I'm sorry to bother you, but you know there aren't many tutorials about UE5 Niagara particles. I will ask you a question. Similar to Refik Anadol's works, Niagara particles are born and die. New particles are constantly being born, constantly. But is it possible for the same number of particles to continue forever? For example, if there are 10,000 particles, let 10,000 always continue. How can I do this? Like this video: ruclips.net/video/Uqj0LBkZ5Tw/видео.htmlsi=ndBpk40f_69CP1IU
@@KingAragorn yes. The video that you linked is ‘Niagara Fluid simulation’. You can search that. It kind of different from Niagara system. More advanced version.
Nice job. How did you set this up?
@@unknownfilmmaker777 Thank you, you can check tutorial video on my channel
@@jackkim1018 Thanks. Is there a way to contact you for possible collaboration?
@@unknownfilmmaker777 Sure,
IG : @jack.kim.1018
Gmail : kjk71978292@gmail.com
@@jackkim1018 Thanks, I'll email you.
@@jackkim1018 Thank you. I emailed you so if you don't want to leave your address up it's OK.
Amazing! 👏🏼👏🏼 Are you considering to create Patreon account and share the project file to your Patreon members?
Thank you for saying that! I'll consider it, but I don't actually have enough content to share with others😅
I'm sorry to bother you, but you know there aren't many tutorials about UE5 Niagara particles. I will ask you a question. Similar to Refik Anadol's works, Niagara particles are born and die. New particles are constantly being born, constantly. But is it possible for the same number of particles to continue forever? For example, if there are 10,000 particles, let 10,000 always continue. How can I do this? Like this video:
ruclips.net/video/Uqj0LBkZ5Tw/видео.htmlsi=ndBpk40f_69CP1IU
@@KingAragorn yes. The video that you linked is ‘Niagara Fluid simulation’. You can search that. It kind of different from Niagara system. More advanced version.
@@jackkim1018 Yes, I know this video, but when I move there, new particles start to be born. Particles are born after curl noise force.