Niagara Parameter Collection [UE5]
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- Опубликовано: 28 сен 2024
- Hey hey! Long time no see. We're looking at the Niagara Parameter Collection today, the cousin of the Material Parameter Collection. This is THE most useful function within Niagara Particles in UE5 and will soon become the backbone of all your particles and VFX.
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine - (Game Dev)
Blender - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (The best game)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
I am not currently able to dedicate time to building something for others to play with, but I still watch your videos to see what someone really skilled is able to realize. Your videos are really inspiring, thank you for sharing both your project and for helping others git gud
Exactly what I needed, thank you!! Now I have a falling leaf system that adjusts leaf fall amount and turbulence based on the wind speed! Niagara is so powerful.
I just want to say, thank you for this series. It has help me beyond thanks can give. Liked subscribed shared.
Amazing tutorial!!! You understanding of UE5 and the way you connect everything is admirable! Very informative and helpful!
Wow I was just waiting for this information!!!
Hi! Can you please explain Niagara Data Interfaces, like Array, Spline e.t.c.?
You did a tutorial on landscape deformation 2 years ago using tessellation but it's removed now from unreal engine you said that you will make updated version to ue5 but you didn't any chance?
great tut , thank you
Hey, nice tutorial! could you by any chance also know how to scale these particles to a bigger size? Like I made a portal with torus primitive shape in niagara and I want to scale it much bigger but it just gets invisible at some point of scaling it.
Hi! Do you know how to access material parameters from a blueprint, but not at runtime? (within the Construction Script). I need to change material parameters based on the position of several objects in the scene. This cannot happen at runtime. I also need to edit the material instance itself, not a dynamic material instance, because the changes made to the material need to propagate further - all the way to the post-process material in the render queue. (The material I'm editing is a Postprocess Material). As is known, the Material Parameter Collection doesn't work in this case. I tried using the Niagara Parameter Collection and Niagara Callback Handler, hoping to somehow bypass the limitations of BP communication with the Material Instance using Niagara, which works both in the Editor and at runtime. Without success. You can compare this to setting the position of lights or cameras in the scene - you don't need to enable simulate for that. I need exactly this type of operation. I manipulate an object, the object sends data (its position) to the material. The material refreshes the variables. (Of course, everything works great in Runtime and when creating keys in sequence. )
Now I am creating a system of day and night and weather. It was helpful to learn how to make my variables global so that I can get data from 1 place.
What is the Instance version of the NPC for? Does that mean we can have 2 fires based off the same NPC but with instance 1 set at a different speed than instance 2?
I honestly don't know haha. However, you can still have the effect you described even with just 1 NPC by setting a different multiplier after the NPC value (Wind Speed * "My Variable") etc
Thanks! Also, thanks for your awesome videos I know we all appreciate them very much. Cheers!@@PrismaticaDev
where can we have you're collection parameter?
I’m not sure what you mean haha
At 5:24 you place fog opacity
@@maximefreteau647 the material parameters are just numbers, the actual implementation of them is completely up to you. In my case, the fog value drives a post-process fog (I have a video on it called “cheap fog”) I’d also recommend watching my material parameter collection video
Make TUTORIAL About how make armor and your character , Thaaaaaaaank You Very much
Noooo, don't make TUTORIAL About it Thaaaaaank Yoooooooooooooooo
@@ijerofei why Noooo
@@ijerofei XD
The modelling itself isn’t anything special, it’s just regular Blender modelling. The shaders and stuff are all explained in Devlog 11
@@PrismaticaDev thank you very much for everything ❤️
Prismatica devlog !! When!!!!
When it’s ready! Haha
Thx for all the great Videos, I do have a video wish :D
ruclips.net/video/GmI3kD8Ku0M/видео.html&ab_channel=CalebWaldrop
I would love to see what Tutorial and deep-dives you could make with this style, Since I find it interesting but struggle a bit with it.
you're a huge inspiration!
I love your video and its very informative but plz can you fix up your audio? The mic saturate and crackling a lot and makes hard to folow sadly :(
Unfortunately the audio in this one was a bit funky but it was fixed for all the other videos. Apologies!
another great vid Charlie McCharlson! your mic's bitrate sounds low af tho 👍
your voice comes a bit weird in this video. But great video :*
Good ears’ - there were some audio issues during recording for this video and one other but they’ve been fixed
this is random but i found it sad that there is no unreal engine 5 tutorial about how to make a survival game about creatures i mean by that playing as an creature i want to know how they are made like in roblox the creatures of sonaria or the isle or path of titans or the monster hunter if you can, can you make a tutorial about it?.if so then thank you
Thank you so much for your tutorials! I have a question for you or maybe you can make a video out of it if it can be done. So is there a way to scale a physics asset when morphs are applied to your character? For example if you scale up the head etc...