped a couple of steps with that explaination.
hey guys, i have a noise material that i want to stretch sideways, any idea how to do that?
Anyone else encountering artifacting from SSGI when upgrading to UE54.26? All scenes are incredibly noisy. π¦
Check texture settings:
Compression settings =default
sRGB=off
Mipgen = nomipmaps
Tex group = color lookup table
Vulkan GPU to MIDI Firework Audio
Model : Yomiya miHoYo
heya, can someone tell me how i make my leaf particles collide with the player actor?
you using Niagara or Cascade?
niagara
there is a collision module you can add to the Particle Update section
Anyone know how to render only custom depth for an object? Turning off render in main pass turns off the depth pass as well. I'm trying to make my translucent water plane visible in fog but the scene depth node doesn't detect translucent objects
How it looks
How I want it to look (I added another plane above my water plane so the scene depth node would detect it, I just don't want it to be visible)
Do anyone have a clever trick how to get the directional vector of a decal in the material? I need it to mask out stretches in the texture.
i did, but it wont collide with my player, only with world
and some of them falling throu the ground
I'd recommend checking the collision presets on your static or skel mesh vs the environment. After that, I would check your collision settings on the Niagara system. Here's a good overview of the collision module in Niagara: https://youtu.be/QncETSkkeD8
In this video we'll talk about Collision for Niagara in UE4.
UE4 Playlist: https://www.youtube.com/playlist?list=PLomQNLPOWtzbpKLbhlyYYneuoPfMgfE9f
Unreal Website: https://www.unrealengine.com
Thank you very mush!
best of luck @keen wren
Hello people. I was wondering how to get into VFX in unreal? Flow maps, Niagara, flipbooks. I feel so lost getting into this and when I do research I feel like I'm not finding what I'm looking for. My goal is to get simulation like fluidninja or things made by Asher Zhu or magic fx and many other things. I've seen so many cool things you can do with this I don't know where to start.
realtimevfx.com has a lot of getting started with vfx all in one thread.
then its just riding it out until you understand stuff written by asher, ryan brucks, and such
To be fair, ashers and ryans stuff are only tangentially related to fx. Veeery little of what they show is useable.
yep, most of VFX in gamedev is just LETS GO WILD AND SEE HOW IT GOES! ...and only when you understand that you can't get 60fps on 2080ti then it's the point when Ashers, Ryans stuff will be needed
That is totally fine to not be able run a game on Oculus Quest 2 standalone with all your effects.
It's in a strange middleground. Too heavy for games, and not high enough fidelity for film.
It's honestly still amazing enough for me to see what world, environments/scenes I can even though it's not fully up to par. but it is enough to make you go like wooowww. create an experience that is just amazing.
I will have to keep that in mind though thanks guys
There is indeed a gap between showoff and practicable stuff. But very often showoff and RnD are pretty close together and might yield fruits later on.
Algo to starting with VFX is pretty simple. Pick an effect you like. Choose well and be unique, favoring path less travelled. Try to reproduce this effect in in unreal as close as possible. After you are satisfied with result, try to make the effect fast. Repeat N times for M effects. In the process,you will learn part of what you need naturally. @neat ingot
Makes a lot of sense. I'm still trying to get a good grasp oh now vfx works inj game engines vs something like blender, embergen etc.
Sounds like this could be useful to you. It takes you through the prerequisites and then gives you an idea for furhter knowledge. https://realtimevfx.fandom.com/wiki/Tutorials
are weapon projectiles normally particle effects or just static meshes?
they could also include animated skeletal meshes if you want/need to get fancy.
just dont do it on a minigun projectile XD
ah well
my light source doesn't seem to affect the player actor whatsoever. The light is set to a very vibrant green that does affect blueprint actors in the level but seems to do nothing to the player, as well as the foliage trees around or the landscape.
I'm sure it must be something simple that I just can't find if it's working so readily on the blueprint actors
lighting channel issues? Probably the player mesh is on channel 2 or something. Can you put some more screenshots for clarity?
Hey guys, I'm creating an icy explosion spell effect. I want to have the ground underneath be frosted and fade away. Should I do this in the particle system with an axis locked emitter or separately as a decal? Or something else?
Hey, my particle emitter stops once it reaches 1000 no matter what
Even when I turn off the max drawn count
Hi everyone - i was wondering .... I have a particle effect, and, it seems my postprocess is "deluding" the effect. I have a blue portal, and, when i drop it in my scene, it just turns very dark blue and emits no light at all. I have read that all i would need to do is turn my postprocess material to "before translucency" but that doesn't seem to help at all. The PP in the level is actually causing issues with any translucent item in the scene (even my minimap displays) .... any ideas where to start to resolve? I might add, the scene is ugly AF without my PP volume haha.
there is not right way of doing it but maybe you wanna check out some niagara samples.I think a separate mesh with transparency should do well.
Gotcha, thanks! π
anyone knows how i get houdini to export the hbjson from a ply file containing point cloud data,cause i am doing something wrong,i put it in unreal it is 40mb big it does have points and stuff,but when i plug it into the basic houdini template emiter with the given json on every node that accepted it,i don't get stuff on the screen,but the example ones work
do share what you made π
Hi, super beginner question. In cascade can you rotate sprite particles by a vector? I can only seem to rotate it along the front facing axis
Hey, I'm trying to make the Lumen Global Illumination visualizer accessible as a render target, but I am having a bit of difficulty understanding how ShowFlags work.
I found a relevant line in ShowFlagsValues.inl
SHOWFLAG_ALWAYS_ACCESSIBLE(LumenGlobalIllumination, SFG_LightingFeatures, NSLOCTEXT("UnrealEd", "LumenGlobalIlluminationSF", "Lumen Global Illumination"))
If I understand correctly, there is some other part of code that checks the ShowFlags and decides what to render. I believe this part of the code only runs in editor.
I was wondering if anyone knows where I might be able to find this?
Hey all, hope this is the right channel. I am still fairly new to UE and I added some volumetric clouds to my scene, however, if I look at them and there is an object between me and the clouds they get a white outline. Does anyone know how to fix this?
Hi all, could anyone advise me on how to dynamically blend between an opaque/lit material and a translucent/unlit one for a dematerialize effect? i'm trying to use material layers and not seeing an option to set the translucent blending mode anywhere
Without modifying the engine, I don't think you can.
You can dither it, but changing over to translucent is not really done.
but i can fade out the opaque mesh
and fade in the translucent one
if i have two instances of the same actor
maybe?
Fade out opaque mesh?
yeah like a particle effect transition
Alright
i read somewhere that it was possible to combine opaque and translucent materials with material layers
i guess they were mistaken
hey @cold sorrel just wondering what you thought of this.. I have two instances of the skeletal mesh in the same exact location, one with translucent and one with the opqaue(now masked) materials. Set a button press to fade up the opacity of the translucent and the dissolve amount of the masked at the same time and it looks ok i think, do you know if its possible to generate instances of meshes like this that could mirror anything that happens to a character? like animation, ragdoll etc?
hello guys, im a developer, im trying to prototype a project, i currently need to apply bruises textures onto a skeletal mesh
ive seen can be done in a couple of ways like render targets or hardcoding sphere masks onto the material, anyone can help me?
@celest birch what kind of help do you need?
i was trying to do it with sphere mask
so i get the hit and pass it into a material parameter then from what i read i need to transform the location to the skeletal mesh reference pose
https://www.tomlooman.com/rendering-wounds-on-characters/
this is what im trying to do
Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I'd like to talk a little about the effect and how it came to be. I'll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper alternative to texture splatting using render targe...
the material need the hit location in the reference pose right? not the world location
That is correct
i think im getting it thank you
has cascade been phased out for 4.27? if so, what happens to previous cascade particles? will they eventually be converted to niagara or?
No and no.
so one could technically still make cascade in 4.27 by duplicating and changing existing cascade stuff yes?
whether that is morally questionable or not
whoa how the hell did unreal engine do this laser search thing!? that's so cool!
So Im learning that distance field stuff so i can make water foam and such but for some reason it doesn't interact with my landscape at all unless i put an arbitrary cube into the scene, is there a reason for that?
Have you checked for collision?
I have this normal map that's yellow unlike other normal maps, it doesn't appear right when I put it through the normal mode in my material, I don't know what to do : {
Anyone has a good tutorial how to make good local volumetric clouds?
Hi, I can't find the channel for materials so I'm just posting here for now. Can anyone tell me why the it is not coming out as a solid color and has a gradient? I just want one simple uniform color on my material. Thanks.
The color I was going for is brown
Don't worry, figured it out.
This week on Inside Unreal we'll explore different volumetric effect options like volumetric fog, particles, and volumetric clouds. Technical Artist Asher Zhu will demonstrate how to sculpt believable clouds using volume textures and materials. We'll also learn how to create Editor Utility tools to enhance our art-directed workflows, and how to ...
Not exactly local volumetric clouds, but volumetric fogs
https://youtu.be/Xd7-rTzfmCo
This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.
Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.
Learn more at http://www.unrealengine.com...
Not exactly a Tutorial I would say.
I'd say one shouldn't disregard them if it's not exactly a step by step elaborated tuts.
I'm not disregrading.
It's cool but it's very difficult to comprehend.
Sjoerd's presentation is easier to comprehend, even though his result is local volumetric fog and not true self-shadowing local volumetric clouds.
For the latter, you'd have to come up with raymarched solution, which is elaborated in Ryan Brucks' post:
https://shaderbits.com/blog/creating-volumetric-ray-marcher
Interesting
Hi Guys, I have followed a tutorial on h ow to make x-ray vision but the issue is I want to limit the distance that can be seen by the player when they activate X-ray mode as you can see when the player goes near a wall he can see through other walls when I want him to be only able to see through 1 wall at most, Wondering if anyone can help with this please?
See through wall
As you can see the x-ray when enabled shows a sphere around the character so kind of anything overlapping in that area is what the player should be able to see so only the 2 NPC,s behind that 1 wall but not the red guy behind the further wall, I am really new to shaders so do not really have much of an idea about how to do this.
Just an idea could I use a Sphere Collision and anything it overlaps with change their stencil depth to a value not sure if this is possible though.
Is there any pipeline that allows me to apply a post process after the UI has been rendered?
Not without hacking the engine, no.
The UI is a separate render layer by design, and isn't affected by post process.
Go on...
The only place I can even think where to handle that would be in the back buffer directly.
Which presents its own multi-threading issues
hey guys does anyone know what is cheaper between using SmoothStep and RemapValueRange for a gradient ?
Hey, what kind of Post Process setup do you use for a realistic, modern looking game? I mean more the type of Post Process Materials. I have an unsharpen filter which looks already quite good but the looks does still not close to the post process quality of Battlefield 5 or Modern Warfare 2019.
I'm not an expert on visual effects so I don't even know exactly how all these kind of methodes are called
It largely comes down to good surface materials, and simple adjustment to the built-in colour correction.
It's that simple, really. Not much fancy, overly sophisticated post FX materials is necessary. Having shoddy surface materials and/or inconsistent meshes is going to be futile.
This in-depth tutorial goes through the entire production process for βRebirthβ, a cinematic produced by Quixel using Unreal Engine 4. Beyond its visual process, Rebirth serves as a benchmark and kickstarter for virtual production workflows.
Read more about the project on Medium: http://bit.ly/rebirthmedium
Watch Rebirth: https://youtu.be/9fC20...
Even the Rebirth project barely make any major difference in the post FX, save for a custom brightness aware film grain.
hi. i'm looking to apply some effects to characters in my scene (like showing that a character is poisoned or frozen, making their bodies green or blue respectively). however these characters all have different textures and i'm using different materials for every character.
does it make sense to make a single material for all of these characters, and then create material instances for all of them? it seems a bit limiting, and i was wondering if there's a different way to achieve this effect.
generally yes, you'd want to have one master material and then run instances.
that way adding new things saves a bleepload of time.
to give a suggestion for another way, just use a fresnel + color into emissive.
I see. So I am thinking about it correctly
So I guess all of the different effects I want to apply to my characters will need to change parameters on this master material through the material instance
yea, once you set them up properly in the master, you can activate them in the instance.
I appreciate the quick response, thank you. I am super intimidated by materials. I know theyβre really powerful but Iβm not much of an artist
you'll manage :)
Hi all, I'm trying to import ocean deformation onto a mesh in UE, and was wondering what the best method for doing this would be? Currently I've got basically a spritesheet texture, do I plug this in blueprints?
Sorry, realise its probably a dumb question, very new to UE
AFAIK, you can just pan around a couple of voronoi noise as the displacements and call it a day. No flipbook texture involved.
Hi everyone, i need some help, i was making a fire system from a tutorial and its have a animation. I did everything and call fire event in my shoot system but animation is not coming just my character is swinging
https://cdn.discordapp.com/attachments/225448446956404738/893266346203312148/2021-10-01_01-40-02.mp4
This is more of a #blueprint question than VFX related.
But the problem is my animation is bugging
VFX channel is largely about visual effects and not the anim/logics
Okay thanks
Hi, Can anyone recommend a good website/youtuber for post processing learning?? I simply cant understand the shaders atm and how they work like I kind of would like to recreate the xray vision from Batman Arkham Asylum but would like to understand how it's made rather than follow a tutorial if that makes sense please?
See pinned message on this channel and #graphics
does anyone have any suggestions for real time fx courses? I want to transition from film/tv fx to game and I know there are some workflow differences that I might be unaware of so I want to be able to prepare a portfolio suited for game fx. I know there are lots and lots of courses out there, but I'm really just asking if anyone has any favorites that have helped them a lot
Mostly I've been working in Houdini and I want to know how that translates to game fx
I always recommend this one, but I'm biased, having made it: https://realtimevfx.fandom.com/wiki/Tutorials
Haha that's awesome, I will check it out. Thanks!
Someone has a hint how to create a shader like this? It highlights every edge (would also pay if someone got something like this) https://www.youtube.com/watch?v=k0D9ZSzOKkI
This is overview over Outline post process on unreal engine 4
Available on:
UE4 marketplace: http://bit.ly/UE4OutlinePostProcess
You can follow me on:
https://www.facebook.com/PixelcloudArt/
Support e-mail: kiko0233@gmail.com
Highly customizable Outline Post Process material with adjustable line thickness by view distance, lines color, cu...
Well, if you're willing to pay for it, might as well bought the asset from the marketplace directly.
Β―_(γ)_/Β―
well its not available anymore π
I'm very sure there are other marketplace listings that offer the same (if not better).
I cant find anything or marketplace or youtube because
I just can find the highlighted version on the left (just the outline of what you see). But what I need is a highlighting of every edge, like in the middle.
Hello, i want to my mesh colored with vertex
alpha. whenever i export it to unreal engine, its looks just normal.
How to fix it ?
fire is flowing. there is no any alpha
did you use the vertex color node in the material so it actually uses the vertex data?
no i dont know what it is. i just made paint thing inside maya then import it to unreal and expected to see the result π
i only select "replace " inside import settings about vertex color import options one
you'll need the "vertex color" no in the material editor.
it has rgba outputs, each corresponding to the vertex color you painted.
if you want to use the alpha vertex color to fade out the edges, you'll need to hook it up to transparency. you'll need the right blending mode as well and such.
Decals, I guess π€
Or maybe light functions would be the better solution
Ah, thank you, I'll look into it! :D
i have added some light to a couple of particle effects and im experiencing a strange issue. it appears to darken the lighting around my particles in a weird blocky chunks pattern. it happens with or without my post process volume present. and is more visible in shadowed areas of my level, where the issue seems to complete mess up lighting in my surroundings. also on my building, it causes the windows to darken for the duration of my particle. can anyone point me in the direction of what might be causing this. increasing the "fixed bounds" to something stupid like x1000, y1000,z1000 by x-1000, y-1000,z-1000 lessens the issue but it is still there...any help would be appreciated
I need some insight on how i could make a particle effect like this, just a flat orb that always facing camera but when moved leaves a little bit of a trail behind. Its fairly simple but i can't seem to get it right.
It's fairy simple, that simple rapid emitter in world space should be enough.
Is there a way that I can make Custom Stencil passes not so jittery?? This is just visualizing the Custom Stencil buffer, and it's so jittery, even with a static mesh, and a still camera. I'm not going to be able to use it for the masking that I want to do like this.
Finally Finished Project + Breakdown:
https://www.artstation.com/artwork/Krnwno
https://imgur.com/uZeFmh7.gif
This is the first 3D effect from the VFX Apprentice course: A stylized explosion. I invested a lot of time to give it a nice color, motion and volume (especially during the fade out). The main textures were hand-painted in Krita.
Note: The environment textures are from the course project and the small guy is the default model from Unreal. I crea...
Hi guys, I've moved my vfx content folder into a new project (still using the same 4.26 engine) und now all my Niagara systems are broken and I don't know what's the issue. Googling "unknown function call" doesn't five me any helping results π¦ Does anyone know the issue?
thanks for the hint, let me try again ..
I assume Simon knows this
i'm a bit rusty with unreal. only use it for private projects and i usually stay at the same version for a very very long time π so no, i didn't know .. or maybe a i knew and forgot π
yes, now it works - thank you! β€οΈ
Say I want to have a player spawn a swarm of bats and control where it moves. What's the least intensive way to do that? Some kind of particle system?
Niagara can do just that, as per demonstrated in the very first UE5 demo.
is that a UE5 thing? The project is in 4 and I don't want to switch till 5 is officially released
No. Niagara has been in UE4 for a long while, and already production ready in Β±4.24
Ah alright, thanks. I'll check it out.
Hey guys is there an Way to Scale an particle Effect entirely?. not only the Emitter one, like i have an Fire and i want to scale it down, it scales each Sprite Sheet down... seperatley and not the Whole Particle Effect
Hey, guys sorry to bother, I actually don't know if that's the proper channel to ask about it, but anyone here know what it can be? I'm having this artefact with this Lighting bolt particle.
Anyone know how to get rid of this weird trail effect? I'm not too sure what's causing it but I know it's the grass
That's TAA ghosting.
Unfortinately that was the side effect of Temporal AA if enough colour contrast with plain grass textures.
How to get rid of it:
- Use FXAA, but it's ugly as f@!#
- Give your landscape material layered variations
What exactly is FXAA?
hello, i have a question. i wan't to have niagara particle effect on my animation but i wanted it to keep looping until the end of the animation is this how it works or there's a better way?
also is it bad for the system performance considering it have multiple notif?
It'll loop unless you specified it in emitter settings.
what about the image i've uploaded, is it okay about performance. right now i liked the way it looks but if it's bad for performance i'll try to change it.
Who knows? Try profiling it yourself, use the stat commands and whatnot.
Not sure this is the right channel for hair&fur questions, but anyway: did anyone try to use a hair cards mesh with 2 UV channels in a groom asset? The problem seems to be that when the cards mesh is assigned in the groom asset, the 2nd UV seems to be nonexistent, while the very same cards mesh with the same material used outside of the groom asset uses the 2nd UV properly. (The problem in that case is of course that it doesn't have any groom physics.)
UE5 Lumen on Media Player texture test
Fena: Pirate Princess OP
Post in #work-in-progress
^
hello community β€οΈ
I'm trying to make an expanding donutshaped mesh originating from a boss that sends out "pulses" that the player needs to jump over.
the problem beeing that if I just take a donut mesh and scale it it gets an unwanted result.. I want it to maintain its thinkness and only grow on the outer radius.
How would I do that?
With niagara particles? or maybe a procedural mesh?
or is there an other simpler way to do it?
check for the bounds of the mesh inside the shader, and use vertexnormalsws to decrease accordingly? thats prolly my best bet
@vague atlas
https://i.gyazo.com/f54a96ddd17b6713ab45c0e869409daf.png
(with special thanks to @wary dragon for fixing my dumdum brain mistake)
doesnt affect collision we just realized XD
But It doesn't affects collision.
oh my goodness. That is exactly What I'm after! π
oh.. lack of hitdetection is ofcause a bit of a bummer.. well. I guess I can fix that with other components that trace for hits
as a dumdum when it comes to code/blueprint, show me the results at some point.
Apparently I'm also a dumdum because I do not get your result π¦
@fossil swan @wary dragon
ah, you need an actual torus shape, not a cross-sheet one. @vague atlas
uhm, not entirely sure what you mean by that @fossil swan π¬
I used a generated torus from blender without any alterations.
This is a view with collision turned on i ue just to show the faces.
Is there an other kind of torus shape?
ah, you'll need smoothed normals as it replies on them for pushing/pulling them outwards. atm each loop has its own smoothing.
@vague atlas
aha!! that solved to disconnected faces problem.
But i still don't get your awesome result @fossil swan π
Now there is an inverted extra torus and when I scale the inner one (that look ok now!) shrinks and the outer inverted one grows in radius.
i'd need more details. are you using one mesh? multiple? are they the same size?
I think I'm in love with you π
It looks like it is starting to work. It does act up when I add too high numbers on the TorusRadius in the material.. and on too low numbers it apparently keep on growing, but I might be able to lerp that in script
The double donut was human error on my part in Blender when I was klicking around like a maniac
the normals should make the donut perfectly round, and you'll need the exact footing radius of the donut
I noticed. It is working now. and i finally understand your material.
Thank you sooooooo much! β€οΈ β€οΈ
np :)
now unto the collision-part of it :p
haha, yes π
but BPs I understand. That is the easy part. Materials are still a bit of a magic box for me
im no blueprinter, so random thought: hmm, you could probably use two cylinders, one for the outer edge, one for the inner edge.
if between outer and inner edge > act like collision.
def show me the result when you set it up :)
Does anyone know how I can use two directional lights with a sky atmopshere to have two suns?
https://drive.google.com/file/d/1j4-QgqSNVHa9Ys48aM9347nsQIZOsLd3/view?usp=sharing
This video shows the problem. It's like the alpha channel is slipping or something. Maybe the shadows. I honestly can't tell. Any help with this would be awesome. I know these forums are a bit "lean" on help but I really hope someone out there has seen this. I've been banging my head on this for sometime and I'm at my wits end. If I can't figure it out soon I'll have to go and render in Redshift, and (PUKE) I don't want to do that.
Thanks for any help!
dont really agree on these forums being lean, but /shrug hehe
can you show me the material for that mesh?
just a screenshot of the material, I dont have ue4 open.
(also the first time someone copies the node instead of showing a screenshot hehe)
not that I mind, just didnt expect it
And a screenshot of the problem itself too could be useful.
first of all, two-sided sign just outputs -1 on the back-side of the plane, and 1 on the front side. multiplying doesnt do anything proper in this case.
the issue is happening without the WPO plugged in, i thought it was a Normal thing, but i tried that fix too, with no success
ah ok, i was just following some forum post about that
it looks like the alpha channel isn't being moved by the WPO for some reason
it's like the alpha just stays and the textures move
that lerp behind the simple-windgrass could just be a multiply, not sure whats going on there tbh.
my limited experience with the Material Editor is what's going on:)
that first lerp is a mask so the whole plant doesn't wave
at least my attempt at it, seemed to work
it works, but its a very "uncommon" approach.
all this is from Quixel fyi
afaik this should throw an error even:
https://cdn.discordapp.com/attachments/375020523240816640/897251926167658526/wind2.PNG
because afaik Alpha only takes vector1, unless that changed...
(deathrey would probably confirm my suspision)
i'm open to whatever gets me there
yea i wasn't clear on what i shoudl put into the alpha....I thought constant but didn't know if it needed actual color values
that whole setup with the noise node is basically (also) messing up the simplegrass wind setup, and makes the static switch "enablegrasswind" useless.
Learn how to create a realistic, animated, windy field in Unreal Engine 4 using Megascans materials.
Megascans
http://www.megascans.se
this may give insight
in that they add the two noises together to get a wider noise in the grass
yep
How does geometry of the model look?
- two sided sign should not be used that way. its inverting the entire normal on the backside, which will result in odd behavior.
- I would just plug in the simple wind setup without the bottom part for movement.
- using a noise node is generally not needed as its expensive, even in its simplest form. (unless doing really specific things)
- the mask-texture for the simplegrasswind can just be multiplied by the aforementioned.
- you arent using any opacity, which for two sided foliage can make it look dull.
not sure what you are doing with subsurface color.
there might be a chance one of these might ff up the dark shadows, but not sure what is causing it.
actually that may have fixed it
death is better at fixing the actual thing.
how does that work? how can it be opaque but still use a alpha mask?
Thanks for all that info Luos, all great to know. When you say i'm not using any opacity, shoudl i plug a constant into that and make it like .8 or something?
Thing with two sided sign is, that if you are using tangent space normals, unreal flips it for automatically.
So there is no need to use it.
i think i turned tangent space off
because the post said to if using two sided sign
so should i turn it back on and ditch the tss?
so turning on tanget space normals, killed the opacity masks
What happens is that wpo simply moves vertices in a such way, that reveals parts of the surface with normal, you would not normally see.
so...how do i get opacity back:)
that's interetsing....so is there a proper way to do what i'm trying to do?
There are many proper ways. But it depends on what you are actually trying to do.
trying to make a pretty large wheat field, and path tracing it with Movie Queue
so as close to photoreal as i can get with no real mind on optimization
I'm a traditional VFX guy, but I've been tasked with pushing UE to see what can be done with it. Large foliage volumes are a issue in VFX, so I'm attempting in UE:)
usually i would do this in Houdini and call it a day, but UE is a bit more material focused, less physics based, why i'm running into these issues i would imagine
Is WPO for raytracing enabled?
Um...where do i enable that?
i guess i assumed it was since the wheat was moving...but..
Without it, raytraced shadows would trace shadows from actual deformed surface position, while checking intersection against undeformed surfacex resulting in artifacts.
yea that's makes total sense, i didn't even know that was a setting
Also, simplegrasswind and photoreal wont work :)
I'm finding that out, is there a better/other way. I'm totally open to suggestions:) Where is the WPO for raytracing option at?
just wanted to check to see if i have it on or not
i typically use speedtree for this in UE, but they don't have this specfici plant bla bla bla
Existance of this option is doubtful. If it exists, it should be somewhere.
using speedtree is fine, their nodes in ue4 however :p
That is as preceise as I can tell about its whereabouts
hahahaha
yea agree luos
but i'm not good enough with C to make a new custom wind from scratch
Somewhere in project settings, rendering, raytracing section
yea i can't find it, fuck.
r.Raytracing.Geometry.InstancedStaticMeshes.EvaluateWPO 1
Down there
It is on actor in question
but if i'm using foliage tool....can i still set that?
maybe that is what the cmd line is for
Did you have any tips on a better wind?
https://www.youtube.com/watch?v=FaCQWUL0Htw I personally liked this one.
Here it is! The blueprint to control just about everything I could think of to do with grass in Unreal Engine 4. Size, Color, Wind Speed, Type...ect. ect. Took me some time to put this together so I hope you all enjoy...AND it's free! :)
***As a note, this requires Unreal Engine 4.23.1 or above to open the project
Download Link:
https://drive.g...
I do. A ton actually, most of it would be out of scope. But generally, you need to have some feeling of rigidness in the foliage, that is why it is better to rate grass elements around some point. Simple grass wind just wobbles things around like jelly.
For offline rendered I would obviously go for complex setup with pivot painter
But simply observing wheat field, you can notice, that after plant is pushed by the wind, at some point its widage decreases and it springs back. And when it does, it makes a circular motion. Shader in Epics Kite demo captures it really well and not very fancy.
yea, i don't use Max...i'm assuming thats the only way to use PP2
Awesome, all great info man! I really appreciate it.
thanks @fossil swan @analog onyx - I'll let you all know how it goes!
good luck! def show us the final result (if its not against NDA)
Just use #graphics next time. This channel is mostly for people blowing stuff up or making other kinds of pew pewables and they are not always happy to see shador discussions here.
I am fearful of Glad appearing and shooing us away from here.
I do think I hear him breathing! RUN
Pfft, Im with death. Tech art is more graphics :p
https://i.gyazo.com/f36576612edfb5e5a13d453eac76deef.png
for the general audience, anything above just plugging in a texture is advanced :p
Bah. I guess Niagara is the last bastion for fx now then. More and more channels to mute
we'll probably need to re-organize all the channels at some point. especially with ue5 on its way.
No mute pl0x ;(
why does my shell ejection go in the opposite direction when i move my camera around, im doing a simple "spawn emitter at location" and nothing
Hey guys,
Is there a way to use Material Graph Nodes to write compute shaders in UE4/UE5? Will Niagara help me with that?
Niagara's Grid2D is in a sense compute shaders.
Thanks! That means I should dive into ue4 c++ guts... again π¦
does anyone have a clue why my local fog system set up exactly on a older version of unreal
no longer works with 4.27
and im unable to remake it to get it to work
This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.
Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.
Learn more at http://www.unrealengine.com...
identical to this video but there is simply no fog when spawning the particle system in
hello guys i have a candle flame cascade that is visible only in epic scalabilty settings but not on high scalability settings.....Any ideas?
if I recall correctly
in cascade, when you click on the "name" of the particle emitter. (the one with the tiny square preview, and 3 tiny square boxes), it should show you its detail panel. in "current detailmodes" it should say "(mixed flags)
current detail mode: low, medium, high.
How would got about making a "Portal jelly like" metaball particle effect with collision? Niagara or Cascade?
I would prefer sticking to UE4.27, unless UE5 has better options.
Thanks!
This sort of stuff
Niagara.
You can use its Grid2D and Simulation Stages functionality to build 2D metaballs or any kind of (faked) fluid dynamics.
twitter thread: https://twitter.com/Vuthric/status/1295460434560995328
I'm gonna put out a write-up about this when UE4.26 stabilizes. Join my discord server to keep updated: https://discord.gg/rD7rDV2
I gave this talk last month in Unreal Open Day and subbed it in English since you guys and girls seem to like it
Updated water with flowmaps: https://www.youtube.com/watch?v=RjEUzCpyWGA
My showreel on twitter: https://twitter.com/i/events/1226163357121515524
Amazing, thank you, i'll check it out.
Hey amazing artists, I'm kinda (VERY) new to Niagara, so please forgive if this has already been asked/answered.
Is there a way to get Niagara positions/velocities out to json or somesuch? So if I want to setup a particle system in Niagara as previs, and bring it over to Maya/Hou for added sexiness?
Cheers in advance
What about using this to create metaballs?
https://docs.unrealengine.com/5.0/en-US/PhysicsFeatures/ChaosVSPhysxOverview/
It mentions that Fluid Simulation is supported, but I cant seem to find any docs about it.
Chaos isn't production ready yet, even in UE5.
Pity, thx for the info tho
guys do you know how to make this camera noise effect?
Film grain?
yes
It's in the post process volume settings.
how is it named in post proc vol?
This is driving me crazy and I figured it out a year ago but didn't work on vfx since then... How in the world do I have particles keep their velocity regardless of camera position? I don't want them to face the camera or care where the camera is, just respect the velocity I've set...
Set them to be velocity aligned
@cold sorrelOh Jesus, that was it π€¦ββοΈ thanks!
Hi, does someone has experience with the particle system of unreal?
there are two, which one do you mean?
