What they should do is give those feature-film length talks internally or on a stream, then have someone re-record a 20 minute, concise summary afterwards.
@@secoif I think they should do those feature-film length talks as a pre-production meeting, and just get to the meat of it- practical stuff like this - no waffle.
By far the most useful Niagra tutorial so far. The only way to start getting familiar with the nomenclature used in scratch pad is to see them in action.
Scratch Pad feels like it was the missing piece of Niagara before coming into Production Ready and I *really* wanted to try and represent why it's useful in this video. Glad that kinda came through!
Wonderful video. I would love to see one each week. These are the things I wish Epic was releasing more. In depth tutorials about Niagra / Control Rig.
In 4.26.1 I had to change in Initialize Particle>Sprite Attributes>Uniform instead of the default Unset, to get the same particles size, in case someone has the same problem.
Question, how would the material in Niagara be set up for characters who use multiple material slots? Most character use multiple material ID's for different parts of the mesh, but in the Niagara sprite renderer there is only one material slot.
Awesome stuff! There's a lot to take in here, I think a lot of this is "easy" when you have someone telling you how to do it but I always having the nagging feeling that when trying to achieve something new myself I'm still going to struggle ... but all just practice I guess, this has definitely helped my understanding of some of the fundamentals of Niagara.
Just when I thought I was getting a hang of UE4 ! This engine is as deep as the ocean!! This effect is very dope by the way! May try to remake it later. Does anyone know of any other good resources to learn the basics of niagra?
I know, i thought the same thing, UE4 is huge And takes a lot of years to learn, there is a channel called CGhow where a guy showcases some cool tutorials about Niagara , and focus on his basic tutorials first , then the other more advanced ones
Niagara component and sketchpad section is all clear but material implementation is super complicated for my level. I downloaded the character just for this purpose but I couldn't find the material worked on and tried to do stuff on parametered material file which is a beast of its own and failed miserably. Yet it is not a problem of this video since Chris is pure awesome.
Unable to reproduce effect since the simple material for Crunch in the tutorial was vastly less complex than the one used by crunch when importing crunch project. :/
@@chrismurphy6966 heyy MURPHH, thank you so much. just wondering, how would one recreate this with a character with multiple materials for different parts. Also, are you the, THE chris murphy ?
Update Mesh position output doesnt appear in the dropdown in the lerp position menu. I can drag it from the left but the vfx doesnt function as intended. Working in UE5. I've had the same issue with other tutorials. I feel like I'm missing saomething as simple as a checkbox but who knows.
Really love the way Chris Murphy teach stuff always easy to understand. I hope that he has time to re-make game course from Udemy, it's has been out dated for a while since we are now in 4.25 and that course still in 4.14. What a pity for a great resource.
Best Niagara tutorial up until 12:28, where you used a material not included with the paragon Crunch asset. So now, I can no longer follow along without setting up a whole new material. Which really detracts from trying to learn niagara. It wouldn't have upset me, if you didn't POINT OUT that you could make a new material, but don't. Which is exactly what you're making the viewer do when you use an asset that isn't a part of the character. It's crazy the disconnect.
Same. Once that Crunch_Mat came up I've made 0 progress in the last 4 hours. I've even tried applying the process to the different materials but it doesn't work. Kind of feel this type of stuff happens in tutorials all the time. Hope we find an answer to this otherwise the whole tutorial stops being useful. What if I want to do it with a custom character with my custom materials?
Hey! There's a comment in the description but it was truncated by RU-vid so it's easy to miss: I simplified Crunch for ease of demonstrating the concept here but you can do this on any of the Infinity Blade Warriors or something like that and still follow along pretty easily. Good luck!
This was great, but I'm seeing a delay where the "UpdateMeshReproductionSprite" particles conform to the position of my character mesh a few frames ago. If I disable the "GetLevelOfDissolve" scratchpad, this doesn't happen. It doesn't matter where in the stack I place "GetLevelOfDissolve", turning that node on gives me the delay, turning it off gives me the expected result for "UpdateMeshReproductionSprite". Do you have any idea what is causing this? I wondered whether it was to do with the GPU call.
This is a bit overwhelming, but I'm guessing that is because I'm not coming from a Cascade background. If this was meant to be a 'ground up / beginner' tutorial, it might be too much. But for someone who is transitioning from Cascade, I'm guessing this is much more digestible. Either way, excited and impressed to see what the systems can do.
I tried to shoot for folks either coming from Cascade or with a little bit of a grounding in other packages particle tools. My apologies if I over shot it a little!
First off, I gotta say, that was really cool. But this isn't as easy as you think it is for newcomers. Niagara is not as intuitive as you may think or user friendly but through experimentation, asking the right questions, and videos I think anyone can learn.
AWESOME tutorial. Please tell me that you have some kind of course or guide to work with Niagara, i would absolutely love to watch everything you create. Honestly, Niagara lacks of this kind of thing and i'm eager to know how to play with it
This is awesome. What I am wondering though, is how I can set one particle for every vertex of the mesh, and then create no more, and never destroy them. Basically just lock the existing particles to the vertices without needing to spawn more?
Can this work for meshes/characters with multiple materials, or is that a constraint of this approach? A Niagara system for each material could work, but can Niagara control particle spawn location by material applied to get the same effect? Apologies if I missed this somewhere in the video :x
You can spawn particles according to different material areas but I believe you need to set up another emitter inside the system on each one. For a demo like this it was a bit easier to just do it all in one hit!
Outstanding tutorial! One of the best Niagara tutorials by far. Question: While playing, if I move the pawn left or right, I am getting some heavy blurring on the attached particles. (The mesh itself is not blurring, only the particle system.) Moving the camera around the mesh doesnt cause the particles to blur - only moving the particle system itself? Thanks for any tips
Great tutorial! I have an issue where I applied the "Generate Mesh Distance Fields" and added the nodes to the main material. But I'm seeing no transparency when my model collides with another mesh. Should collisions be enabled? Does it matter that I am using a skeleton model within the scene instead of a blueprint for the character?
That's awesome, but how do you fix the feet? Or maybe more specifically what if I want only certain things to be travelled through? Can I somehow tag different things to be used as the trigger points for the particles showing up and the material fading out?
The feet are a tricky one. You could sample from the closest point in a cylinder and/or you could use a dot product to have safeties to not do things below you in certain regions.
@@chrismurphy6966 But you do want the feet to have the effect when they're passing through a wall. I'm pretty new to this, but you pass in a "collision query" as part of the scratchpad input right? Is that something that can be customized as to what object types (collision channels) it looks at?
@@zachansen8293 No collision channel since it's GPU distance fields (though you could disable them on that) but you could also only flick the effect on/off/ when you're encountering objects that you're okay with it doing it in (and leveraging overlaps with conditions that way)
@@chrismurphy6966 I really appreciate the free tutorial, but it's really frustrating when there's a demonstration with something fundamentally broken that doesn't have a fix. In the future, try to pick things that you can demonstrate that don't have fundamental limitations of the engine, if possible. It's demotivating while trying to learn these things.
Great tutorial~Following along smoothly till 24:55, there is no "SOLVE FORCES AND VELOCITY Position" in UE5(there IS in UE4 though). So can anyone enlight me how to get that "position" output in UE5?..or any other outputs can do the same thing in UE5? Thanks~
@@adamodimattia kindda figure it out....Firstly, setting "Convert Position to Vector" in position B, then U can get SOLVE FOORCES AND VELOCITY Position. Hope that helps~
Very nice presented video and thanks for the super clear explanation and confortable pace . Got a picky question : Do you know , or anyone around here , how to make working translucent particles with translucent raytrace enabled ? Niagara sprites are supposed to be supported according to Unreal docs , but didn't find how or in what kind fo context , i mean , not expecting to use opaque sprites, right?
Awesome video. When I try implementing this myself, I seem to be running into an issue where I can not change the particle size. When I try modifying it in the sprite attributes the circles are always the same size. Is there something happening with the mesh reproduction sprite that is causing this? Edit: Answering my own question, the sprite size is overridden in the update mesh reproduction sprite module. So I have to set it there
Saturate is easier to read (as you always know it's between 0 and 1) and it's free on most modern GPU hardware so whenever I have a 0 - 1 clamp I use 'em and use Clamps for other values.
When i follow this tutorial in ue4.24.3 niagra gives a no mesh assigned error and doesn't work on the Init Mesh Reproduction step. The cpu access step does fix the issue only if you change to "CPU particle emitter" which doing so will likely kill most pc's as 80k particles while ok on the GPU isn't so great on the CPU. I'm assuming these features aren't available in 4.24.3 and are only available in 4.25
How do you pass in the material for your emitter as a user parameter? It seems like the fields in the sprite render module aren't configurable as to what their data source is? There's no "triangle" beside each field like there are on the other modules
Is it normal that I dont have any emitter templates in the wizard? EDIT: Nevermind, I had Unreal Engine 4 Version 4.24, but only 4.25 has production ready Niagara.