Unreal Engine 5 Niagara Particle waterfall Tutorial

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A low cost CPU/GPU sim waterfall for the use in your games as background decoration for open world RPG's using Sprites with collision

If this video helps please like share and consider subscribing it helps the channel grow and enables me to spend more time making tutorials for people who need them :)
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If people are struggling with collision for meshes and the particles are not interacting with the mesh make sure " collision " is added to the particle inside Niagara, also make sure your asset that you are using has a complex collision enabled to do that open up your asset tab by double " left " clicking it in the content browser once it opens in the details panel on the right scroll down until you see a setting named collision in there you will probably see " Project defaults " change this to Complex as simple especially if the mesh has multiple angles and shapes.

If anyone is still struggling with this I do have a discord you can reach me on and I will always take the time to help anyone but just remember I am human I am not a robot so be nice :) good luck with your projects and hit me up if you need help.

AMMediaGames
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A huge thank you for this. No fluff, no 5 minute intro. Just condensed, easy to follow steps.

facepunchoclock
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A huge thankyou for this! I have been trying to get a decent waterfall in Unreal for the past 5 yrs without luck including buying assets - but this one video and a few hours, I have finally gotten a satisfactory result with this enormous waterfall with almost a MILLION particles!

sibinaayagam
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Great tutorial, got it working after reading your updated comment about collision. Thank you! Added a custom material in the render tab which resolved my transparency issue.

jamesgoodman
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This video is really cool, you're the best. Plain and simple.

bfxzrif
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Thank you for the tut, Straight to the point.

federicoest
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I am a bit poorly sick, so my apologize for the dead sounding voice and the lack of ability to think, there's a few settings I forgot to mention in this that you can change to make it look and appear slightly better such as size of particles and amount to spawn under the " spawn rate " adjusting these parameters will result in better looking water effects.

If for any reason you need extra help with this just let me know and if you would like to see more advanced and interesting effects using NIAGARA I can do that too just need a few days to recover I think :D

Have a play with the settings once you get it looking like what you see in the tutorial video to get the result you want! :)

AMMediaGames
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Thank you sir, This is an amazing achievment!!!

veithdclub
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The intense red text on the thumbnail proves that this video is helpful

cyqikjg
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Hey good job! That's actually really cool.

magnetvideogame
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Thank you everyone who liked this video and commented I never expected it to get any where close to over 5k views let alone 6k appreciate you all ! :) thanks for the support.

AMMediaGames
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Excellent. I am linking to this in one of my videos.

Tech_Hobbyist
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Отличный туториал, спасибо. Только немного тихий)

revisualisation
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Awesome!! And now the question is how to like "interpolate" these particles to use its direction and than use the textures or generate, I don't actually what, but to use these paricles as a reference for "collision" and layer the more realistic effects above this.

aleksandrrush
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Thank you so much for this tutorial, I've looking for this for so long. Can you make a tutorial about a proper water material for these particles and motion blur to achieve a better result?

KooroshGhotb
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This is a great tutorial with a great pace. Using 5.3 I have a couple of issues I can’t resolve. My waterfall looks great apart from it’s to transparent in my scene. With 5.3 what’s the best collision to set on a Quixel asset? In collision presets there’s a lot including WaterBodyCollision. Do you leave collision complexity on project default? Thanks for any help!

jamesgoodman
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Great tutorial, easy to follow, 1am me thanks you greatly

Keln
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In terms of recording a movie sequence, the particles kick in from the start of the animation. Any way to have it running from the start? So far I have had to add a load of extra frames. Wondered if you know of an alternative solution?!

jamesgoodman
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Ohhh wow… this is soo good… man … can u please share the waterfall u made pls? Very nice.

BCS_Official
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I cannot find the collision complexity option in the settings in 5.3

keltart