finally a tutorial that teaches the system rather than give you a shitty explosion particle with no explanation as to what you're actually doing. your channel is invaluable, dude
Purview into Particles? Niagra for Newcomers? The Particles of Niagra: The Lion, The Witch, and the Wardrobe? Awesome video, cant wait to start playing in Niagra!
This is a really great video tutorial. I am just learning UE5 from scratch from no tech background and now I feel comfortable using this special effects tool after watching.
I've watched quite a lot of "tutorials" about Niagara System... and this one is the first one really helpful for the understanding of the philosophy of the emitter/system stuff so thaaaaaaaaaaank you guy!!! Keep going!!!
Very excited for this series! Here is a few name ideas I came up with: Polished Particle Process Natural Niagara Particle Process/Pathway Novel Niagara Knowledge Particular Points about Particles Postulated Particle Process Proficiency with Particles Particle Philosophy
"how do i make a very specific thing, charlie do all the work for me, i can't be bothered using my brain" ugh the amount of times ive seen comments like/that imply that mentality (not you specifically just in general)
It would be nice if you describes with a little more of detail what the sections of the emitter do (Settings, EmitterSpawn, EmitterUpdate, etc etc). Maybe its something you assume to know (because of the 5 minutes series) but it would take like a minute and could be nice for a solid base
99% of it is still the same in UE5 :) Some of the spawn modules are different (cube cylinder sphere etc are now just 1 spawn area with a dropdown, I believe)
Hi, awesome tutorial as always! I have a question though. Is there any way to exclude particles from post-process effects? Like to exclude Fire from bloom effects, etc? Cheers!
Great question - You can opaque particles from a post-process material using Custom Depth and Stencils, however the Bloom function is very hard-coded in to the engine (I've been looking for an easy way around it for a looooong time!) so unfortunately there isn't much we can do.
Thank you for NOT making another "Charlie do all the work for me, I can't be bothered using my brain" video. I cannot stand those types of videos because they don't actually teach you anything.
You should be able to use Stencils, but you have to manually turn it on at runtime (Blueprint has some "Set stencil value" nodes) otherwise the option isn't there. Pretty sure they'd need to be Masked or Opaque for that to work. Otherwise I don't think there are many options, since a post-process is very... post-process haha
Thanks for this amazing tutorials! They are really helping me in grasping various Unreal systems (Materials and Particles) I'm using you cel-shader for a project and i would like to know how you can exclude particles from the post-cessing shader like you are doing in this video. Thanks in advance and keep up the amazing work you are doing
Hmmm... A few things weird in my case: Emissive does not work and also velocity align doesn't stretch the particles by speed. Any idea what could be the issue? Thank you for making this tutorial!
@@PrismaticaDev Some people aren't looking to watch a whole series to get a little bit of info. Additionally telling someone to "not stress" with a valid complaint is pretty dismissive and out of touch with your viewers. Your video is called intro to Niagra and you go through the first half with the basics then just decide to finish the whole thing off without any explanation. That doesn't make people interested, it makes them click away and find something else that gets them what they want. Like I did...
Does anyone know what he is doing at 4:30 ? I found the button he presses to add the Random Vector to the velocity, but what exactly happened? Can you just apply preset things to those exposed variables like that?
Yep - you can replace any value with a module like that - it's essentially a function that produces a value. You can even create your own custom ones. You can also use those functions as inputs to other functions. In the example in the video, we need a Velocity, so we choose the "get random vector" function which gives us a random Unit vector (vector with length of 1) and then use ANOTHER function to select a random to scale that directional vector by
@@PrismaticaDev thank you! I followed your tutorial to add a little spice to my Level Design assignment for school. Thank you for introducing me to Niagara!
Niagara is the new "normal" particle systems in Unreal. The previous tool (Cascade) will be removed in Unreal 5 and only exists in the current versions to give people time to move over. Niagara is much more flexible and customizable, and also offer extra performance saves compared to Cascade
Came here as a complete beginner and got stuck by the fact, that you have already some modules(?) under the modules(?)... so I left. Because in UE 5.3 it starts completely empty. Needed 1 more tutorial to realize, that I can just add easily the same modules under modules so that it looks the same in my UE5.3.
You might have picked the wrong "empty" emitter - there is one that is truly empty, and another that is a template called "empty". It may have also changed with more recent engine versions. Very confusing, but glad you figured it out :)
how do you make the particles glow? i created my own emissive material but it changes the shape of the sprite to rectangle and the color dont work too.
Sorry for a year late answer, but for the sake of anyone who have the same trouble. You just need to put "Particle Color" node into your material graph and connect its RGB to Base Color and Emissive Color of Material Node. For extra light brightness multiply Particle Color that goes to Emissive Color by some value. P/S As mentioned all of these was covered in 5-minute materials video, its worth to check it out.
I may be bald but I just can't seem to find a way to get my curve window in Niagara to look like yours, with the key data under the tab, it drives me nuts that Time and Value occupy the curve window. I'm pretty sure im on newest UE5 version. Would hugely appreacite an answer and thank you for the work you put in these tuts :).
If it's a LandscapeGrassType, there isn't really an easy way to do it, however for instanced meshes/anything else, you can look in to using Custom Depth Stencils
@@PrismaticaDev Yeah I did just that stencil worked great for those that are placed using foliage tool but not for those via grass node, I even tried calling all instanced mesh actor class of type and set stencil depth at runtime but it still didn't worked, they seem to be not considered instanced foliage actors for some reason.guess there's really no easy way to do it.
hey, im interested to make a game in unreal engine, like bullet hell kind of game; im wondering if this feature can be used as such and with designed pattern; or its just simply used as effect? would be great if you would cover those kind of tutorial if possible
I've scaled a BP bonfire to 0.1/0.1/0.1 but when I hit the play button my Niagara BP reset his size back to 1,1,1... Does anyone know how to solve this? Thanks!!
Hello I had watched your video about cel shader in unreal,and you can also use Niagara successfully with cel shader in this tutorial. But i had some issue about applying Niagara to cel shader made by post processing material(Cause by emission and trasparentcy can't display correctly). Do you have any suggestion about this situation? thanks
Ola @PrismaticaDeva hey Charlie....How do I apply damage values and damage detection to particles? I want to make a bullet hell using Niagara but I have no idea where to start. All the tutorials I've tried cover single projectiles not Stylized patterns and stuff.
Hey hey! You'll need to be using CPU particles to register collisions like that. You can look up "Niagara Blueprint Callback" to get started - I'll be doing a video about it in the future but I don't currently have one covering it
Hi My studio is seriously going to learn Neagara for game development in aspect of VFX (flame, lightning and so on) We are afraid to find ourself in situation when some another VFX-system will be integrated into Unreal engine and we will be forced to give up learning and working in niagata adn switch to this new VFX - system. which will lead to a big loss of time Are there any competitors to niagara that are more promising or maybe epic games is developing a more advanced system?
@@PrismaticaDev Hello thanks for the fast answer ! I did like you in the sprites atributes at 5:10 and set it to uniform if that's what you mean. I managed to make it work until the end actually and i have quite the same result :)
The basic concept is nice, and I was able to learn the general workflow for Niagra, but this doesn't match what I'm seeing in UE5 at all so it's not as straightforward.
finally a tutorial that teaches the system rather than give you a shitty explosion particle with no explanation as to what you're actually doing. your channel is invaluable, dude
Teach a man to fish
Or a guy with a poor English accent and hard to understand.
Purview into Particles?
Niagra for Newcomers?
The Particles of Niagra: The Lion, The Witch, and the Wardrobe?
Awesome video, cant wait to start playing in Niagra!
Can you please not ever stop making videos like these? You're literally saving me and my degree 🥲
This is a really great video tutorial. I am just learning UE5 from scratch from no tech background and now I feel comfortable using this special effects tool after watching.
I've watched quite a lot of "tutorials" about Niagara System... and this one is the first one really helpful for the understanding of the philosophy of the emitter/system stuff so thaaaaaaaaaaank you guy!!! Keep going!!!
Yeah, I was hopping you start a tutorial on Niagara, thanks thanks !
"Nothing specific, I can't be bothered to use my brain." As someone who also makes tutorials on Unreal, this hit home. Thanks for the video!
Dude, I've gotta say. Your channel is definitely one of the best channels for UE I've seen in a while!
Your videos are so clean, I enjoy them so much 🔥
loved this, the burst was very exciting
This series is incredibly valuable, thank you!!
Very excited for this series! Here is a few name ideas I came up with:
Polished Particle Process
Natural Niagara Particle Process/Pathway
Novel Niagara Knowledge
Particular Points about Particles
Postulated Particle Process
Proficiency with Particles
Particle Philosophy
As 3d modeller i love those realtime reflections on that bottle. Realy nice made :D
huh?
Yes! This is amazing love your style of teaching, and was exactly what I was missing. Love it! Thanks for creathing this video.
The best explanation of this functionality to date, and I've watched a LOT of videos. Thank you PrismaticaDev!
Thanks for the new series Charlie! Amazing video as always.
Love this guy, his channel is very educative, thank you
You are an awesome instructor. Thank you, dear!
Awesome, i was waiting for a Niagara tutorial😁
I'm definitely looking forward to the particle series. Cheers!
I love this channel 😌😌
Thank you soooooo soooo much! I really want to learn Niagara and you are the perfect person for it
i just started the video but i already know i'm going to love it. thank you for making
This game me exactly what I am looking for to complete the scene I'm making! Great job m8 this has been super helpful 😁
"how do i make a very specific thing, charlie do all the work for me, i can't be bothered using my brain" ugh the amount of times ive seen comments like/that imply that mentality (not you specifically just in general)
Nicee, this is gonna be super useful :)
Thank you for making these amazing videos and uploading it for free.
This channel is a Gem
The Runescape Music bringing me back!!!
Thank you for making these tutorials. They've helped me out a lot.
It would be nice if you describes with a little more of detail what the sections of the emitter do (Settings, EmitterSpawn, EmitterUpdate, etc etc). Maybe its something you assume to know (because of the 5 minutes series) but it would take like a minute and could be nice for a solid base
Like cmon men 101 thing what for thing for
I’ll be going over it in future videos :) just wanted to keep this one under 20 mins haha
@@mathajar9563 r u having a stroke?
@@illyesdogguy9063 i don't think so,is my behavior bad?
Cool tutorials Prismatica, hoping to implement Niagara into VR soon. This was a great place to start. Thank you :)
“Pathway to Productive Particle Party Paradise”
man i wish this tutorial wasnt so old and on ue4
99% of it is still the same in UE5 :) Some of the spawn modules are different (cube cylinder sphere etc are now just 1 spawn area with a dropdown, I believe)
lovely introduction
"Particles with Prismatica" :-)
awesome.
Love this, thank you so much!!
"Niagara editor interface thingo thingo". I died.
thank you for the tutorial Prisma! As for the name, well I don't have any original name.. only "UE4/UE5 Niagara Particles Tutorial Series" 🤷♀
You are a gem
you are really good teacher
This was useful thank you
thank u very many
Thank you!!!!
This is super helpful, tysm.
"New Niagara Knowledge "
Hi, awesome tutorial as always! I have a question though. Is there any way to exclude particles from post-process effects? Like to exclude Fire from bloom effects, etc?
Cheers!
Great question - You can opaque particles from a post-process material using Custom Depth and Stencils, however the Bloom function is very hard-coded in to the engine (I've been looking for an easy way around it for a looooong time!) so unfortunately there isn't much we can do.
@@PrismaticaDev I was afraid of such answer... :D But thank You for the info anyway! :D
Thank you for NOT making another "Charlie do all the work for me, I can't be bothered using my brain" video. I cannot stand those types of videos because they don't actually teach you anything.
Always great. %100
The runescape music tho
thank you it will help me
Thank you for the tutorial! Do you know how to exclude the particles from a post process? Custom Depth Stencils don't seem to work.
You should be able to use Stencils, but you have to manually turn it on at runtime (Blueprint has some "Set stencil value" nodes) otherwise the option isn't there. Pretty sure they'd need to be Masked or Opaque for that to work. Otherwise I don't think there are many options, since a post-process is very... post-process haha
Thanks for this amazing tutorials! They are really helping me in grasping various Unreal systems (Materials and Particles)
I'm using you cel-shader for a project and i would like to know how you can exclude particles from the post-cessing shader like you are doing in this video. Thanks in advance and keep up the amazing work you are doing
Big hype
it would be more than great if you can make a video on system which have various emitters, like a sword trail and hit effect, idk, but yeah
When's the next devlog? I've been dying to know more.
based
Hmmm... A few things weird in my case:
Emissive does not work and also velocity align doesn't stretch the particles by speed. Any idea what could be the issue?
Thank you for making this tutorial!
Have same issue, I guess there might be change in Niagara system in UE5.0.3 that I'm using, and in the video he uses UE4 I believe.
how are you getting bloom inside niagara? i see them without bloom (i ramped upd the color/alpha and nothing)
oh yesss!!!
“Partly Productive Particle Party”
Name : FXsmatica :p
Wp very clear series ! So excited to see what's coming :)
Great
charlie does stuff: particles
Nice
Thank you so much ... i wish i can do more than a follow.
May I know how does your lawn and the flowers on your lawn move freely? Do you have a video of creating this effect?
Would have really appreciated it if you shared what you did to make those sparks instead of gloss past it...
That isn't what the video is about, though :) We'll be learning all of the tricks in the series, don't stress haha
@@PrismaticaDev Some people aren't looking to watch a whole series to get a little bit of info. Additionally telling someone to "not stress" with a valid complaint is pretty dismissive and out of touch with your viewers.
Your video is called intro to Niagra and you go through the first half with the basics then just decide to finish the whole thing off without any explanation. That doesn't make people interested, it makes them click away and find something else that gets them what they want. Like I did...
Keep it up
Does anyone know what he is doing at 4:30 ?
I found the button he presses to add the Random Vector to the velocity, but what exactly happened? Can you just apply preset things to those exposed variables like that?
Yep - you can replace any value with a module like that - it's essentially a function that produces a value. You can even create your own custom ones. You can also use those functions as inputs to other functions. In the example in the video, we need a Velocity, so we choose the "get random vector" function which gives us a random Unit vector (vector with length of 1) and then use ANOTHER function to select a random to scale that directional vector by
@@PrismaticaDev thank you! I followed your tutorial to add a little spice to my Level Design assignment for school. Thank you for introducing me to Niagara!
I have a question that I don't have seen any answer what is the difference between Niagara and a normal particle system
Niagara is the new "normal" particle systems in Unreal. The previous tool (Cascade) will be removed in Unreal 5 and only exists in the current versions to give people time to move over. Niagara is much more flexible and customizable, and also offer extra performance saves compared to Cascade
For some reason I don't see a curve in Scale Particle Size (UE 4.25.2). Does this feature exist only in more recent versions?
i don't have it either but you can add on the scale factor : Vector 2d from curve i am on it right now
It might be due to the scale settings in the particle initialize (uniform vs non-uniform)
Thanks for the replies!
It was a version thing. I downloaded UE 4.27.2 and everything looks similar to the tutorial now.
Came here as a complete beginner and got stuck by the fact, that you have already some modules(?) under the modules(?)... so I left. Because in UE 5.3 it starts completely empty. Needed 1 more tutorial to realize, that I can just add easily the same modules under modules so that it looks the same in my UE5.3.
You might have picked the wrong "empty" emitter - there is one that is truly empty, and another that is a template called "empty". It may have also changed with more recent engine versions. Very confusing, but glad you figured it out :)
@@PrismaticaDev You are right, there are more empty templates. I know now, because my knowledge is skyrocketing with your channel :).
@@wastedlife4842 Very happy to hear it
@4.30 why'd you skip? where tf did that suggestion panel come from?
The little downwards arrow - you'll see me click it again about 3 seconds later :)
Hey, could you make a video about iridescent effect, how can we achive it?
I sort of cover it in my Fresnel video in the material series :)
What about “picking apart particles” or “notes on Niagara”
Intro to Particles in Unreal Engine 5: Shrek 2
how do you make the particles glow? i created my own emissive material but it changes the shape of the sprite to rectangle and the color dont work too.
Sorry for a year late answer, but for the sake of anyone who have the same trouble. You just need to put "Particle Color" node into your material graph and connect its RGB to Base Color and Emissive Color of Material Node. For extra light brightness multiply Particle Color that goes to Emissive Color by some value. P/S As mentioned all of these was covered in 5-minute materials video, its worth to check it out.
I may be bald but I just can't seem to find a way to get my curve window in Niagara to look like yours, with the key data under the tab, it drives me nuts that Time and Value occupy the curve window. I'm pretty sure im on newest UE5 version. Would hugely appreacite an answer and thank you for the work you put in these tuts :).
Heya Woofer - I haven't actually used UE5 myself but I'll have a look in to it!
I'm at 03:46, followed along exactly but nothing has appeared. I have no particle, no white circle, still only empty space. What did I do wrong?
Excuse me, did you make the Fire_Sprak material used in the tutorial yourself? Or does it come with the editor?
I made it myself - it's just a very simple emissive material. I have a video about niagara and materials in this playlist :)
7:38 Banshee has entered the chat
PARTYCLES
any idea how to exclude foliage actors from postprocess effects, I'm using grass mesh model and not planes
If it's a LandscapeGrassType, there isn't really an easy way to do it, however for instanced meshes/anything else, you can look in to using Custom Depth Stencils
@@PrismaticaDev Yeah I did just that stencil worked great for those that are placed using foliage tool but not for those via grass node, I even tried calling all instanced mesh actor class of type and set stencil depth at runtime but it still didn't worked, they seem to be not considered instanced foliage actors for some reason.guess there's really no easy way to do it.
cool!!
hey, do you know how i can increase the speed of the particles moving
hey, im interested to make a game in unreal engine, like bullet hell kind of game; im wondering if this feature can be used as such and with designed pattern; or its just simply used as effect?
would be great if you would cover those kind of tutorial if possible
I've scaled a BP bonfire to 0.1/0.1/0.1 but when I hit the play button my Niagara BP reset his size back to 1,1,1... Does anyone know how to solve this? Thanks!!
what happens at 4:30? the mouse teleports and suddenly a "source filtering" popup appears... where from ?
Clicking on the little downwards arrow, at the top right of that popup
Cheers !@@PrismaticaDev
Can I have a constant set of particles? Lets say I want 100 particles at all time, nothing spawns, nothing dies. Is this a thing?
Hello
I had watched your video about cel shader in unreal,and you can also use Niagara successfully with cel shader in this tutorial. But i had some issue about applying Niagara to cel shader made by post processing material(Cause by emission and trasparentcy can't display correctly).
Do you have any suggestion about this situation?
thanks
Ola @PrismaticaDeva hey Charlie....How do I apply damage values and damage detection to particles? I want to make a bullet hell using Niagara but I have no idea where to start. All the tutorials I've tried cover single projectiles not Stylized patterns and stuff.
Hey hey! You'll need to be using CPU particles to register collisions like that. You can look up "Niagara Blueprint Callback" to get started - I'll be doing a video about it in the future but I don't currently have one covering it
@@PrismaticaDev Arigato Senseii!!
better than "how to Niagara" :)
yess pls more niagara cant find good stuff
Hi
My studio is seriously going to learn Neagara for game development in aspect of VFX (flame, lightning and so on)
We are afraid to find ourself in situation when some another VFX-system will be integrated into Unreal engine and we will be forced to give up learning and working in niagata adn switch to this new VFX - system. which will lead to a big loss of time
Are there any competitors to niagara that are more promising or maybe epic games is developing a more advanced system?
how did you make them glow? :O
im on UE5 and i don't see the curve editor on the Scale particle sprite size :(
looks like we can add vector 2d curve to the scale factor
@@Sunleashed That should work! It might not be showing up if you don't have the scaling set to Uniform
@@PrismaticaDev Hello thanks for the fast answer ! I did like you in the sprites atributes at 5:10 and set it to uniform if that's what you mean.
I managed to make it work until the end actually and i have quite the same result :)
Can you talk about cpu vs gpu particles
The basic concept is nice, and I was able to learn the general workflow for Niagra, but this doesn't match what I'm seeing in UE5 at all so it's not as straightforward.
Cylinder Location doesn't exist HELP
UhhhHHHH maybe they changed the name of it? Shape location? I’ll need to check when I’m at the computer next haha
@@PrismaticaDev I figure it out. Now it's call SHAPE LOCATION
@@DrizztLoFish omg I guessed it right hahaha
@@PrismaticaDev for sure you are more experienced than me xD