Niagara / unreal GDC

unreal

#267

Oh yeah. Thank you so much. :+1: Красавчик !


#268

Unreal Engine 4 Niagara Static Mesh source

About use static mesh as a source of particles:


#269

Hello everyone,

Niagara on UE4.21 preview 1 is really enjoyable.

Here is kind of silly use-case.:grinning:

  1. Adding Render target asset and SceneCapture2D camera, and binding transform with View Camera.
  2. Getting View Camera Position and Viewing Position (in this case, it is player position) via blueprint.
  3. Making view matrix on Niagara using above things.
  4. Using view matrix as UV for texture sampling.
  5. Making threshold Color due to make different lifespan. (in this case, R+G-B*2)
  6. Adding Curl-noise Force.

view matrix that I made is not perfect… (Matrix is difficult for me!)
But it kind of works.
I’m going to share this making after UNREAL FEST EAST 2018 if someone doesn’t make similar one at the time.

Anyway I :heart: Niagara!


#270

Check out https://twitter.com/TechArtJon/status/1045381504984129537


#271

Wow that is amazing I want to know how to set that up. I wonder if it is simpler that the ryan bucks version. I’m having trouble on the last part of his where the separate scene captures are combined to make the volume. I can get a single view to do it but after that I’m lost.


#272

Next simple tutorial)

https://youtu.be/Ho-SiHKYpcg


#273

About Morphing from source static mesh to target static mesh


#274

About morphing along spline to static mesh


#275

Simple shot