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tharlevfx
tharlevfx
tharlevfx
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I have over 12 years experience In the games industry and over 5 years of experience teaching unreal to a high level. I am also an Epic Unreal Authorised Trainer.

If there’s a topic you would like to see covered please don’t hesitate to email me tharlevfx@gmail.com

Check out my longer form tutorials on Gumroad here: tharlevfx.gumroad.com/

I also have some products available on the Unreal Marketplace www.unrealengine.com/marketplace/en-US/profile/tharlevfx

If you enjoy my videos and want to support me I have a Patreon: www.patreon.com/tharlevfx
Particle Cave Remastered - Dev Diary 5
18:35
7 часов назад
Material Editor Reference 3 - Workflow
8:03
19 часов назад
Particle Cave Remastered - Dev Diary 4
13:11
3 месяца назад
Fixing Particle Clipping
12:28
4 месяца назад
Particle Cave Remastered - Dev Diary 3
16:42
4 месяца назад
Advanced Fresnel Techniques
15:01
4 месяца назад
Particle Cave Remastered - Dev Diary 2
17:26
4 месяца назад
Particle Cave Remastered - Dev Diary 1
11:40
4 месяца назад
Controlling Collisions with Collision Channels
20:02
7 месяцев назад
Growing Roots with WPO
31:27
7 месяцев назад
Free Course!  and January Sale
1:53
8 месяцев назад
Portfolio Review  - Mateus Ferreira
1:17:57
8 месяцев назад
Advanced Niagara Course - Now Available!
4:04
8 месяцев назад
Alternating Spawn Per Unit Footprints
13:11
8 месяцев назад
Variable Rate Shading in Unreal 5
10:54
9 месяцев назад
100th Video Black Friday Sale!
1:09
9 месяцев назад
Animated Material Smearing Fix
6:10
9 месяцев назад
Fixing Small Particle Smearing in Unreal 4 and 5
18:35
9 месяцев назад
Комментарии
@Thintastic
@Thintastic 20 часов назад
Any idea how I could create new particles via the Emitter Update section when needed on runtime. For example I'm firing a weapon and the projectile/Particle would spawn everytime I press the LeftMouseButton and then spawn another particle in the emitter. the other particles would just continue flying and won't be impacted at all when we create a single new particle.
@tharlevfx
@tharlevfx 11 часов назад
@@Thintastic have a look into niagara data channels, or just spawn a new system, ideally from a pool. There’s a few ways to do it depending on weapon fire rate etc
@FireF1y644
@FireF1y644 День назад
Looks awful with TSR
@tharlevfx
@tharlevfx День назад
Yeah, sadly lots of vfx techniques do. There's some tweaks you can do to make it better but TSR and TAA are both pretty killer for nice vfx
@doomstarrobo7807
@doomstarrobo7807 9 дней назад
I had a random question regarding the Drag Module in ue5. I'm trying to use the wind Module, and noticed It needed to use drag. I had drag set to 0 for the emitter, but it doesn't seem to do anything without adding Drag. I'm wondering if drag had any real world formula to it, and why the default was 1.0.
@travish6869
@travish6869 9 дней назад
Awesome and helpful stuff as always, thanks!
@abdulrahmantello7377
@abdulrahmantello7377 9 дней назад
hey, can I ask if this works in Path tracing, and renders in movie render queue?
@camelotvfx
@camelotvfx 9 дней назад
Awesome, this is exactly what I needed, thanks!
@ultracapitalistutopia3550
@ultracapitalistutopia3550 9 дней назад
Well... Calculate Accurate Velocity module already does that for you (you just need to dismiss its warning for the absence of the Solve Force module), but doesn't hurt to learn how to do it manually.
@tharlevfx
@tharlevfx 9 дней назад
@@ultracapitalistutopia3550 oh yeah. I guess that’s true - that’s the trouble with modern engines, they do it all for you!
@seprisite
@seprisite 10 дней назад
Thanks for this video! I've been wondering how I can do something like this.
@johninglis2622
@johninglis2622 10 дней назад
What would you used this for an example?
@tharlevfx
@tharlevfx 10 дней назад
@@johninglis2622 using curves to control randomness could be used for anything with a non linear random distribution. For example a lot of small particles and a few big ones could be spawned from the same emitter. Fade over time is less frequently used since we tend to just animate parameters directly, but you could set up looping particles that changed their size this way, for example
@Xeridae
@Xeridae 11 дней назад
This worked perfectly. Well done and well explained.
@stoidatdaeva3197
@stoidatdaeva3197 12 дней назад
New series ? Great .
@Fingle
@Fingle 14 дней назад
you are a hero
@TheArtofGameCraft
@TheArtofGameCraft 15 дней назад
Bought! I don't know when I will have time to learn all of this, but this is an investment into your tutorials, that are awesome courses! Thank you!
@tharlevfx
@tharlevfx 15 дней назад
@@TheArtofGameCraft thanks and good luck with them, any issues just let me know
@NickNenov
@NickNenov 15 дней назад
Hi Tharle, thank you for your excellent content. I'd like to try and encapsulate some of the nodes in my niagara module script into a function, but im not sure if its possible. I tried to make a Niagara Function Script with my logic inside, but it wont allow to be dragged into my Niagara Module Script graph, im not sure how to make a function for use in a module, or what is the intended use for a Niagara function Script, or what is the difference between a niagara module script and a niagara function script..
@gillgonzalez8479
@gillgonzalez8479 19 дней назад
I cant get this to work. Im using PCG nanite trees with the vertex interpolator and its still treating it ike a height based gradient.
@tharlevfx
@tharlevfx 19 дней назад
@@gillgonzalez8479 sounds like a lot of moving parts that could cause this to break unfortunately. Generated foliage and nanite could both upset the object pivot data needed for the gradient
@gillgonzalez8479
@gillgonzalez8479 18 дней назад
Hey thanks for the lightning quick reply. Do you know of any work arounds by that i could try?
@tharlevfx
@tharlevfx 17 дней назад
@@gillgonzalez8479 I've not really used PCG and nanite as you're describing but if you're generating the trees then you should also be able to generate vertex colour or uv's that have a gradient similar to what is being made in the video.
@GrayveRoseMusic
@GrayveRoseMusic 24 дня назад
Wise man, keep up the good work
@killshot3d
@killshot3d 26 дней назад
I've been searching for something like this for months! It's absolutely worth more than $100. Thanks for the amazing preview-I’ve already purchased the bundle!
@UAKrogan
@UAKrogan 27 дней назад
Hello, looks like i can achieve farming system like in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-n7dPrDwS6gs.html using your tutorial. At this moment I don't have any issue with selection points, creating field with tiles inside but I can't understand how to change/replace material inside each tile. @tharlevfx am I right?
@VikVaughnMISC
@VikVaughnMISC 27 дней назад
Do you know how models in Banjo Kazooie handled vertex painting interpolation? I see all over the models on websites like noclip where textures are and aren't used, however, there are crisp borders around specific areas of the model that technically should have blending. For example: Banjo's stomach has a clearly defined perimeter that has no blending between the peach of his stomach and the brown of his fur. Was Rare using edge masks, do you know? Or is there some other technique that somehow prevents a vertices from interpolating across two separate faces its attached to? Hopefully this question makes sense to you.
@tharlevfx
@tharlevfx 27 дней назад
@@VikVaughnMISC I don’t know the specifics I’m afraid but textures, uvs, or just doubled up verts would let you definite a hard edge in verts. It could also just be a contrast value in the material (or painted in another channel) so the interpolation gradient gets processed to just black and white values.
@VikVaughnMISC
@VikVaughnMISC 27 дней назад
@@tharlevfx Thank you for the quick reply and the potential solutions. You've saved me a massive headache.
@char3tek
@char3tek Месяц назад
I am going to use this for a "this mesh is being edited by the user" highlight. That screenspace visual feels like it's pulling the object out of the game and into the world of the user so it feels appropriate to use it to highlight something that the user currently has more power over than usual.
@tharlevfx
@tharlevfx Месяц назад
@@char3tek sounds like a great idea
@char3tek
@char3tek Месяц назад
sick beard
@tharlevfx
@tharlevfx Месяц назад
@@char3tek thanks!
@juhaojala4
@juhaojala4 Месяц назад
Thank you!
@nimitverma3460
@nimitverma3460 Месяц назад
Hello sir> hello can u send me link of file where blueprint and niagara particles are added preset for easy use directly> i want to use it for videos with alpha channel >added as material to a plane> and want to emit particles only from RGB channel of plane material
@nimitverma3460
@nimitverma3460 Месяц назад
Thnakiuu alot
@visualfinesse7445
@visualfinesse7445 Месяц назад
I was really hoping you would show us how you did the triple -color gradient. I've been working on this for a while now and can't figure it out.
@tharlevfx
@tharlevfx Месяц назад
@@visualfinesse7445 you basically just do the same thing twice! So gradient between colours a and b, and then again between the output of the first lerp and colour c
@duckonquacks1436
@duckonquacks1436 Месяц назад
Is there a way to scale the whole system rather than just the particles?
@tharlevfx
@tharlevfx Месяц назад
@@duckonquacks1436 yup - do the distance calculation in niagara and then use that to scale the spawn value and size of the particles
@domehnic
@domehnic Месяц назад
super helpful stuff! thanks
@baryafe
@baryafe Месяц назад
if i want to do it on an enemy? does it matter how i warp it around the object?
@tharlevfx
@tharlevfx Месяц назад
@@baryafe it depends if how dynamic you want it. Easiest thing would be to have a pose the enemy goes into when rooted and then use a static mesh using this technique.
@baryafe
@baryafe Месяц назад
@@tharlevfxRocks!!!!!!!
@haydenbailey2184
@haydenbailey2184 Месяц назад
Awesome Video! But I do have a question. What if you want the particles to reduce in size as the camera gets further away? Also is there a way to reduce spawn rate as the camera gets further away?
@tharlevfx
@tharlevfx Месяц назад
@@haydenbailey2184 same logic - just do a distance check and then scale the particles down at far distance
@Acydos
@Acydos Месяц назад
Nice! Not sure if you talk about in any if your courses, but would be awesome one about custom modules of niagara, is hard to find stuff related
@tharlevfx
@tharlevfx Месяц назад
@@Acydos yeah we make quite a few custom modules
@WilliamFaucher
@WilliamFaucher Месяц назад
So eloquently explained, thanks so much!
@tiagoandrade605
@tiagoandrade605 2 месяца назад
good stuff! this is a 4year old video.. are there simpler ways of achieving this material blending in UE5?
@tharlevfx
@tharlevfx 2 месяца назад
@@tiagoandrade605 not really I’m afraid. There’s not been much change in that part of the engine since then
@tiagoandrade605
@tiagoandrade605 2 месяца назад
​@@tharlevfx thanks for the feedback! I have been checking other videos and its interesting that this topic is not really being covered on most of the yt tutorials regarding landscape material setup (even the most recent ones).. very intriguing tbh as this is a key element trying to achieve more realistic landscapes with "cheap" configurations. I cant stand seeing textures fading out as part of this transition to a second texture hehe! thx again :)
@felixstief7830
@felixstief7830 2 месяца назад
dosent work on my foliage for some reason, it takes the whole foliage as one obj
@tharlevfx
@tharlevfx 2 месяца назад
@@felixstief7830 foliage is an instanced mesh so it will do as you say. If you check out my video on the vertex interpolator you can get the instant position with that and then do your gradient calculation
@Hudson1615
@Hudson1615 2 месяца назад
how long the course will be?
@tharlevfx
@tharlevfx 2 месяца назад
@@Hudson1615 all 4 parts of the materials course and 3 parts of niagara come to about 55 hours I believe
@Hudson1615
@Hudson1615 2 месяца назад
@@tharlevfx I just bought Part 1 and I'm loving it!!! For an aspiring environment artist, is Part 1 enough? P.S. You rock man.
@jean.alexandru.scenes
@jean.alexandru.scenes 2 месяца назад
Bought te tool!Good job bun man plz make it beginer friendly you are speaking like you are high..
@nindyatisa2759
@nindyatisa2759 2 месяца назад
how about optimization WPO?
@tharlevfx
@tharlevfx 2 месяца назад
what do you mean by optimisation WPO? world position offset is by its nature quite an efficient way of animating compared to skeletal meshes so it's unlikely that any WPO animation would be a bottleneck that needs optimisation.
@kmtsvetanov
@kmtsvetanov 2 месяца назад
Make sure Emiter "Local Space" is off And the --- Shape "Box Size" is two times the size of --- Keep to Box "BoxSize"
@Not_LiveGameStorm
@Not_LiveGameStorm 2 месяца назад
Even after 4 years this still works! Thx man for the help!
@mohanpugaz
@mohanpugaz 2 месяца назад
why dont we have a simple ramp node that takes greyscale and outputs colored ramp, isnt this very basic thing that is missing?
@sleuthman864
@sleuthman864 2 месяца назад
Is there a way to use more than R G B A in the painting. I am using RGB for tint colour and Alpha for the 2nd layer blending, I've run out of channels, any way to get more for things like dirt etc?
@tharlevfx
@tharlevfx 2 месяца назад
So yes and no. You can’t add more channels of data but you can use the same channel for more than one thing. You have to do a bit more math in your shader but you can divide a single data channel down to be 0-0.5 dirt and 0.5-1 wetness for example. Generally I wouldn’t use full rgb for a tint. Just use a single channel and two fixed colours. So 0 would tint red, 0.5 no tint and 1 tint blue for example. This gives you less control but does free up two channels for other uses. Hope that makes sense!
@DanRickmanMedia
@DanRickmanMedia 2 месяца назад
Absolutely OP tutorial!
@gendalfgray7889
@gendalfgray7889 2 месяца назад
Best engone in the universe Don't have simple color ramp
@tharlevfx
@tharlevfx 2 месяца назад
turns out it does - you can create a curve asset and use that instead of the imported texture gradient and then keep all the functionality in the engine and dynamic. also i think you're thinking about this as a rendering engine, and not a game engine - colour ramps like this are powerful but they're an additional cost compared to static colours, so the way the engine would handle a "simple colour ramp" such as you might see in blender or maya, isnt going to be the same as those pieces of software because the final output is designed for realtime rendering.
@gendalfgray7889
@gendalfgray7889 2 месяца назад
@@tharlevfx Isn't engine supposed to bake procedural textures automatically? I will try making color ramp.
@tharlevfx
@tharlevfx 2 месяца назад
@@gendalfgray7889 that’s a very new feature - baking textures in engine. I don’t think it’s even out yet.
@sat.chid.ananda
@sat.chid.ananda 2 месяца назад
I wish I could see you in real life so I could kiss you, you mad, mad man
@ryanmcmahon6043
@ryanmcmahon6043 2 месяца назад
Thanks! Idk why Unreal decided to stop flagging the Niagara usage by default for me.
@shagunkumar643
@shagunkumar643 18 дней назад
Real
@BucketKingu
@BucketKingu 2 месяца назад
Do you think we could get a tutorial like this but specifically with eroding/dissolving? It'd be a huge help.
@tharlevfx
@tharlevfx 2 месяца назад
I cover a niagara dissolve as the last example of my intro to niagara course
@swiftyrrr
@swiftyrrr 2 месяца назад
Hello Im trying to make a material that fully disapears when you get close and enlarges when you walk away and then fully disapears after a certain distance however im having troubles tweaking this to work my material is also translucent and I would like it to be a sprite too if you could help that would be great I can pay if needed
@tharlevfx
@tharlevfx 2 месяца назад
Have you taken my materials courses on Gumroad or udemy? I cover all that and more in detail.
@darkhummy
@darkhummy 3 месяца назад
Thanks, that looping bit was something I got stuck on for triggering another emitter on collision. So unintuitive.
@kickheavy8982
@kickheavy8982 3 месяца назад
Do you have a video showing how to spawn particles on an animated texture without using the g buffer? I can't find a simple, straight forward explanation on how to do it.
@tharlevfx
@tharlevfx 3 месяца назад
Sadly it’s not a simple or straightforward thing to do.
@kickheavy8982
@kickheavy8982 3 месяца назад
@@tharlevfx That's unfortunate. I'm new to Unreal and I can't believe how tedious and complicated these setups are. In Cinema 4D, I can set this up easily with a few clicks. Unreal requires far more steps and a mathematical approach. I'm hoping 5.4's motion design tools will expand to make tasks like this more intuitive.
@tharlevfx
@tharlevfx 3 месяца назад
@@kickheavy8982 basically you would need to recreate the animated texture logic in the niagara system and then use the particle spawn position as the uvs. It’s doable but not necessarily simple.
@kickheavy8982
@kickheavy8982 3 месяца назад
​@@tharlevfx Yeah trying to get the logic in the scratch pad to match my animated material is exactly where my brain starts to melt lol. I'm doing a dissolve material that uses a cheap contrast node to keep the edges soft. It's the simplest material setup my brain can handle but the scratch pad doesn't have a cheap contrast node to match it so it falls apart. I'm gonna try to find a workaround. Thanks for the reply man.
@tharlevfx
@tharlevfx 3 месяца назад
@@kickheavy8982 cheap contrast is just a function so you can open it to see the math iirc
@grzesiekb9562
@grzesiekb9562 3 месяца назад
Thank you :)
@artvfx1117
@artvfx1117 3 месяца назад
Interesting stuff, and my feedback is nice beard