Hey Navid Ansari!!! Exactly 5 days ago I started working in unreal engine to learn how to do VFX. I have finished the entirety of your playlist Unreal Engine 5 Niagara FX. Your tutorials are amazing because you explain everything you are doing in detail and show how everything effects each other. Because of you I am now in love with creating virtual effects in Unreal and want to hopefully to it for a living down the line so thank you. Time to watch your materials playlist!
Bro, thanks for this content! It's really cool base and great features in Niagara! But maybe you know: why is not there "get triangle" function in Niagara Module Script (5.1 Version)?
After dragging out the Static Mesh pin, try unchecking and rechecking the green Developer button. For some reason the rest of the options including "get triangle" show up.
Hi Navid! Great tutorial, thanks for sharing your knowledge! Nice to see you're so enthusiastic in your explanations! I'm a beginner in ue5 and I'm making a short videogame to train myself on this engine. I'll use this effect on exploding asteroids, but only on the faces that are fractured and glowing. Those faces have a specific material slot; I presume it's possible to sort (or select) the triangle according to the material slot/index? I'll check this tonight, if I find out by myself I'll edit this post to explain my findings :) Keep going with your nice tutorials, you've got me subscribed man! :)
Great video Navid! I learned so much (wow scratch pad!). I'm wondering how to use your technique to select only part of the mesh to emit from -- for example only the head or back of the dragon.
Btw, there are modules that do exactly that now for you, provided by unreal. If you want to update the tutorial, you can still do one with multi material model like harlequin, that's nowhere documented.
Great video! Can this same thing be done with a Mesh renderer instead of a sprite renderer? I would like to create this same effect but I want my mesh to spawn cubes insteasd of the 2D sprites EDIT: Just tested it out, it is possible and this actually is a way better way to emulate the point cloud look and add movement to the points., Point Clouds in UE5 are 2D but by using this method you can retain color data and add movement to your "Point Cloud"
Why would you use this method for sampling a texture colour rather than using the texture sample module in the niagara stack? Just curious because I'm not sure which method to go with
Is there a way to get this to work with a static mesh asset from quixel megascans? The material gets ruined whenever I try to add a dynamic parameter into the master material UVs. I'm an amateur, so I don't really know what I'm doing or how to resolve this.
Thanks man . I'll struggling about finding things to create video about . I can teach a lot of stuff but not everything looks by l beautiful for thumbnail . And I don't want to create fake thumbnail . Any idea?
@@unrealmagic1 good question... im still very overwhelmed by all the different parts. levels, modeling and cinematics might be good. maybe simple combinations of topics youve already covered. i feel like it kinda understand the parts but not how to start something from scratch... im super beginner.
I dragged my Niagara work to the stage. but its location remains constant. I can't carry. but I think I found a solution: I moved the scratch line up. but I still don't understand why.
Hey Navid Ansari!!! Exactly 5 days ago I started working in unreal engine to learn how to do VFX. I have finished the entirety of your playlist Unreal Engine 5 Niagara FX. Your tutorials are amazing because you explain everything you are doing in detail and show how everything effects each other. Because of you I am now in love with creating virtual effects in Unreal and want to hopefully to it for a living down the line so thank you. Time to watch your materials playlist!
love your positivity! Thank you for the great content!
Bro, thanks for this content! It's really cool base and great features in Niagara! But maybe you know: why is not there "get triangle" function in Niagara Module Script (5.1 Version)?
After dragging out the Static Mesh pin, try unchecking and rechecking the green Developer button. For some reason the rest of the options including "get triangle" show up.
Hi Navid! Great tutorial, thanks for sharing your knowledge! Nice to see you're so enthusiastic in your explanations! I'm a beginner in ue5 and I'm making a short videogame to train myself on this engine. I'll use this effect on exploding asteroids, but only on the faces that are fractured and glowing. Those faces have a specific material slot; I presume it's possible to sort (or select) the triangle according to the material slot/index? I'll check this tonight, if I find out by myself I'll edit this post to explain my findings :) Keep going with your nice tutorials, you've got me subscribed man! :)
Did you ever figure out how to do this? I've been looking for a solution to a similar issue for a little while
@unreal magic @7:48 How are you getting the option to add the StaticMesh under BigDragon Module? I don't have any options at all showing under it
"Get Triangle WS" for the position. If this is not done, then Niagara will always spawn by 0,0,0
thanks a ton bro, could not figure out why it worked perfectly in the preview but not in the world but now it's working
@Garrett Z Where do you mean? I'm having the same problem, is this something in the scratch module?
@@johnlucy2357 4:40 In scratch pad call the "Get Triangles WS" not the "Get Triangles".
Great video Navid! I learned so much (wow scratch pad!). I'm wondering how to use your technique to select only part of the mesh to emit from -- for example only the head or back of the dragon.
Thank you so much . There is some way to do that . In material for example and with blender
Watching with my coffee😅 cool video bro🙏
Great tutorial. I am struggling on understanding the difference between get triangle and get triangle ws. Could you explain a bit. Thank you.
Btw, there are modules that do exactly that now for you, provided by unreal.
If you want to update the tutorial, you can still do one with multi material model like harlequin, that's nowhere documented.
Great video! Can this same thing be done with a Mesh renderer instead of a sprite renderer? I would like to create this same effect but I want my mesh to spawn cubes insteasd of the 2D sprites
EDIT: Just tested it out, it is possible and this actually is a way better way to emulate the point cloud look and add movement to the points., Point Clouds in UE5 are 2D but by using this method you can retain color data and add movement to your "Point Cloud"
Why would you use this method for sampling a texture colour rather than using the texture sample module in the niagara stack? Just curious because I'm not sure which method to go with
Thanks a lot
Well done! man!
Thank you for being here
Hello, bro! How to create niagara propagation particles such as emitting particles by dynamic texture mask (footage) ?
Is there a way to get this to work with a static mesh asset from quixel megascans? The material gets ruined whenever I try to add a dynamic parameter into the master material UVs. I'm an amateur, so I don't really know what I'm doing or how to resolve this.
nice work
Hi Thanks for this cool tutorial!! one Q. is it possible to do this on nanaite mesh?
is it possible to emit particles from geometry cache actors? AKA imported alembic files?
How could I get UV coordinates if my Material is just simple color?) thanks!
Thank you!!
i dont have the get triangle node for some reason its missing, do you know why ?
amazing content
done subscribt like,
How if I want just one color emit particle from many color in one material uv texture?
and UE 4.27 version
very cool
Thanks man . I'll struggling about finding things to create video about . I can teach a lot of stuff but not everything looks by l beautiful for thumbnail . And I don't want to create fake thumbnail . Any idea?
@@unrealmagic1 u mean ideas for niagra or ue5?
Ue5
@@unrealmagic1 good question... im still very overwhelmed by all the different parts. levels, modeling and cinematics might be good. maybe simple combinations of topics youve already covered. i feel like it kinda understand the parts but not how to start something from scratch... im super beginner.
I tried this. but now, niagara is not movable
I dragged my Niagara work to the stage. but its location remains constant. I can't carry. but I think I found a solution: I moved the scratch line up. but I still don't understand why.
Can you upload the dragon files for us to use