Hi Simon, great tutorial, certainly helped me take this a step further with my own work. This process will only work on horizontally flat surfaces due to using a static quat. input, however if you take the collision normal and and make a Vec4 with 4 being a rotation angle you can use Axis Angle to Quaternion to align the particle to the collision surface. If you expose a Param to drive input 4 on the Vec4 you can randomise the final rotation around the axis of the collision normal. This would be an advanced tutorial though I guess Cheers for the continued tutorials though they've certainly given me several pointers when starting my own advanced interactions!
@@dannypark8017 sorry was mistaken, didn't have the editor open. The collision normal is a transient property that's always there. You just have to use Map Get and find transient.CollisionNormal
I was having trouble with the last step because with too few particles you can see the incremental Yaw change so I just multiplied the UniqueID by a large number like 9999 to get more randomness. Great tutorial! Edit: multiplying by 120 or 270 seems to work best.
Yes perfect! Exactly what I was looking for. I kept trying to just add a random value to the Yaw and my meshes were spinning in place. Multiply was the trick, thanks!
Around 6:00 you were tweaking the collision module's frictions values to control the crazy roll you were seeing. Another thing you can do to slow the roll is increase the particle radius (since the sphere collider won't have to roll as much to travel the same distance). Of course, the particle radius also controls how the collisions occur, but just something to note. It'd be nice if they had a particle radius visualizer (maybe they do, but I couldn't find it).
Question about Niagara. Please tell Bro, how to set up collisions of some particles with others inside one emitter (when they collide)? I want to create a realistic jet for a dynamic water dancing fountain based on it. In a dancing fountain, there is a cool effect of water bursting inside one smooth stream when the same vertical stream falls through an empty cut-off gap onto itself and an explosion occurs.
Hey Simon. Have you tried this in UE5 yet? Now the IF logic is depricated, I cannot get the alignment after HasCollided to work. I'm using the select node (new IF node) but it doesnt want to work. Any ideas? Cheers
HI, Have you maybe found a solution? I manage to get it working with the ' select / IF ' node HasCollided -> Selector MeshOrientation -> If False Make Quaternion from 3dBasis Vector [Quat] -> If True
@@derptweaker945 yup..Select/If is the new IF node. Got it working using that. I didn't know about the Niagara wildcards. That was my issue. Removing those pins got it working for me 😊
Thank you, Simon for an awesome tutorial. Have you tried this on UE4.26? Not sure why I'm getting compile errors from the "Point Mesh To Sky" Scratch Module and how to fix... :\ (Particle Spawn and Particle Update errors)
I cannot create an "if" in my niagara scratch pad, it doesn't seem to exist anymore. Is there an alternative I should be using? The closes I can find is static switch but it's well... static.
I had an issue where the particles were going through the floor. In my case I had the collision module before the gravity module, I just had to fix the order
Dear Unreal Simon. Thanks for this video as it was extremely helpful :) I was wondering if you can help me - how do I get shadows from the particles created? I replaced the cubes in your tutorial with my own mesh object which are bouncing dominos. On the original object - cast shadow is turned on. Light sources also. But the particle system is not casting any shadow on the floor plane or the wall. Any advice is appreciated. I tried googling niagara shadows but not successful. I am not rendering for game but a short film. Thank you :)
@@UnrealSimon Dear Simon, thanks so much for replying. I am using UE5. I created an NS from the fountain emitter. When I click on both the NE and NS, all i see is the "system overview" for the particles. I tried searching the stack for shadows but nothing comes up. How do I access the panel for SHADOWS in UE5 ? Where can I find this?
@@UnrealSimon Thanks so much for this screen shot! i did not see your reply. I am sorry i missed it. I only saw this when another viewer left a comment. Thank you all so much for helping out. Niagara is still a challenge for me ;)
Thank you for tutorial:) from 6:14 i am guessing they rotate so much because they have small collision so they roll fast and with "attached" big box the effect is very visible. bigger collision radius should fix it.
one idea is this: ruclips.net/video/aYZEmaQUrAo/видео.html for everything else i'm sure you can find something on google or come to the realtimevfx discord and speak with ppl and ask there. i didn't do it with niagara yet.
I had an issue where the particles were going through the floor. In my case I had the collision module before the gravity module, I just had to fix the order
@@floorpeas That Sounds super Interesting! Can you explain a little further or have you come across a tutorial that explains that? Would be very much appreciated!
i wanted to try if i can make a barrel explode with niagara mesh particles and stumbled in many gotchas while doing that. of course, you can use chaos or other physics + blueprints but i wanted to try "niagara only".
Hi Simon, great tutorial, certainly helped me take this a step further with my own work. This process will only work on horizontally flat surfaces due to using a static quat. input, however if you take the collision normal and and make a Vec4 with 4 being a rotation angle you can use Axis Angle to Quaternion to align the particle to the collision surface. If you expose a Param to drive input 4 on the Vec4 you can randomise the final rotation around the axis of the collision normal. This would be an advanced tutorial though I guess
Cheers for the continued tutorials though they've certainly given me several pointers when starting my own advanced interactions!
sounds like a great idea! thanks for taking the time writing the comment :)
Whoa. Any way YOU could do a tutorial or more detailed explanation of the above please?
Do you have any advice on getting the collision normal?
@@dannypark8017 sorry was mistaken, didn't have the editor open. The collision normal is a transient property that's always there. You just have to use Map Get and find transient.CollisionNormal
I was having trouble with the last step because with too few particles you can see the incremental Yaw change so I just multiplied the UniqueID by a large number like 9999 to get more randomness. Great tutorial! Edit: multiplying by 120 or 270 seems to work best.
Yes perfect! Exactly what I was looking for. I kept trying to just add a random value to the Yaw and my meshes were spinning in place. Multiply was the trick, thanks!
Oh dude, this tutorial is briliant 10/10
What if you want them to collide also with a skeletal mesh how could you make that?
Around 6:00 you were tweaking the collision module's frictions values to control the crazy roll you were seeing. Another thing you can do to slow the roll is increase the particle radius (since the sphere collider won't have to roll as much to travel the same distance). Of course, the particle radius also controls how the collisions occur, but just something to note. It'd be nice if they had a particle radius visualizer (maybe they do, but I couldn't find it).
Question about Niagara. Please tell Bro, how to set up collisions of some particles with others inside one emitter (when they collide)? I want to create a realistic jet for a dynamic water dancing fountain based on it. In a dancing fountain, there is a cool effect of water bursting inside one smooth stream when the same vertical stream falls through an empty cut-off gap onto itself and an explosion occurs.
Hey Simon. Have you tried this in UE5 yet? Now the IF logic is depricated, I cannot get the alignment after HasCollided to work. I'm using the select node (new IF node) but it doesnt want to work. Any ideas? Cheers
HI,
Have you maybe found a solution?
I manage to get it working with the ' select / IF ' node
HasCollided -> Selector
MeshOrientation -> If False
Make Quaternion from 3dBasis Vector [Quat] -> If True
@@derptweaker945 yup..Select/If is the new IF node. Got it working using that. I didn't know about the Niagara wildcards. That was my issue. Removing those pins got it working for me 😊
@@anim8ruk Good to hear, also its deleted and not used later on in this tutorial
Thank you, Simon for an awesome tutorial. Have you tried this on UE4.26? Not sure why I'm getting compile errors from the "Point Mesh To Sky" Scratch Module and how to fix... :\
(Particle Spawn and Particle Update errors)
Hm no, I didn't install 4.26 yet. :(
I cannot create an "if" in my niagara scratch pad, it doesn't seem to exist anymore. Is there an alternative I should be using? The closes I can find is static switch but it's well... static.
I had an issue where the particles were going through the floor. In my case I had the collision module before the gravity module, I just had to fix the order
thanks for the hint! I have the same problem in one of my projects ... maybe THIS is the solution. Thanks!
Saved me some time, thanks!
Can you put two mesh emitters in front of each other and make them collide with each other's meshes but not theirselves's?
Wow, thank you for that! But to be perfect, it's missing that the mesh particles have collision with each other... Would that be possible??
Dear Unreal Simon. Thanks for this video as it was extremely helpful :) I was wondering if you can help me - how do I get shadows from the particles created? I replaced the cubes in your tutorial with my own mesh object which are bouncing dominos. On the original object - cast shadow is turned on. Light sources also. But the particle system is not casting any shadow on the floor plane or the wall. Any advice is appreciated. I tried googling niagara shadows but not successful. I am not rendering for game but a short film. Thank you :)
did you click the niagara system itself in the scene and enabled shadows in its properties?
@@UnrealSimon Dear Simon, thanks so much for replying. I am using UE5. I created an NS from the fountain emitter. When I click on both the NE and NS, all i see is the "system overview" for the particles. I tried searching the stack for shadows but nothing comes up. How do I access the panel for SHADOWS in UE5 ? Where can I find this?
@@kromide3d for me it looks like this: imgur.com/MseInGW
@@kromide3d It's in the details panel, not the Niagara editor.
@@UnrealSimon Thanks so much for this screen shot! i did not see your reply. I am sorry i missed it. I only saw this when another viewer left a comment. Thank you all so much for helping out. Niagara is still a challenge for me ;)
Thank you for tutorial:) from 6:14 i am guessing they rotate so much because they have small collision so they roll fast and with "attached" big box the effect is very visible. bigger collision radius should fix it.
ehrenbruder retter in der not nach 2h inet durchforsten
Nice tutorial, thank you!
My particles disappear or get killed when they hit the Ground.
Any idea or solution?
Somehow the collision is appear above the plane, how to fix that?
Who is this niaGaara? Is this the brother of Gaara from Naruto? :D Love ya!
this is cool! thanks for the vid!
Na ... komm .. hard to grab :D we click the little Männekin :D
How would you prevent ALL rain from passing through terrain, houses, and water?
one idea is this: ruclips.net/video/aYZEmaQUrAo/видео.html
for everything else i'm sure you can find something on google or come to the realtimevfx discord and speak with ppl and ask there. i didn't do it with niagara yet.
just tell the particles to speed up their life on collision event. then set that amount to like 999 and they'll disappear when they touch anything.
why my particle won't collide with the ground after adding "Collison"? I am using 4.25.3
I had an issue where the particles were going through the floor. In my case I had the collision module before the gravity module, I just had to fix the order
I got the same result.
But I was wrong.
Does the floor you are using have Col?
I created a Grid and gave it a Col.
Nice tutorial! how I can make each other particle collision?
Check their position against each other using a neighbouring grid, but you're getting really complex trying to do that
@@floorpeas That Sounds super Interesting! Can you explain a little further or have you come across a tutorial that explains that? Would be very much appreciated!
@@simons3943 unreal popcorn man uses that kind of stuff, it's all in their advanced Niagara showcases and talks
What could be a use for this?
i wanted to try if i can make a barrel explode with niagara mesh particles and stumbled in many gotchas while doing that. of course, you can use chaos or other physics + blueprints but i wanted to try "niagara only".
why so many germans into 3d? Thanks for the video.
they are all penetrating the plane..