eh doesn’t seem to work as each emitter ends up being a unique instance of the material. Having one talk to the other doesn’t appear to work directly through the particle system editor - you still need to pass the cutout particles as a texture
In hidnsight it is painfully obvious that this wouldn’t have worked haha.
Although this might be a solution:
Thanks for testing
Here is a little update. As I wrap everything up I prepare some videos which show the system a bit in detail. Do you guys understand everything I try to demonstrate?
Layers of the particle system
On another quick note for Unity users - you can control the emission spread of particles across a shape with a mask texture.
@simonschreibt 's example you are pushing yours either right or left immediately the get the spacing?
Theres mor you can do with the clip channel too so have a play with it if you haven’t yet!
I will stop hijacking now
Nooo, continue please! That’s amazing information! I was using a kill-area to avoid particles in the middle. amazing to see that unity can do this based on a ramp. Might be possible in Unreal Niagara too. But I didn’t try this yet.
Tried around moving the flame along a spline via blueprint. Also created an art station post about this little project:
idk about niagara, but you could cut away one particle system with another in cascade.
I posted some stuff on this before so i’ll just link it.
Full video in HD resolution:
This effect uses a custom depth mask to alter the color of particles as they pass across a given mesh.
So there are basically 3 parts to what you’re seeing.
First, there is that blue cone, the material is very simple just a fresnel and a gradient.
Next, there is the third person character in the run animation. To set this up, I made it not render in the main base but it does have a custom depth pass.
Finally, the particle sy…
Oh! I didn’t think about custom depth - you’re right! Thank you so much for the hint and breakdown <3 I need to check this out!
Very cool Simon ! This is amazing
I wish I could like this one multiple times. The projectiles are gorgeous !
I don’t quiet understand what you wish for.
Added some final touches (a gradient from top to bottom, sparkles, auras) and I think that will be almost the final result. Need to keep an eye on the contrast but I think the gradient adds nice variety
It’s a bit hard to see but the auras of blue & green are as stylized as the little flame itself:
Re-worked the contrast within the little flames a bit:
Loooove the pixel shader!
@bgolus suggested on twitter to move the pixel-sparkles on a grid ( https://twitter.com/bgolus/status/1098991662708060160). Here’s my first test of quantize particle positions:
The size of the particles is 10.0 in this example.
I’m going to use a lot of this to revisit my Arcade Ashe fan skin fx
I’ve create a little tutorial about how to use blueprints to render flip books at runtime:
And in case some one needs the project files:
Dropbox - File Deleted
This is amazing! I was hoping for a tutorial on how you did this, Thank you very much!
The link has expired, can you reissue it? Thank you!