Niagara 4.25: Travel distance based UVs for Ribbons

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  • Опубликовано: 23 янв 2025

Комментарии • 8

  • @ethansherr3281
    @ethansherr3281 4 года назад

    Wow, thank you for presenting this. I was struggling for two days trying to translate cascade's uv1 to niagara. This is a much more complex setup, but much more flexible. Thank you for posting.

  • @iamcraiglewis
    @iamcraiglewis 3 года назад +1

    I've been looking into this for the past couple of days, and I found a niagra module named "TrackDistanceTraveled" which I think will give you the same functionality. It didn't work for my needs (or at least didn't appear to), as I needed to track the position of the system, rather than particles. But I was able to use it as a basis for my own module.

    • @UnrealSimon
      @UnrealSimon  3 года назад

      Thanks for the tip! I tried that and it kind of works but also has stretching artifacts when the lead-particles have different speeds. But yes, after adding "Track Distance Traveled" behind the "Receive Location Event" (NOT in Particle Update!!) I was able to set "RibbonU0Overwrite" (in Particle Update) and after checking "Enable Per Particle UOverride" in the Ribbon Renderer, I got stable UVs. But like I said, the are not uniform but stretched depending on the lead-speed.

  • @scottwhite89
    @scottwhite89 2 года назад +1

    Wouldn't it be a good idea to multiply the length of the velocity vector by delta time? It doesn't move by full velocity every frame unless I'm mistaken.

    • @YayAnOctopus
      @YayAnOctopus 11 месяцев назад +1

      Do this and you shouldn't need the arbitrary multiply by a small number from around 8:00.

  • @MrMoonsP
    @MrMoonsP 3 года назад

    Thank you so much.. you saved me.

  • @TheKryzys
    @TheKryzys 4 года назад

    Hi Simon. Did you try to implement a subuv for ribbons? This is even possible?

    • @UnrealSimon
      @UnrealSimon  4 года назад

      good question. never tried it .. i hope it works! :D