#visual-fx

1 messages Β· Page 41 of 1

lavish solstice
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Ahh okay, i thought this might be the case but wanted to be sure. Thankyou!

unreal thorn
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But even then the algo to got precisely that shape would be complicated.

lavish parrot
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Is it possible to make a Niagara component change its particle system while it's playing?

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In theory I could probably delete it and create a new one, but just changing it would be better for performance

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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.

upbeat gate
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Does anybody know if one of the asset store freebies has lightning?

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I remember using one on a job before, but not sure if it's in my library

upbeat gate
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nods

fossil swan
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also @upbeat gate please check out the #rules :)

grizzled merlin
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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

fickle sorrel
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Hi Guys,How does this kind of region VFX create in Unreal Engine,It`s really difficult ,right?

unreal thorn
# fickle sorrel

You could achieve this with simple planes with set textures, or fresnel the emission and opacity around a shaped plane mesh.

fervent lily
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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?

fickle sorrel
silver chasm
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What sort of effects would you guys do for opening an item chest?

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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

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but beyond that I don't really know what to add to make the chest opening experience 'feel' better

lavish solstice
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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

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this is from sea of thieves btw, in the order of souls tent. The smoke inside follows the camera like a sprite

olive sail
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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)?

cold sorrel
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Yes.

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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.

olive sail
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Thank you, I'll look into it!

cold sorrel
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Granted, that only works for Niagara. I didn't check which channel it was.

olive sail
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Oh

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I thought it's an option through the particle modules

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Something here

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I'm not using niagra, maybe that choice comes with limitations

cold sorrel
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Yes

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Cascade is extremely limited by comparison

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You can still do something similar in the material of the sprite, but it will be harder to use.

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Do the same distance calculation, but to the object pivot or something and do the scale in WPO.

olive sail
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Awesome, thank you for the guidance <3

fallow sundial
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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!

unreal thorn
lavish solstice
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yeah I've gotten closer with WorldSpaceAlignedScreenCoordinates function

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but its still being distorted by my FOV even though it says its meant to take that into account

weak jewel
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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?

minor shell
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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.

vernal orchid
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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

opaque phoenix
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does anyone know what would cause a groom asset to look like this?

faint vapor
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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...

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What am I missing?

cold sorrel
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You are missing scale

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And masking, but you will notice that once you see how it moves

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Myltiply it by 100 an you will see

faint vapor
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Ehm... well... this helps too... πŸ˜…

primal parrot
earnest osprey
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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?

modest fog
earnest osprey
narrow plaza
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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

analog onyx
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Using WPO

narrow plaza
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thanks for tip

flint galleon
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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.

primal parrot
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You can tweak the distance to fade off

onyx whale
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Level is not going dark
Lights set to 0 here. How can I do this?

unreal thorn
onyx whale
primal parrot
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Skylight?

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Emissive materials?

unreal thorn
cold sorrel
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Show the material and settings

fossil swan
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he gotten a strike, asking same question in multiple channels.

cold sorrel
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Fair enough

fossil swan
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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

celest birch
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@cold sorrel

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settings are default for the sun and sky

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im using the archviz scene template

cold sorrel
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Does it happen if you remove the depthfade?

celest birch
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like this u mean

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?

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it still happens

cold sorrel
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Ok

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Exposure settings. Anything funky there?

fossil swan
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its ue5. its nanite. and it uses opacity.

cold sorrel
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...

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Welp

celest birch
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everything is default as i told you

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i tried using sun skylight and sky atmosphere and it works perfectly

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its when I use the sun and sky blueprint that it looks like this

fossil swan
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oh sorry, mixing two people up

celest birch
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the main project im working on I wanted to import this asset to doesnt work though

fossil swan
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my fault

celest birch
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and I cant just remove the sun and sky, which is why i want to get this working

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maybe its something inside the sun and sky blueprint?

cold sorrel
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Could be a sorting issue.

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The fire could sort behind the sky in the blueprint version.

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Haven't used it so I don't know

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But yeah, if it only happens with that bp, you need to look through all the settings in there.

celest birch
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so i went into the sun and sky blueprint

cold sorrel
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Anything related to sorting, translucency and culling.

celest birch
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deleted the directional light and I can see the flames

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the sky atmosphere and skylight are fine if left there

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i tried the same deleting them and leaving the directional light and it stiill happened

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so main issue is directional light

cold sorrel
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If you set the directional light to be black or 0

celest birch
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wait

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i got it working

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i added a new direcitonal light

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and deleted the old one

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in the components list

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so its a setting inside the direcitonal light itself then

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i wonder what it could be

cold sorrel
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Or a bug/corruption

celest birch
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yeah that as wwell

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thanks for the help partikel

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i dmed u once I got banned lmao

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thanks either way!

celest birch
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@cold sorrel fixed it by lowering the directional light intensity

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it was at 7000 lux

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lmao

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put it at 100

cold sorrel
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That's why I asked about the exposure

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I thought the whole scene got blown up by the light.

celest birch
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yeah exposure was fine

cold sorrel
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And setting it to 0 πŸ˜›

celest birch
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yeah

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i did that 0 thing and it gave me the idea to lower it

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i read back on it

solid wing
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(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.

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I've reimported the HDA and the cook logs show that there were some issues with dependencies being initialized.

nova maple
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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

cold sorrel
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Seeing the matdot sparks in the background I would not expect anything complex.

primal parrot
valid pine
shell falcon
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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.

analog onyx
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Correct place would be #graphics @shell falcon

opaque salmon
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anyone know how to slow down clouds? the default volumetric cloud system has them rippling away unrealistically fast

unreal thorn
opaque salmon
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I'm just using the default material out of the box

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I don't see anywhere in the parent material that indicates how that's configured

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though I'm extremely new to all this, so lots of masks and textures that I have no idea what does what

unreal thorn
# opaque salmon I don't see anywhere in the parent material that indicates how that's configured

The default material is rather messy IMO
You should create your own material for the volumetric clouds.

https://www.youtube.com/watch?v=aYxvN5cs-EU

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...

β–Ά Play video
opaque salmon
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cool thank you

shell falcon
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@analog onyx Appreciated. Thanks

clever apex
brittle remnant
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transform your vertex offset into local space

clever apex
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That just moves the mesh away

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Its OK though, I changed to use morph targets instead

brittle remnant
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It can work that way, just need the correct vector maths. πŸ™‚

cedar pecan
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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

cold sorrel
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Is it a cascade or a niagara effect?

cedar pecan
cold sorrel
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Click initial size and play with the numbers.

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Actually, click Size By life instead.

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That's not a scale. It's poorly set up.

cedar pecan
cold sorrel
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The values in these

cedar pecan
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Got it many thanks for helping me πŸ™‚

clear pawn
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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)

cold sorrel
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What makes you think that?

clear pawn
cold sorrel
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Yes

clear pawn
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some dev told it, and it look like it too

cold sorrel
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Ask the dev how it's done?

clear pawn
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no its just some post

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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

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here is quote, that they abandoned PIP rendering they used in ghosts

cold sorrel
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Sounds like you need a renderprogrammer then.

clear pawn
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I managed to do lens by transforming postprocess uvs, but I get ugly aliasing (looks like TAA happends before)

cold sorrel
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But then you haven't actually zoomed in, you've just distorted the image.

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That's like trying to digitally zoom on a picture on your phone, while shouting Enhance! to the officers behind you

clear pawn
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yeah its wrong

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taa can upscale even .5x res nicely so in theory there should be a way to do it correctly

valid locust
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Is there a way to instance particle systems like HISM or foliage?

unreal thorn
clear pawn
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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

analog onyx
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@clear pawn the effect is simple in nature

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Just reproject what is in the scope

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Get distorted uvs

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And upscale the image with a filter, so it does not look junk.

clear pawn
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thx for info, so far Im already upscaling it

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but not with a filter

analog onyx
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There is more advanced way which I confirm to be useable on practice.

clear pawn
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so far this is what I got

analog onyx
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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.

clear pawn
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right now I use just scale uvs by center

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which produces additional aliasing

analog onyx
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Extra pass would be rendered with different projection

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Modify deferred passes to fetch different cam parameters depending if pixel is in scope or not.

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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.

clear pawn
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wouldnt extra pass take performace cost?

analog onyx
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They surely would

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But not even nearly as much as rendering multiview.

clear pawn
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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

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I mean I do understant exactly what you mean but actually doing it would be quite difficult

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thats why Im asking about that "filter"

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if I scale it 1.2times, then jaggies are visible

clear pawn
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oh, I found it, it was setting in scene texture, now its much better

digital nebula
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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

random saddle
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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?

random saddle
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@wind steppe Cool if I link a pastebin?

wind steppe
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Screenshot of the part that makes inner outlines maybe

random saddle
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Alright, hold on...

wind steppe
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it's not pastebin, it's blueprintue, even better

random saddle
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So it all starts with a Line Thickness parameter, which controls the, well, line thickness...

wind steppe
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I thought you gonna paste xml

random saddle
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Ooooh, alright. Yeah, Blueprintue is my go-to for this.

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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.

wind steppe
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  1. Disconnect NORMAL LINES part to verify that this part is causing issue
  2. 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
random saddle
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Unfortunately, that's what I've been trying all day, with no luck.

wind steppe
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Hmm, maybe houses have wrong normal at sides?

random saddle
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Oh, the lines show up over everything. Even UE4's default cubes.

unreal thorn
spark thorn
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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?

unreal thorn
fresh lynx
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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

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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

spark thorn
# unreal thorn Battlefield games are good reference for it.

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)

This video has been voted on by the Patreon supporters of the channel


Support the channel:
https://www.patreon.com/RandomMadness

For a one time contribution:
https://www.paypal.me/valentinbk


Big thanks to Eichhorst for helping me test the destruction m...

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cold sorrel
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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.

indigo jolt
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I'd like to know who calculated the "damage" numbers on Horse Collisions

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I'm no expert on horses, but I think trains do more damage to horses than horses do to trains πŸ˜›

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I guess Gibbing the horse is a bit problematic for rating though

icy heath
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How to speed up the spawn rate of a particle system?

cold sorrel
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Set the spawnrate higher?

icy heath
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Sorry, but which one? I want my particle spawn imediately after game start. but now it's like firefly fade in very slowly...

cold sorrel
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That's an odd setup.

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If you want it to spawn right away, use a burst instead.

lapis mist
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What's a good way to achieve a consistent long beam like this? Should I use some sort of long mesh?

devout portal
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@lapis mist ribbon particles

pulsar axle
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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.

icy heath
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@cold sorrel Thank you for your answer! 😊

olive sail
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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

cold sorrel
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Also, never use Jpgs for anything in game dev πŸ˜›

cold sorrel
olive sail
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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

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These are its spawn settings

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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

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Is there a setting that can always draw a 'leading' ribbon segment that's always attached to the source?

raven sage
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Anyone got any tips/tricks on localized volumetric vfx for things like smoke bombs and such in VR?

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just realized volume materials are a no in VR doh

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i know it's a complex topic : /

primal parrot
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are they not usable because of the overhead to render expo height fog or something like that?

unreal thorn
unreal thorn
primal parrot
cold sorrel
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Oh damn! Has the min spec gone up enough to allow that in VR now?

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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.

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So rolling up with a heavy shader like 6p would have gotten me stabbed I think πŸ˜„

unique iron
olive sail
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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

clear pawn
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what I needed was filtered scene tex

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@olive sail

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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

olive sail
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Looks good! What is the nature of filtered scene tex that makes it work efficiently? How is it different than PIP?

clear pawn
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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

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differece is that pip uses separate camera to render scene twice, which eats up fps like crazy

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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)

olive sail
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cool stuff πŸ‘

celest birch
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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

fossil swan
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mpc's are global, change a value > anything with same mpc gets changed

celest birch
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I'm aware

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just gonna use instances instead

golden jackal
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is there a way I can fix those weird shadows that keep appearing?

primal parrot
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looks like screen space reflections?

earnest osprey
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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.

main obsidian
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I have this fire particle system. How can i make it faster and longer on the Z axis??

fossil swan
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increase initial velocity/other velocity modules their z-axis values for faster
increase lifetime for longer

main obsidian
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@fossil swan I get the lifetime and the velocity thing. But i can find anything for axis

waxen willow
primal parrot
olive sail
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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?

cold sorrel
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Not really, it just obliterates the memory to do it.

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But if that's not a concern, just shove an movietexture on an impostor.

olive sail
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Memory is a concern πŸ€”

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I don't know what a movietexture or an impostor is, but I'll look those up, thanks πŸ‘

pulsar axle
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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?

fossil swan
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impossible

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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.

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just needs to be the same ue4 version (or them using an older one)

deft ivy
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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

celest heart
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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?

Unreal Engine

80 stylized slash effect

tawdry fjord
celest heart
# tawdry fjord 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?"

tawdry fjord
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fyi too tired to help rn ull have to wait for someone else

gilded gate
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Hey guys, is there any way to copy and paste modules from one cascade PCL into another?

lapis mist
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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

cold sorrel
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No

olive sail
#

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

cold sorrel
#

Initial mesh orientation and then update orientation

olive sail
#

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

cold sorrel
#

of course it does

olive sail
cold sorrel
#

All parameters can

#

click the little arrow on the right and set it to random range

olive sail
#

Oh? Please enlighten me-

#

Oh my

#

You just changed my world 😍

#

Thank you!

ruby ermine
#

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

cold sorrel
#

It only distorts the opaque pass.

ruby ermine
#

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

cold sorrel
#

Alright

ruby ermine
#

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

vocal python
#

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

fossil swan
#

there should be an example in the example content > niagara map

vocal python
#

Ok I'll check it out, thanks

distant zephyr
#

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

olive sail
#

can textures in UE4 be single-channel, or do all of them have RGB?

cold sorrel
#

Yes

olive sail
#

Is it up to the texture's compression settings?

cold sorrel
#

Yes

olive sail
#

Thank you :)

burnt dock
#

anyone wanna get paid for a tutorial?

fossil swan
burnt dock
#

oops, so sorry! :(

torpid palmBOT
#

:triangular_flag_on_post: AntonioPepe#8741 received strike 1. As a result, they were muted for 10 minutes.

celest birch
#

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

olive sail
#

Is there any way I can set this Niagara system's finish mark to be a dynamic input, like a user setting?

cold sorrel
#

Yes

#

Set the loop length to a user param

olive sail
#

I think I did that (unless I did it incorrectly?)

#

However that red line isn't budging

cold sorrel
#

Does it need to?

olive sail
#

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

cold sorrel
#

In game or in the preview?

olive sail
#

In the preview

cold sorrel
#

...

#

Don't use the preview

#

ever

olive sail
#

Oh? How come?

cold sorrel
#

Because of bullshit like that.

olive sail
#

Is there some rule of thumb I don't know of

cold sorrel
#

And it has the wrong lighting

olive sail
#

Gotcha

cold sorrel
#

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

olive sail
#

Right on, that all makes sense

cold sorrel
#

Rule of thumb: Never use the preview. Always work in level.

olive sail
#

Awesome, thank you for all the help, the list is getting bigger πŸ˜ƒ

olive sail
#

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

cold sorrel
#

What are you trying to do?

olive sail
# cold sorrel 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

primal parrot
olive sail
#

So, in child systems, I can enjoy a shared set of user parameters specific to some parent system

primal parrot
#

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?

olive sail
#

I did not, but good to know πŸ‘

primal parrot
#

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...

solemn fern
copper cloud
#

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 πŸ˜΅β€πŸ’«

analog onyx
#

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

solid wing
#

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

sacred nova
#

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

gritty pivot
#

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

copper cloud
# analog onyx Single layer water works fine from underwater too, but last time i checked the s...

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

icy sundial
#

hi, i'm trying to follow this tutorial https://www.youtube.com/watch?v=gbQtzQsu_mM but i get stuck at the third minute

Support me on - https://www.patreon.com/Ashif
Support me on - paypal.me/9953280644
. 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 ...

β–Ά Play video
#

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?

cold sorrel
#

In general? Following cghow πŸ˜„

#

But specifically, that depends on what the error says.

icy sundial
#

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

cold sorrel
#

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.

icy sundial
#

i tried that

#

but the image he gets is one single thing

#

if i add that, it gets split

copper cloud
#

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) I’ve been trying and can’t figure it out

lone wing
# icy sundial

plugging a reflection vector works fine if your texture is a cubemap

icy sundial
#

It isnt

#

Its a jpg image

lone wing
#

then dont use a reflection vector

#

reflection vector is used to map a cubemap into a sphere

icy sundial
#

Im trying to do what the guy did in the tutorial

#

Im guessing i should use a cubemap with the texture of the pic?

lone wing
#

yes hes using a cubemap

icy sundial
#

Thanks

celest birch
#

Hey Guys πŸ™‚ 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.)?

fossil swan
#

disable first for X seconds, then destroy

celest birch
#

the X would probably be the lifetime of the longest lasting particle, right?

fossil swan
#

that could be a thing yea, depends on some variables. but if your smoke lasts 1.2 seconds, 1.3 should suffice

celest birch
#

Ah ok got it, thanks! πŸ™‚

austere nymph
#

how can i get light shafts like this ?

primal parrot
#

expo height fog, volumetrics on a distant light, cloud actor - google, EPIC has a few vids

fossil swan
#

@austere nymph please refrain from asking the same question in multiple channels next time.
points to the #rules

austere nymph
#

didn't got answer on #graphics and i tought i would try out here

fossil swan
#

next time I wont ask nicely though :p Β―_(ツ)_/Β―

austere nymph
#

that was no question tough

#

that was a warning ^^

fossil swan
#

no, I asked to please refrain from doing so.
my reply was the warning :)

austere nymph
#

in my langue thats not a question ... idk in english exactly

#

more like a command and request

fossil swan
#

same, anyways, do read the rules please. only takes a minute or so :)

austere nymph
#

... 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

analog onyx
#

@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.

silver plover
#

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.

https://youtu.be/EAD0CUNrhBo

#

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.

fossil swan
#

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 :)

silver plover
fossil swan
#

aaight :)

copper cloud
# analog onyx <@409618973509025804> you need to be able to run the pass at low res for godrays...

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 πŸ˜… EDIT 2: this was a bad approach and looks bad nevermind πŸ˜₯

copper cloud
#

@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:

analog onyx
#

@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.

olive sail
#

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?

fossil swan
#

in cascade only if you use the subuv modules, if the flipbook is done in the shader it doesnt work properly

fossil swan
#

havent really played with the subuv's in it, they should work but no experience with them myself

silver plover
#

Beat me to it πŸ˜„

cold sorrel
#

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

olive sail
cold sorrel
#

Yep, that works

#

It's the other way around. Driving it with time or something in the material. That doesn't work.

olive sail
#

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

cold sorrel
#

Same texture plugged in?

olive sail
#

Yessir

cold sorrel
#

Not using the "automatic" tickbox?

olive sail
#

I tried both

cold sorrel
#

Having it ticked doesn't work I've found.

#

But just plugging in a texture and specifying a channel works fine my end.

olive sail
#

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

cold sorrel
#

That should be fine

primal parrot
cold sorrel
#

*sprite renderer settings. The material has nothing to do with it

olive sail
#

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

primal parrot
cold sorrel
#

And if you set the OSM Opacity method to the red channel, that does nothing?

olive sail
#

Nope

cold sorrel
#

Then that's bugged.

#

That's the way to do it.

olive sail
#

:(

cold sorrel
#

4.27?

olive sail
#

4.26

cold sorrel
#

Huh, any engine changes?

#

It works fine in my 4.26

olive sail
#

Nope

#

I guess I'll continue trying on different textures

#

And tweak with settings

cold sorrel
#

Try adding a new emitter and do thee same setup in case it's gotten corrupted or something.

#

The cutout settings are good.

olive sail
#

πŸ‘ Thanks, I'll do that

cold sorrel
#

New emitter, new system etc.

#

Something has broken 😦

olive sail
cold sorrel
#

What format is your texture @olive sail

#

Not Exr right?

olive sail
#

Uhhh

#

If you mean compression settings - then it's alpha

#

Wait no

#

Default, sorry

cold sorrel
#

Something is tickling my brain about an old bug with higher than 8bit textures.

olive sail
#

Oh my

cold sorrel
#

But I'm sure that's fixed.

#

For academic reasons you could slap a good ole tga or png in there?

olive sail
#

By png, do you mean just drag and drop a .png file into the content browser and use that?

cold sorrel
#

yer

olive sail
#

That texture was a .png

cold sorrel
#

Ah gotcha.

#

Cool then that's probably not the issue

olive sail
#

Its a raw embergen export if I recall correctly

cold sorrel
#

Does it do anything if you plug any random texture in?

olive sail
#

Lemme check

#

To the cutout, yeah?

cold sorrel
#

yeh

olive sail
#

So yes, just tried this

#

Buuut I had to set the sub UV values to 1, 1

cold sorrel
#

Yeah, that makes sense

olive sail
#

If I bring it up to what it's supposed to be, it gives up

cold sorrel
#

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

olive sail
#

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

clever timber
#

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?

olive sail
#

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

clever timber
olive sail
#

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

clever timber
olive sail
#

Yeah, I found it had a slightly steeper learning curve as it's more involved, but it quickly becomes quite intuitive

clever timber
clever timber
#

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

celest birch
#

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

celest birch
#

figured it out I think, was something with sphere asset I was using. Different one worked fine.

primal fern
#

Does anyone know how to make realistic rain? I can't find anything online

vast fractal
#

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?

primal parrot
primal fern
primal parrot
#

ok so sheets of rain... off in distance? mid range? close?

primal fern
#

close and midrange

primal parrot
primal fern
#

dude your a life saver, thank you πŸ™‚

primal parrot
#

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.

tranquil cliff
#

Does anyone know what would cause particles (with a set upward velocity) would work correctly out of game but just ball up in game?

cunning quest
#

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

olive sail
#

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?

cold sorrel
#

No

olive sail
#

Thought that'd be too good to be true :D Thanks πŸ‘

olive sail
#

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

cold sorrel
#

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

olive sail
#

Oh yeah, this was just to stress test

primal parrot
#

so if you used an oval shaped mesh with the volume texture, thats less a hit than many sprites, right?

olive sail
#

Β―_(ツ)_/Β―

primal parrot
#

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 πŸ˜„

cold sorrel
#

Profile it

#

If it works, it works

analog onyx
#

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

olive sail
#

Is there a good way to randomize the material of a particle? Googling and documentation gave me no good answers

cold sorrel
#

Multiple renderer and visibility tags

olive sail
#

will renderers with no visibility still increase CPU complexity?

cold sorrel
#

No

olive sail
#

Awesome

cold sorrel
#

It'll hit you with a bit of memory , but not as much as the alternative

glass wasp
#

Is there a place Here that I can ask for Paid help? Looking for an unreal VFX artist. Simple job for prototyping something

fossil swan
#

only place where that is allowed is the job board. check out the #instructions

arctic lodge
#

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?

unkempt mango
#

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?

cold sorrel
#

Unreal doesn't support volumes.

devout canopy
#

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

nocturne trail
#

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

mystic torrent
nocturne trail
meager pendant
#

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)

devout canopy
#

I'm working on that wildfire smoke effect. I'll be increasing density, decreasing view radius, and more soon

#

there

sleek arrow
#

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?

meager pendant
grim kernel
#

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...

β–Ά Play video
#

The foggy things that show up when the rain is close to the light

thick atlas
#

is there a grid pixel size console command equivalent for volumetric clouds?
to increase the "resolution" per se

thick atlas
#

Great resources though, thank you for sharing

heady sandal
#

Hey does anyone know how to do screen-space shaders? E.g. camera effects?

heady sandal
#

Nvm I think I figured it out. Post processing material. That's cool

teal tundra
#

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.

celest birch
#

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

cold sorrel
#

Show that

unkempt mango
cold sorrel
#

No

vast fractal
#

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.

umbral flint
#

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

hollow fossil
#

Hey! Anyone have information on how to create a spherical projection decal?

umbral flint
#

Got the same issue as this person

#

Ok we've found out !
You need to set your Default Skin Cache Behavior to Inclusive here :

analog onyx
#

@hollow fossil it is kinda straighforward. Take lightvector and transform it from cartesian to polar coordinates. There is your spherical projection.

verbal moon
#

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 ...

β–Ά Play video
leaden anchor
#

Can anyone explain why I can't find particle system (sevarog_homecreen ?

@ me if responding

still bay
reef summit
#

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

still bay
warm dew
#

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! We’ll kick things off with a demonstration on how to create beautiful and complex effects, while using less texture memory, with SideFX Lab’s latest Vertex Animation Textures 3.0 workflows. Then, get an update on their new learning and demo piece, Project Titan, where we’ll discuss workflows for large scenes and...

β–Ά Play video
#

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 πŸ™‚

still bay
alpine dagger
#

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...

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narrow kernel
#

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?

topaz thunder
#

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?

sullen charm
#

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.

slow trellis
#

hey guys, i have a noise material that i want to stretch sideways, any idea how to do that?

native flax
#

Anyone else encountering artifacting from SSGI when upgrading to UE54.26? All scenes are incredibly noisy. 😦

stone iron
still bay
keen wren
#

heya, can someone tell me how i make my leaf particles collide with the player actor?

sturdy burrow
#

you using Niagara or Cascade?

keen wren
#

niagara

sturdy burrow
#

there is a collision module you can add to the Particle Update section

gleaming spire
#

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)

copper maple
#

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.

keen wren
#

and some of them falling throu the ground

sturdy burrow
# keen wren 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

sturdy burrow
#

best of luck @keen wren

neat ingot
#

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.

fossil swan
#

then its just riding it out until you understand stuff written by asher, ryan brucks, and such

cold sorrel
#

To be fair, ashers and ryans stuff are only tangentially related to fx. Veeery little of what they show is useable.

devout portal
#

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.

cold sorrel
#

It's in a strange middleground. Too heavy for games, and not high enough fidelity for film.

neat ingot
#

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

analog onyx
#

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

neat ingot
cold sorrel
rotund dome
#

are weapon projectiles normally particle effects or just static meshes?

swift magnet
#

they could also include animated skeletal meshes if you want/need to get fancy.

fossil swan
#

just dont do it on a minigun projectile XD

rotund dome
radiant flame
#

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

rotund dome
teal fjord
#

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?

random saddle
#

Hey, my particle emitter stops once it reaches 1000 no matter what

#

Even when I turn off the max drawn count

dense trellis
#

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.

rotund dome
valid shadow
#

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

rotund dome
still girder
#

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

little turret
#

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?

raw crow
#

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?

glass cipher
#

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

cold sorrel
#

Without modifying the engine, I don't think you can.

glass cipher
#

oh damn

#

really?

cold sorrel
#

You can dither it, but changing over to translucent is not really done.

glass cipher
#

but i can fade out the opaque mesh

#

and fade in the translucent one

#

if i have two instances of the same actor

#

maybe?

cold sorrel
#

Fade out opaque mesh?

glass cipher
#

yeah like a particle effect transition

cold sorrel
#

Alright

glass cipher
#

i read somewhere that it was possible to combine opaque and translucent materials with material layers

#

i guess they were mistaken

glass cipher
#

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?

celest birch
#

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?

analog onyx
#

@celest birch what kind of help do you need?

celest birch
#

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

#

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

analog onyx
#

That is correct

celest birch
#

i think im getting it thank you

steel sentinel
#

has cascade been phased out for 4.27? if so, what happens to previous cascade particles? will they eventually be converted to niagara or?

cold sorrel
#

No and no.

steel sentinel
#

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

cold sorrel
#

Could, yes.

#

Should. No.

steel sentinel
#

noted

#

thanks

uncut mulch
#

whoa how the hell did unreal engine do this laser search thing!? that's so cool!

sand fox
#

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?

wide hill
acoustic junco
#

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 : {

gaunt coyote
#

Anyone has a good tutorial how to make good local volumetric clouds?

loud burrow
#

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.

unreal thorn
# gaunt coyote Anyone has a good tutorial how to make good local volumetric clouds?

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 ...

β–Ά Play video
unreal thorn
# gaunt coyote Anyone has a good tutorial how to make good local volumetric clouds?

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...

β–Ά Play video
gaunt coyote
unreal thorn
gaunt coyote
#

It's cool but it's very difficult to comprehend.

unreal thorn
gaunt coyote
#

Interesting

dry mango
#

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?

#

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.

tranquil stream
#

Is there any pipeline that allows me to apply a post process after the UI has been rendered?

unreal thorn
#

The UI is a separate render layer by design, and isn't affected by post process.

tranquil stream
#

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

celest birch
#

hey guys does anyone know what is cheaper between using SmoothStep and RemapValueRange for a gradient ?

lethal pond
#

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

unreal thorn
# lethal pond Hey, what kind of Post Process setup do you use for a realistic, modern looking ...

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.

https://youtu.be/0iQJkSpOoOQ

This in-depth tutorial goes through the entire production process for β€˜Rebirth’, 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...

β–Ά Play video
#

Even the Rebirth project barely make any major difference in the post FX, save for a custom brightness aware film grain.

echo knot
#

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.

fossil swan
#

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.

echo knot
#

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

fossil swan
#

yea, once you set them up properly in the master, you can activate them in the instance.

echo knot
#

I appreciate the quick response, thank you. I am super intimidated by materials. I know they’re really powerful but I’m not much of an artist

fossil swan
#

you'll manage :)

heady elk
#

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

unreal thorn
lone schooner
unreal thorn
lone schooner
#

But the problem is my animation is bugging

unreal thorn
#

VFX channel is largely about visual effects and not the anim/logics

lone schooner
#

Okay thanks

dry mango
#

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?

unreal thorn
digital patrol
#

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

cold sorrel
digital patrol
#

Haha that's awesome, I will check it out. Thanks!

lusty wagon
#

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...

β–Ά Play video
unreal thorn
lusty wagon
unreal thorn
lusty wagon
#

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.

sharp mica
#

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

uncut mulch
#

how do i do this lighting effect?

#

like a search laser coming out of a drone.

fossil swan
sharp mica
#

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 πŸ˜„

#

i only select "replace " inside import settings about vertex color import options one

fossil swan
#

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.

unreal thorn
#

Or maybe light functions would be the better solution

uncut mulch
vocal jetty
#

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

rare sequoia
#

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.

unreal thorn
tranquil stream
#

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.

drowsy lynx
#
ArtStation

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...

drowsy lynx
#

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 😦 Does anyone know the issue?

#

thanks for the hint, let me try again ..

fossil swan
#

I assume Simon knows this

drowsy lynx
# fossil swan 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 πŸ˜„ so no, i didn't know .. or maybe a i knew and forgot πŸ˜„

#

yes, now it works - thank you! ❀️

fossil swan
#

me atm

#

welp, glad you got it working :)

radiant flame
#

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?

unreal thorn
radiant flame
#

is that a UE5 thing? The project is in 4 and I don't want to switch till 5 is officially released

unreal thorn
radiant flame
wraith hound
#

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

gloomy bolt
#

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.

acoustic junco
#

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

unreal thorn
#

How to get rid of it:

  • Use FXAA, but it's ugly as f@!#
  • Give your landscape material layered variations
acoustic junco
#

What exactly is FXAA?

celest birch
#

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?

celest birch
#

also is it bad for the system performance considering it have multiple notif?

unreal thorn
celest birch
unreal thorn
brisk trench
#

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.)

still bay
unreal thorn
fossil swan
#

^

vague atlas
#

hello community ❀️
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?

fossil swan
#

check for the bounds of the mesh inside the shader, and use vertexnormalsws to decrease accordingly? thats prolly my best bet

fossil swan
#

doesnt affect collision we just realized XD

wary dragon
#

But It doesn't affects collision.

vague atlas
#

oh my goodness. That is exactly What I'm after! 😍

#

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

fossil swan
#

as a dumdum when it comes to code/blueprint, show me the results at some point.

vague atlas
#

Apparently I'm also a dumdum because I do not get your result 😦
@fossil swan @wary dragon

fossil swan
#

ah, you need an actual torus shape, not a cross-sheet one. @vague atlas

vague atlas
#

uhm, not entirely sure what you mean by that @fossil swan 😬
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?

fossil swan
#

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

vague atlas
#

aha!! that solved to disconnected faces problem.
But i still don't get your awesome result @fossil swan 😭
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.

fossil swan
#

i'd need more details. are you using one mesh? multiple? are they the same size?

vague atlas
#

I think I'm in love with you πŸ˜›
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

fossil swan
#

the normals should make the donut perfectly round, and you'll need the exact footing radius of the donut

vague atlas
#

I noticed. It is working now. and i finally understand your material.
Thank you sooooooo much! ❀️ ❀️

fossil swan
#

np :)
now unto the collision-part of it :p

vague atlas
#

haha, yes πŸ™‚
but BPs I understand. That is the easy part. Materials are still a bit of a magic box for me

fossil swan
#

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 :)

left sun
#

Does anyone know how I can use two directional lights with a sky atmopshere to have two suns?

harsh warren
#

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!

fossil swan
#

dont really agree on these forums being lean, but /shrug hehe
can you show me the material for that mesh?

harsh warren
#

sorry, I copied that from the UE forum i posted to

#

πŸ™‚ which suck

#

yep one sec

fossil swan
#

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

harsh warren
#

whoops, sorry, one sec

analog onyx
#

And a screenshot of the problem itself too could be useful.

harsh warren
#

hard to see issue from a still

#

why i posted the video

fossil swan
#

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.

harsh warren
#

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

fossil swan
#

that lerp behind the simple-windgrass could just be a multiply, not sure whats going on there tbh.

harsh warren
#

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

fossil swan
#

it works, but its a very "uncommon" approach.

harsh warren
#

all this is from Quixel fyi

fossil swan
harsh warren
#

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

fossil swan
#

that whole setup with the noise node is basically (also) messing up the simplegrass wind setup, and makes the static switch "enablegrasswind" useless.

harsh warren
#

this may give insight

#

in that they add the two noises together to get a wider noise in the grass

analog onyx
#

Set matetial to solid instead of masked

#

Check if the issue is still there

harsh warren
#

yep

analog onyx
#

How does geometry of the model look?

fossil swan
#
  1. two sided sign should not be used that way. its inverting the entire normal on the backside, which will result in odd behavior.
  2. I would just plug in the simple wind setup without the bottom part for movement.
  3. using a noise node is generally not needed as its expensive, even in its simplest form. (unless doing really specific things)
  4. the mask-texture for the simplegrasswind can just be multiplied by the aforementioned.
  5. 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.

harsh warren
fossil swan
#

death is better at fixing the actual thing.

harsh warren
#

how does that work? how can it be opaque but still use a alpha mask?

harsh warren
analog onyx
#

Thing with two sided sign is, that if you are using tangent space normals, unreal flips it for automatically.

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So there is no need to use it.

harsh warren
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i think i turned tangent space off

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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

analog onyx
#

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.

harsh warren
#

so...how do i get opacity back:)

harsh warren
analog onyx
#

There are many proper ways. But it depends on what you are actually trying to do.

harsh warren
#

trying to make a pretty large wheat field, and path tracing it with Movie Queue

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so as close to photoreal as i can get with no real mind on optimization

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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

analog onyx
#

Is WPO for raytracing enabled?

harsh warren
#

Um...where do i enable that?

#

i guess i assumed it was since the wheat was moving...but..

analog onyx
#

Without it, raytraced shadows would trace shadows from actual deformed surface position, while checking intersection against undeformed surfacex resulting in artifacts.

harsh warren
#

yea that's makes total sense, i didn't even know that was a setting

analog onyx
#

Also, simplegrasswind and photoreal wont work :)

harsh warren
#

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?

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just wanted to check to see if i have it on or not

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i typically use speedtree for this in UE, but they don't have this specfici plant bla bla bla

analog onyx
#

Existance of this option is doubtful. If it exists, it should be somewhere.

fossil swan
#

using speedtree is fine, their nodes in ue4 however :p

analog onyx
#

That is as preceise as I can tell about its whereabouts

harsh warren
#

hahahaha

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yea agree luos

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but i'm not good enough with C to make a new custom wind from scratch

analog onyx
#

Somewhere in project settings, rendering, raytracing section

harsh warren
#

yea i can't find it, fuck.

#

r.Raytracing.Geometry.InstancedStaticMeshes.EvaluateWPO 1

analog onyx
#

Down there

#

It is on actor in question

harsh warren
#

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?

fossil swan
#

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...

β–Ά Play video
analog onyx
#

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

analog onyx
#

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.

harsh warren
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yea, i don't use Max...i'm assuming thats the only way to use PP2

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Awesome, all great info man! I really appreciate it.

#

thanks @fossil swan @analog onyx - I'll let you all know how it goes!

fossil swan
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good luck! def show us the final result (if its not against NDA)

analog onyx
#

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.

fossil swan
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well.. moving things with WPO is visual effects :p

#

pokes death

analog onyx
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I am fearful of Glad appearing and shooing us away from here.

fossil swan
#

I do think I hear him breathing! RUN

harsh warren
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hahaha, good to know, i'll jump in #graphics - Glad sounds scary.:)

#

thanks again!

cold sorrel
#

Pfft, Im with death. Tech art is more graphics :p

fossil swan
cold sorrel
#

Bah. I guess Niagara is the last bastion for fx now then. More and more channels to mute

fossil swan
#

we'll probably need to re-organize all the channels at some point. especially with ue5 on its way.

analog onyx
#

No mute pl0x ;(

proud prairie
#

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

boreal cairn
#

Hey guys,
Is there a way to use Material Graph Nodes to write compute shaders in UE4/UE5? Will Niagara help me with that?

analog onyx
#

No

#

But Niagara has some of a functionality a compute shader has.

unreal thorn
boreal cairn
#

Thanks! That means I should dive into ue4 c++ guts... again 😦

fleet crest
#

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...

β–Ά Play video
#

identical to this video but there is simply no fog when spawning the particle system in

spare brook
#

hello guys i have a candle flame cascade that is visible only in epic scalabilty settings but not on high scalability settings.....Any ideas?

fossil swan
#

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.

final wigeon
#

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

unreal thorn
# final wigeon How would got about making a "Portal jelly like" metaball particle effect with c...

Niagara.
You can use its Grid2D and Simulation Stages functionality to build 2D metaballs or any kind of (faked) fluid dynamics.

https://youtu.be/GoD2ZC8-Wqk
https://youtu.be/-cKgZrrBJ2w

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

β–Ά Play video

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

β–Ά Play video
final wigeon
junior kettle
#

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

final wigeon
unreal thorn
final wigeon
#

Pity, thx for the info tho

stone citrus
#

guys do you know how to make this camera noise effect?

unreal thorn
stone citrus
unreal thorn
stone citrus
ivory iris
#

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...

cold sorrel
#

Set them to be velocity aligned

ivory iris
#

@cold sorrelOh Jesus, that was it πŸ€¦β€β™‚οΈ thanks!

zenith ledge
#

Hi, does someone has experience with the particle system of unreal?

fossil swan
#

there are two, which one do you mean?