thwix
#1
To mimic incompressibility in fluid dynamics, it’s often nice to have particles rotate counter to their velocity vector…
But this starts to break down when viewed from another angle, due to the nature of sprites rotating relative to the camera
A fun lil solution to this is to adjust the rotation based on the relationship between the viewing angle and the velocity vector
This gives us the same perceived rotation from both angles
Which is also really effective for shockwave effects…
9 Likes
That’s a great idea thanks for this tip, very useful
thwix
#3
I should clarify that this setup isn’t reflected in the niagara viewport - just the main viewport when you drop your system in.
ArtTart
#4
I have been trying to do this in the past but my maths isn’t that strong. Great job.
Not I need to figure out how to make it in scratchpad.
1 Like
thwix
#6
Thanks - I had no idea this existed. A much cleaner breakdown too
1 Like