Want to learn Niagara Fluids? Join thousands of VFX artists who have taken my new (and completely FREE!) Niagara Fluids Crash Course (15 videos): redefinefx.com/blast/
I've gone to your website and scoured it. There is no download link on that page. I signed up as a student and it's not in there either. edit: On Opera GX it doesn't show the email field so you're unable to continue. I tried in Chrome and it worked.
Hey Man. 1st of all thanks for your Great tutorial... just one thing: you should update the part when you link the Grid3d_Gas_Master_Emitter to the Main_Particles_Emitter ( 5:19 )...I am using UE5.4.2 and now it is under the 'Grid3D Gas Initialize Particle Source' section... and it corresponds to the 'Particle Reader' | ''Emitter Binding'
I couldn't see the smoke at 5:27 . After some digging, I had to switch the simtarget of emitter_particles to GPU and the bounds to fixed too in the emitter properties (I did it only for the Grid3D_Gas emitter). I hope this helped!
Hi there! AMAZING TUTORIAL!! Makes me happy to see there´s people willing to teach so much about Unreal out there specially in this platform. Quick question if you don´t mind. What are the specs of your pc? I don´t have that good of a pc but it´s quite reasonable, and I dont know why but every time I use niagara my GPU goes nuts going to 90% to even 100% crashing my Unreal. I have a RTX 3060 TI btw. My regards from Portugal!!😄
Standard Niagara with sprites and particles shouldn't be a problem but Niagara FLUIDS is a whole different beast and can crash even better GPUs if used more than just for small things. This is cutting edge stuff, not really meant yet for games on a larger scale.
Amazing stuff. I'm gonna buy the course for sure. I have only one question: in daylight i tried to reduce the density in "Fuild Source Attributes", because i wanted to try a less dense volume of smoke. But doing so all i get is less smoke. Basically i would love to keep the same volume but a bit more transparent. To accomplish this i have to work on the shader? I need it less visually invasive...
Problem ! After changing Particle Source Type (OFF on Emiter) stops displaying smoke. The portal emitter remains, but the smoke completely disappears. What could be the reason ?
I fixed this issue by following these steps. *Enable mesh distance field generation:* Go to Edit > Project Settings Search for "Distance Field" in the search bar In the "Rendering" section, find "Generate Mesh Distance Fields" Make sure it's set to "Enabled" *Rebuild lighting data:* Go to Build > Build Lighting Only Wait for the process to complete Finally, restart UE.
@@liurui8014 I posted a solution related to enable the instance field generation, and rebuild lighting, then restart UE, see full steps in the primary comment.
Whatever I try, I can't get the particles to emit smoke. I have everything on GPU, the plugin is working, the sphere emitter is fine. I just can't get it to emit from the rotating particles, or any particles. Maybe it's a 5.4 thing?
Good, I have a question and it is the following, when I zoom out the camera the niagara disappears...there is like a rendering distance that I do not know where it is to disable it. does anyone know?
there is no set fluid source attribute under particle update... help... EDIT: YOU HAVE TO DOWNLOAD THE NIAGRA FLUIDS PLUGIN. please specift that next tutorial.
Thanks for this wonderful tutorial! Everything works/runs fine. But: when I package my scene/project for windows, the smoke (Grid Gas Emitter) disappears. The smoke is not there anymore. The little particles still flying around. I have no errors when Unreal creates the packed version. What can I change or look for to get see smoke also in the packaged project? Thanks a lot.
Just in case somebody had the same issue: Setting "Source Mode" in the Mesh Renderer of the Grid Gas Emitter to "Particles" is the solution for me. Packaged my project for Windows. Works now.
I don’t understand what you’re trying accomplish by rotating it but if you don’t want the smoke to react as you rotate the sim box you need to cache the sim first
Really love the effect but I am missing something. When I turn on the gas emitter and the smoke appears, the particles disappear leaving only the smoke.
try adding another sprite renderer on the bottom. If that doesnt help then i dont know. seems like they're getting occluded / clipped by the smoke. By default this shouldn't be happening. You can also add a mesh renderer and display them as little spheres
@@RedefineFX I found the issue on my end. However, how can I make it so I can rotate the whole thing on the z axis to turn it. No matter what I try, it breaks the effect. I even tried to make an actor and adding it to that but rotating the actor had the same effect. Is there a tutorial on that and perhaps parametrizing attributes to make it repeatable but with different colors and stuff?
why does your smoke here look way better than the one im seeing? mine just looks like smoky sheets of low quality dust, doesnt look anything like this! would the GTX1080ti have something to do with it? since mostly everyone seems to be working with RTX
@@RedefineFX the 1080ti IS strong, but i haven't been able to figure out why the settings no matter what i do stay low quality :/ the 1080ti still has alot of horse power. So im kinda frustrated, i've also tested THIS on my laptop with a 2050 RTX scene only and still looks exactly the same, so i KNOW im missing something. since that smoke on this example looks way better out of the box - very frustrating.. this is a partical system i've been able to do much higher and intense looking things using demanding code... Stuck really so why is it that the smoke looks like sheets of 2001 smoke textures instead of this volumetric style lol
is there a way to appear and dissapear the portal like to make it look like its opening and closing ( to get a better understand of what i mean...lets say thanos appears in a scene...there is no portal..then the portal appears...he walks out and then the portal closed again...i wanna make the portal open and close..is there any way ?
@@RedefineFX this would be really great because im working on a very big project right now and this portal is excatly what i have left to do...i just need it to appear and issapear in a good looking way..this would finish the project pretty much so hopefully you can make a tutorial pretty soon
Greate tutorial...is there a way to set this up so the portal can be brought in the level and rotated to face a different direction and not distort when facing away from the X? When I bring my portal in and attempt to place it in the direction I want it to face it distorts horribly...almost like wind is blowing it or something.
hey my why arent my dots appearing when I put an emmiuter and set the emmiter to whatever number you said. nothing is showing up im getting a blank screen, it says its there but nothing is there how do i fix this?
Can you think of any reason as to why this type of particle system only shows in one lens via VR? I've tried every permutation of options that I can think of to no avail. I've searched to the end of the net and have seen people having one lens issues but nothing like this, and most of the solutions consist of workarounds that have been deprecated/fixed versions ago. Its not stereo because that's disabled, and when in first person/third person the particle system looks as it should but preview in VR it only shows in the left lens. I have a few other particle systems in the scene that show up as they should during VR. I figured through process of elimination it has to be something within the emitter settings causing this issue if the other systems are showing up as they should and this one isn't, but I can't seem to figure this out and find a workaround, its driving me crazy. Any suggestions/thoughts would be most appreciated. Great work and thank you for what you do. P.S. Im using 5.3.2
Awesome work ! Thanks a lot. Tho once packaged, the smoke isn't working anymore. Any idea why ? The built game is only displaying the "additionnal" particles.
Great tutorial, but on my 4090 I can't even get it to do a fixed 30fps doing a scene similar to yours. I had to turn the resolution down from 500 to 400 and the GPU is over 70%. Is this normal? Seems like a lot.
Hello, love this tutorial, I have an issue when scaling up the system, the glowing particles don’t seem the scale up with the rest of the gas particles. Is there any way to fix this? Thank you!
@RedefineFX Looking at getting one of your courses but can't decide between Niagara or Embergen, which do you feel looks better / more realistic? I would predominantly be using Unreal 5 path tracing as the render engine!
I always tell people to learn both as they both have their advantages but if you’re primarily an unreal engine artist then learn niagar first as it lives entirely inside UE
Hey can you make a tutorial for the warp gate in some marvel movies that looks like hexagon? It's usually used for ships jumps like in miss Marvel and guardian of the galaxy. So much appreciated thanks
Hey man thanks for the wonderful tutorial. I could not find the Gas Master Emitter even through I have enabled the Niagara Fluids plugin. Any thoughts?
Hi Jesse, I love your work, but i only know 3ds Max. Will you ever do a 3ds Max tutorial for any Effects or whatever again ? (I also would buy it btw 😅) thanks and best regards
Yes, but Unreal is the current focus. If there's ever an exciting update to Max, I will cover it. Same with tyFlow and Phoenix, but it's been pretty quiet there for a long time.
Hello sir and thank you so much for your work ! 4.38 seems like black magic to me, I know this is not the very point of your video but I really don't understand how you collapse the settings of the smoke emitter, can you or someone please help me ?
Jesse, hi, I'm a beginner at ue5 and I have a problem. When I create a grid 3d gas master emitter and want to move the pivot point of the emitter, I also have a red box moving, and in your video it stands still. What could be my problem? Thanks
i had the same problem and i was doing it in a VR template, idk where you are doing it but try it in a first person template see if it works might be the template
Since my Macbook M1 Max is failing me completely with Niagara Fluids - what windows laptop models / graphic cards can you recommend for Unreal Engine (and maybe also Houdini)? I want to use its full potential but since I travel a lot, it needs to be a laptop solution. What aspects should I look out for to make it as powerful as possible?
How could we optimize this for a game, beside using cache in the sequencer and lowing the resolution? is there something else we could do to reduce drawcalls and improve the optimization? Thanks in advance!
Lowering the bounds size also helps a lot! If you don't need the trail to cover a large area, make the volume smaller and it'll improve the performance a lot.
A very useful and entertaining lesson! Thank you for your contribution to teaching this wonderful instrument! Tell me please, is it possible to stop, freeze a certain frame of the Niagara Fluid simulation?
why is my smoke so low quality? its like yours is 1080p and mine is 240p edit: i just realized that for some reason my smoke is unaffected by the density buoyancy, i put it at 1 and at -10 and there was no difference at all
@@RedefineFX it seems the scalability is "cinematic" in the Niagara System that has the portal, i changed the scalability of the whole project to cinematic (previously epic) but it did nothing, then i redid everything in a new NS and now it works fine but the first one is still looking awful. don't know why it is but i for sure touched something i wasn't mean to
@@RedefineFX ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-K-8Zxy0KJEI.html but im not sure that is niagara abled to flow inside a glass ball up and down with collision?
Question: Is there a way to make the smoke collide with the floor instead of on the bottom of the bounding box? I mean it wouldn't matter much if the ground was a flat plane like a frozen lake or something... but in the vast majority of cases I'd probably prefer to put the portal somewhere in the wilderness where the ground isn't flat... where's it's more rough terrain. If I do this, having the smoke terminate on a flat plane ruins the effect if it's looked @ from a low enough angle
Okay. So I figured out why the smoke was not colliding with my floor. I'm actually using a different kind of floor then landscape floor. I'm using another static mesh on top of the landscape mesh and it did not have collision enabled. Once i enabled it... problem solved 😊
How is that so performant on your side? Ive got an RTX 3080, i9 10900k, 3200mhz ram and it lags a ton. Anybody got an idea how to improve the performance?
I could not find the Grid 3D Gas Master Emitter anywhere even though I've enabled Niagara Fluids, and unchecked the Library Only filter. I can only find Grid 3D Gas Emitter and it doesn't have anything in the summary tab. Pls help
trying to add vortex force but its not affect the particles, Im not getting that error when you add the vortex force, how can I make that effect. Im using MacBook M1 Pro. Please someone help me
Thanks for the tutorial! But I followed all your steps and when I render the portal it's all really blurry and low quality. Any clue to fix this? I tried rendering without anti-aliasing and in epic mode.
Hey if the smoke spawns in the preview of Niagara shouldn't it show up in the viewport of UE 5.4? Mine only shows the particles but not the smoke inside the actual viewport...however it looks great inside the Niagara preview....what is possibly the issue? I have tried Cinematic and Epic settings and I have a beast GPU and CPU with tons of RAM so is there a setting that may be preventing the Gas emitter from showing inside the viewport?
Very epic looking effect but unfortunately it is too resource intensive and slows my machine down to a crawl. I have a high end PC. I might need to fiddle with some of the settings to get better performance.
Thanks for the tutorial. Resolution max Axis is 400 and pressure Solve Iterations is 8, but the smoke does not transition smoothly as in your video and creates a flicker effect. Any idea why? I couldn't find what I did wrong.
Hi, Jesse! I was trying to import these Niagara systems into other unreal projects but Unreal doesn't recognize them due to some reason. Was there some special method to it?