Hi everyone,
I’m working on a UE5 prototype where fire needs to grow over time and engulf most of the environment (large terrain + obstacles, see images).
This is gameplay-driven fire (not cinematic), so I’m aiming for clear readability + ~30 FPS, not hero-quality sims.
I’m trying to decide the best approach:
Niagara flipbook flames / sprite sheets (too heavy for large areas ???)
Mostly material-driven fire - procedural masks / world-space noise (can I get a descent look)
Hybrid (material scorch + Niagara only at the fire edge (no idea how to make it spread across the whole terrain
What setups have worked well for ‘‘large-scale, spreading fire’’ without killing performance? Any tips on avoiding overdraw or managing growth over a whole level would be much appreciated.
Niagara Neighbour Grid, with information sent to and from cells within the Grid. When one cell is on fire, the surrounding cells would be checked to see whether or not they are on fire and based on this information, you can do other things.
For example for the burn material on the walls and props or even for extinguishing the fire; constantly checking if water particles are being injected into a cell and from there affecting or spreading to other cells around it, thus putting out the fire.
I had no idea about Niagara Neighbour Grid, looks like really good idea for this case.
Just a quick update, I added a basic line of fire for the map that travels top to bottom, my goal now is to use your Neighbour Grid approach, hopefully I will manage to do it!
I will post the build once I have the basic mechanics more integrated.
I will also do more research on Neighbour Grid, so thanks for the that!!!