@@A1exHuang At one point he tells you to set Position A to Mesh Position, This doesn't show up because that is now being fed into the Position variable which is already set on it. That is what Chat-GPT said but who knows...I got this working in the editor but it doesn't work during Run-Time and I'm not sure why.
At 4:06 when adding "Solve Forces And Velocity : Position", it will not show up in the list. The reason for this is in newer versions of NIagara all positions are their own type. You need to convert Position B to Vector to get this option.
@@MGrufTiger You can convert the Position type to a vector. This is done by using the drop-down arrow next to the Position variable and switching it to vector.
@@shuyusung5481 No its from Position To Vector. You will notice its a Position type. Next to it will be a little arrow you can click and it will drop down a menu where you can convert it to vector.
@@tehf00n I converted the position to vector but now there isnt my mesh. There is just showing an light and its just blinking. Can you help me with that?
When creating the Scratch Pad, if you don't see your DissolveAmount parameter listed in the Lerp Particle Attributes module, you need to Apply Scratch Pad in the menu at the top near compile. This stumped me for a few minutes.
i check this but i continue receive System failed to compile with 9 errors. The mesh distance field generation is currently not enabled, please check the project settings. Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Spawn Script Interpolated, ScratchModule The mesh distance field generation is currently not enabled, please check the project settings. Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Update Script, ScratchModule The mesh distance field generation is currently not enabled, please check the project settings. Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle GPU Compute Script, ScratchModule
1, Don't know. I am not familiar with Cascade. I think sampling data from skeleton mesh is a new feture in Niagara but no cascade. 2, The sony is Symphony No. 5 in C Minor, Op. 67: IV. Allegro
if anyone wants the actual tutorial this is just ripped from the official unreal engine content on the unreal engine youtube, original tutorial is provided by chris murphy and goes much more in depth
This is so awesome! Love this tutorial. Although I'm having an issue that when I do a windows package. On collision the particles don't move/dissolve out (They only stay in the mesh bounds). Weird because it works in the editor. Have you or anyone ran into this issue before?
I'm using 4.25 Niagara particle system, I think there is an issue when I reach "Scratch Module" part at the end, somehow it doesn't make any difference from the previous step? and the last adjustment that was done on the mannequin material makes him disappear completely, any suggestions ?
Is there a way to have the particles cast shadows ? That has been my biggest struggle with dissolves effect. Most of the mesh I want it to happen are pretty closed up, it's kinda weird not having it have any shadows. Maybe a way to fake them ? Your dissolve looks the best though
Hi Even! I am recreating this effect in UE5 and it seems that putting the spheres' shader as translucent stops them from interaction with the distance field. Do you know if it is something that also happens on UE4 or if you have any idea what my be the cause?
I know it's late here but you can also use the M_DebugSphereBounds_01_Inst material, then in rendering simply uncheck the Render In Main Pass switch on the mesh. This will let you see it in the editor with the usual debug outline, but won't render it when you play.
for me it always has teh dissolve fx no matter what, that the mesh disappears works, any idea why this is? Also how do i make this so its only at a certain object
forget to tuning the inputs of the Scratch Module, jsut like the video at 7:40 ? distance field is a global field for all static meshes. I think you can disable the "generate distance field" in static mesh editor panel for every mesh except a certain object.
I try to make this incredible art but... System failed to compile with 9 errors. The mesh distance field generation is currently not enabled, please check the project settings. Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Spawn Script Interpolated, ScratchModule The mesh distance field generation is currently not enabled, please check the project settings. Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Update Script, ScratchModule The mesh distance field generation is currently not enabled, please check the project settings. Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle GPU Compute Script, ScratchModule
If I am using a Static Mesh instead of a Skeletal Mesh and attach it to a static mesh, the Particles spawn everywhere and not just where something else collides with it. Any helpers ?
I upload the assets to Gumroad. check it out. gum.co/jsqeh.
Hey, Zhang! I tried to use it in UE5, but it didn't work. Do you have the same problem?
@@A1exHuang At one point he tells you to set Position A to Mesh Position, This doesn't show up because that is now being fed into the Position variable which is already set on it. That is what Chat-GPT said but who knows...I got this working in the editor but it doesn't work during Run-Time and I'm not sure why.
Hi@@unrealdevopI'm also having issues getting it to work during game mode, or simulation mode... did you ever get it to work?
At 4:06 when adding "Solve Forces And Velocity : Position", it will not show up in the list. The reason for this is in newer versions of NIagara all positions are their own type. You need to convert Position B to Vector to get this option.
Thank you so much. I was stuck on that part.
@@MGrufTiger You can convert the Position type to a vector. This is done by using the drop-down arrow next to the Position variable and switching it to vector.
@@tehf00n Hello, I could only find Convert Vector to Position under "Solve Forces And Velocity : Position". Is that the switching way you mentioned?
@@shuyusung5481 No its from Position To Vector. You will notice its a Position type. Next to it will be a little arrow you can click and it will drop down a menu where you can convert it to vector.
@@tehf00n I converted the position to vector but now there isnt my mesh. There is just showing an light and its just blinking. Can you help me with that?
*gasp there is a set parameters module ?! that's so handy
yep, it can set multiple parameters in one module!
I love your videos especially the niagara particle monster ; )
Its amazing i hope you do more wonderful tutorials like this becuase this effect is amzing i literally dream about this
When creating the Scratch Pad, if you don't see your DissolveAmount parameter listed in the Lerp Particle Attributes module, you need to Apply Scratch Pad in the menu at the top near compile. This stumped me for a few minutes.
Thankyou for posting this!
underrated video. needs more views.
I can't find the Dissolve Amount when editing the "Lerp Alpha" at 3:56. Can someone help me?
don't forget to enable "generate mesh distance field" in the project settings
i check this but i continue receive
System failed to compile with 9 errors.
The mesh distance field generation is currently not enabled, please check the project settings.
Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Spawn Script Interpolated, ScratchModule
The mesh distance field generation is currently not enabled, please check the project settings.
Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Update Script, ScratchModule
The mesh distance field generation is currently not enabled, please check the project settings.
Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle GPU Compute Script, ScratchModule
How would you replicate this effect with things that aren't skeleton meshes? Like static mesh and parts of the environment?
More tutorials from you!!!! cant wait
Did this work for unreal 5 for anybody? I cant seem to make it work.
А подскажи пожалуйста, как ты сферы невидимыми сделал и при этом они взаимодействуют с частицами?
Best interesting tutorial/ feature I've seen!
Two questions: can this be done in cascade?
And what is the name of that song?
1, Don't know. I am not familiar with Cascade. I think sampling data from skeleton mesh is a new feture in Niagara but no cascade.
2, The sony is Symphony No. 5 in C Minor, Op. 67: IV. Allegro
Hello, is there any way to adjust the particle scale? It doesn't work with Uniform Size. Thank you!
why i dont have solve forces and velocitiy : position?
What if I want to do it with static mesh?
Just curious would I be able to use this effect on a point cloud, instead of a mesh
if anyone wants the actual tutorial this is just ripped from the official unreal engine content on the unreal engine youtube, original tutorial is provided by chris murphy and goes much more in depth
instead of skeletal mesh how to use static mesh?
This is so awesome! Love this tutorial. Although I'm having an issue that when I do a windows package. On collision the particles don't move/dissolve out (They only stay in the mesh bounds). Weird because it works in the editor. Have you or anyone ran into this issue before?
I'm using 4.25 Niagara particle system, I think there is an issue when I reach "Scratch Module" part at the end, somehow it doesn't make any difference from the previous step? and the last adjustment that was done on the mannequin material makes him disappear completely, any suggestions ?
Check the "generate distance field" in project settings
2:55 I laughed as you gave up on the FadeDistance
It's too bad that the asset files don't seem to be compatible with UE5 :/
Hello Mr. Zhang :D Is it possible to do it on s static mesh which was imported over Datasmith?
Is there a way to have the particles cast shadows ? That has been my biggest struggle with dissolves effect. Most of the mesh I want it to happen are pretty closed up, it's kinda weird not having it have any shadows. Maybe a way to fake them ? Your dissolve looks the best though
I tried it by myself. The particles can cast shadows. Check the "cast shadow" in the niagara component in world outliner. it's false in default.
What if our character have 5 different materials?
Are these 5 materials share one parent material? Or make the SetMaterialAttributes part as a material function to reuse it.
Hi Even! I am recreating this effect in UE5 and it seems that putting the spheres' shader as translucent stops them from interaction with the distance field. Do you know if it is something that also happens on UE4 or if you have any idea what my be the cause?
you can use masked material with DitherTemporalAA. It looks similar with translucent.
I know it's late here but you can also use the M_DebugSphereBounds_01_Inst material, then in rendering simply uncheck the Render In Main Pass switch on the mesh. This will let you see it in the editor with the usual debug outline, but won't render it when you play.
This is super cool
Does the gumroad file contain all the project files? With something like a demo?
It contains all the assets made in this video includes the particle system and the materials.
for me it always has teh dissolve fx no matter what, that the mesh disappears works, any idea why this is?
Also how do i make this so its only at a certain object
forget to tuning the inputs of the Scratch Module, jsut like the video at 7:40 ?
distance field is a global field for all static meshes. I think you can disable the "generate distance field" in static mesh editor panel for every mesh except a certain object.
u are a hero!! thanks you!!
fantastic.
damn subscribed looking for more videos
Thank you!
At some point, it doesn't work with scalability set on low
dope! thanks
This is fantastic, but in the future could you slow the video down a bit? Even at .25 it's difficult keeping up.
Tips: Pause the video, use ", " key to back or forward frame by frame.
Does this work for animations too?
Thanks !
Can this be added and used in the level sequencer for video purposes?
yes you can I already did you basically need to do this ruclips.net/video/rIkpu358Hak/видео.html
Yes, of cause you can. The first clip in this video is rendered in level sequencer.
Can I do this with different meshes, or character?
Yes, but the textures in the material of the particle need to match the character's
@@evenzhang389 thanks 😊
I try to make this incredible art but...
System failed to compile with 9 errors.
The mesh distance field generation is currently not enabled, please check the project settings.
Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Spawn Script Interpolated, ScratchModule
The mesh distance field generation is currently not enabled, please check the project settings.
Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Update Script, ScratchModule
The mesh distance field generation is currently not enabled, please check the project settings.
Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle GPU Compute Script, ScratchModule
Hey, I'm very late to the party but to fix this error you have to enable "Generate Mesh Distance Fields" in the Project Settings
If you can, share this project in google disk?
Sorry i won't. It's inconvenient to separate the files since it's a lot of unrelated staff in this playground project.
Mr.Zhang...I don't feel so good
I was looking for this comment.
lol!! Mr Stark
Hey, are those plugins free to use ?
Yes. Niagara particle system is a UE4 self-contained plugin.
@@evenzhang389 Awsome !
Thanos like this
Nice
Thank you for the tutorial but it's veryy fast ^^.
I got an error one i added the Scratch module..
You fix that? I have same problem
@@TheMycoma No i didn't, will try another tutorial
@@sebeasygame5202 which one?
what's the detail about the error?
I'm making this in UE4.26.2.
r u using the same version?
@@TheMycoma A similar tutorial from unreal may help. the link is in description.
NIIIICE
Is there a way to do this with a static mesh?
i think so
@@evenzhang389 Would be interesting howto :D
Very Speed :( tutorial
If I am using a Static Mesh instead of a Skeletal Mesh and attach it to a static mesh, the Particles spawn everywhere and not just where something else collides with it.
Any helpers ?
What should I do to create the inverse of this exact effect, I want the mesh to be invisible and then it generates itself?