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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Комментарии • 37

  • @WholeBodyBreathing
    @WholeBodyBreathing Год назад +4

    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

  • @jakelofgren2510
    @jakelofgren2510 7 месяцев назад +1

    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.

  • @w.a.r4623
    @w.a.r4623 2 месяца назад +2

    I just want to say, thank you for this series. It has help me beyond thanks can give. Liked subscribed shared.

  • @hight3mp1
    @hight3mp1 Год назад +1

    Amazing tutorial!!! You understanding of UE5 and the way you connect everything is admirable! Very informative and helpful!

  • @amura_
    @amura_ Год назад +1

    Wow I was just waiting for this information!!!

  • @Demnus
    @Demnus Год назад +5

    Hi! Can you please explain Niagara Data Interfaces, like Array, Spline e.t.c.?

  • @mostafaahmed9441
    @mostafaahmed9441 Год назад +1

    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?

  • @jibiaoxin
    @jibiaoxin Год назад

    great tut , thank you

  • @happyroguue9358
    @happyroguue9358 10 месяцев назад

    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.

  • @Redakcja_Na_Wakacjach
    @Redakcja_Na_Wakacjach 4 месяца назад

    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. )

  • @sitiofame7419
    @sitiofame7419 Год назад +2

    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.

  • @danielelebash3781
    @danielelebash3781 7 месяцев назад

    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?

    • @PrismaticaDev
      @PrismaticaDev  7 месяцев назад

      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

    • @danielelebash3781
      @danielelebash3781 7 месяцев назад

      Thanks! Also, thanks for your awesome videos I know we all appreciate them very much. Cheers!@@PrismaticaDev

  • @maximefreteau647
    @maximefreteau647 Год назад +1

    where can we have you're collection parameter?

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      I’m not sure what you mean haha

    • @maximefreteau647
      @maximefreteau647 Год назад

      At 5:24 you place fog opacity

    • @PrismaticaDev
      @PrismaticaDev  Год назад

      @@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

  • @khaledsebgagui8130
    @khaledsebgagui8130 Год назад +1

    Make TUTORIAL About how make armor and your character , Thaaaaaaaank You Very much

    • @ijerofei
      @ijerofei Год назад +1

      Noooo, don't make TUTORIAL About it Thaaaaaank Yoooooooooooooooo

    • @khaledsebgagui8130
      @khaledsebgagui8130 Год назад

      @@ijerofei why Noooo

    • @Corpah
      @Corpah Год назад

      @@ijerofei XD

    • @PrismaticaDev
      @PrismaticaDev  Год назад +2

      The modelling itself isn’t anything special, it’s just regular Blender modelling. The shaders and stuff are all explained in Devlog 11

    • @khaledsebgagui8130
      @khaledsebgagui8130 Год назад +1

      @@PrismaticaDev thank you very much for everything ❤️

  • @Atharv0812
    @Atharv0812 Год назад +1

    Prismatica devlog !! When!!!!

  • @Xhykor
    @Xhykor Год назад

    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.

  • @Suggestive_Carp
    @Suggestive_Carp Год назад +3

    you're a huge inspiration!

  • @KingdomHikari
    @KingdomHikari Год назад +5

    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 :(

    • @PrismaticaDev
      @PrismaticaDev  Год назад +3

      Unfortunately the audio in this one was a bit funky but it was fixed for all the other videos. Apologies!

  • @bobhall9724
    @bobhall9724 Год назад +1

    another great vid Charlie McCharlson! your mic's bitrate sounds low af tho 👍

  • @Elmarath
    @Elmarath Год назад +1

    your voice comes a bit weird in this video. But great video :*

    • @PrismaticaDev
      @PrismaticaDev  Год назад +2

      Good ears’ - there were some audio issues during recording for this video and one other but they’ve been fixed

  • @KaijuGameplayTv6592
    @KaijuGameplayTv6592 Год назад

    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

  • @0x_Anakin
    @0x_Anakin Год назад

    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...