I want to make something similar for my Ue5’s project’s Widget; I know that you probably need to use a material and you don’t actually have to create something that simulate the juice, but I never worked with materials (or Niagara effects, or in general anything of this kind) so I really don’t know how to even being to get something similar.
Video of Pikmin 3’s Juice effect (or whatever it is):
If you can’t see the video, it’s basically a widget of an empty bottle, then a stream of juice falls into the bottle, and depending on the amount the bottle fills up while animating, waving and leaving drops and etc… in all direction (in few words behave like a fluid would do normally); Also it mixes the colors of the juices if you have two different ones, but instead i want the liquids to be separated (think oil + water, they are in the same bottle, but you can clearly see the separation of the two colors).
I would appreciate if anyone could help into either explaining how to do this directly, or how to at least learn how to work with materials (if that’s what it probably is in Pikmin 3).
Anyway thanks for the help in advance (also sorry, if this isn’t the right place for this question, it’s my first time here)!
This is both more and less complex than you might be thinking.
This isn’t really an “effect”, it’s an actual fluid simulation. A fairly basic 2D one using a low number of particles and metaball style rendering to make the final “liquid”.
This is a lot more than a single material, but also for UE5, you can use Niagara Fluids and using a FLIP sim.
But exactly how would you make this in 2D? I would immagine that, to make this work on a Widget, I need to create a Scene Capture Component 2D that is looking at a bottle with this Niagara Fluid, so it would still be 3D (unless I’m missing something).
Also would Niagara Fluids allow for the amount of flexibility as seen in the Pikmin 3 video? So things like being able to decide how much in % of a bottle it fills (or is removed) and etc…
Not that this is any problem at all, but I’m curious to know!
Anyway, this is already pretty much identical for what I want, I just need to figure out how to make it actually only be inside the bottle, to make two different colored liquids be separate (or mix, if that’s what I want) and finally to make the “liquid stream” that falls from the top.
If you have any other material or video you know it would be amazing, but thanks already for the help!
Pouring fluid into a “container” is literally the first example emitter you’ll see if you enable the Niagara fluid plugin and create a new system.
Getting the fluid to a certain height will require starting and stopping the emitter via a blueprint, as well as setting the color of the fluid being emitted using the particle color. You’ll have to figure out how to have liquid already there before it adds more on your own, and how to get them to blend nicely.
Unfortunately this isn’t really a “VFX artist” kind of task, but rather a tech artist or rendering engineer kind of task unless you use an external tool to bake out the simulation as a flipbook.
I see, I’ll try to see if I can succeed in doing this with Niagara Fluids, if not I’ll just see if I can any tech artist or rendering engineer forum to ask for specialized help (let me know if you know any).
Anyway thanks for the help!