Latest Post: Using Niagara Scratch Pad to make a Muzzleflash “flower” with a single Particle Emitter
In this example, I am positioning a particle count of 5.
Shape Plus (+):
Particle 0 facing Forward
Particle 1 facing Left
Particle 2 facing Right
Particle 3 facing Up
Particle 4 facing Down
Shape Cross (x):
Particle 0 facing Forward
Particle 1 facing Left Up
Particle 2 facing Right Up
Particle 3 facing Left Down
Particle 4 facing Right Down
I’ve added extra customisation, making a boolean to change the shapes “InvertShape”, the spread position / angles “ForwardAngle”, “DistanceFromCentre”, “ZDistanceMultiplier”, and “YDistanceMultiplier”. Which is output to “Muzzleflash_Velocity” and Muzzleflash_Position", which is assigned in the Sprite Renderer’s Bindings for Position Binding and Velocity Binding.
Map Get with Exec Index, Float for ForwardAngle, Float for DistanceFromCentre, Bool for InvertShape, Float for ZDistanceMultiplier, Float for YDistanceMultiplier.
With a flipbook sequence, random subuv frame, random colour you’ve got this muzzleflash as a single emitter instead of 5 emitters:
Original Post:
Hi all!
I’ve not posted on the forums for a while so i’m going to use this thread as a place to start posting things more regularly that I create in Unity / Unreal in my spare time. Last thing I posted I think was my entry to the Hologram Sketch… ( Aran Anderson: Sketch #18 - Hologram )
More recently, here’s some of my VFX work over the past 3 years on Star Citizen that I’ve just posted up to my ArtStation.
Quick sketch tonight spawning some cubes around a character in UE4 Niagra, post process material to draw outlines around the geometry and pixelate from the screen position…
Realised I never posted this on the forum… a while back I created a VFX Reference page, it’s full of various video reference from real life / movies / tv shows / anime that you can filter by searching or just clicking on the icons: https://codepen.io/OnlyAnderson/full/NmqXKe
It’s been 3 years+ since I last made something toon styled or “cute”, so thought I’d join in on VFX Sketch #37: Cute vs Scary and try make something completely different for once… I joined late to the party, but managed to get alot done in what time I had!
Niagara Fluids plugin is in Beta… so I thought why not experiment with actually setting up a scene and camera inside UE5 to generate flipbook texture sequences to see what results could be achieved…
I discovered @simonschreibt did exactly this setup a few years back, so thank you for saving me some time with the Blueprint logic for creating flipbooks from a render capture.
Using Niagara Scratch Pad to make a Muzzleflash “flower” with a single Particle Emitter
In this example, I am positioning a particle count of 5.
Shape Plus (+):
Particle 0 facing Forward
Particle 1 facing Left
Particle 2 facing Right
Particle 3 facing Up
Particle 4 facing Down
Shape Cross (x):
Particle 0 facing Forward
Particle 1 facing Left Up
Particle 2 facing Right Up
Particle 3 facing Left Down
Particle 4 facing Right Down
I’ve added extra customisation, making a boolean to change the shapes “InvertShape”, the spread position / angles “ForwardAngle”, “DistanceFromCentre”, “ZDistanceMultiplier”, and “YDistanceMultiplier”. Which is output to “Muzzleflash_Velocity” and Muzzleflash_Position", which is assigned in the Sprite Renderer’s Bindings for Position Binding and Velocity Binding.
Map Get with Exec Index, Float for ForwardAngle, Float for DistanceFromCentre, Bool for InvertShape, Float for ZDistanceMultiplier, Float for YDistanceMultiplier.