UE4 - Niagara Dynamic Material Parameter

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  • Опубликовано: 19 сен 2024

Комментарии • 21

  • @GameDevAraz
    @GameDevAraz 6 месяцев назад +1

    waw, very informative video, awesome work!

  • @rifz42
    @rifz42 4 года назад +4

    Thanks! I'd really like to see some more ways to use this..

  • @somename371
    @somename371 3 года назад

    Very clear and helpful, thanks!

  • @wolfboos
    @wolfboos 2 года назад

    Thanks a lot, this was very useful.

  • @jennychou9196
    @jennychou9196 2 года назад

    Thank you!

  • @madhavaraobheesetti
    @madhavaraobheesetti 4 года назад

    Very helpful and new information keep it up.👍

  • @ReinaldoFuregato
    @ReinaldoFuregato 3 года назад

    Amazing tutoriasl! Thanks!

  • @neonzone4601
    @neonzone4601 3 года назад +1

    Skip to 3:00

  • @storeboughtrocketgames2560
    @storeboughtrocketgames2560 6 месяцев назад

    This doesn't seem to work for Geometry Cache Renderers, which is a shame. I'm just trying to fade out my mesh before it gets killed, and this seemed like an easy solution.

  • @ramicreates7923
    @ramicreates7923 3 года назад

    Hey, do you by any chance have an idea how to pass a texture or a Material to Niagara? Have spend many hours trying out different approaches, but nothing works inside of packaged builds for me.

    • @gamedevoutpost9270
      @gamedevoutpost9270  3 года назад +1

      What are you trying to do?

    • @ramicreates7923
      @ramicreates7923 3 года назад +1

      @@gamedevoutpost9270 Hey, thank you for replying! I am using pixel-art sprites and each pixel should become a particle and fly away. The only part that was missing is passing the texture that should be sampled by the effect into the Particle System, because I have a LOT of sprites which can dissolve.
      The effect is actually functioning now, but I had to pass a whole MaterialInterface with the Texture set as a parameter into the System.
      So, I don't need an answer anymore, but if you have an idea how to pass a texture directly, I would still be very curious :)

  • @StrayVertex
    @StrayVertex 3 года назад

    Hmmm... can''t find the World Position Offset node? 4.26 PV6 here? Any ideas? edit: doesn't seem to be searchable, had to access it from the Palette.

    • @gamedevoutpost9270
      @gamedevoutpost9270  3 года назад

      Yeah, the search filter is not always accurate at times. If you start typing "Position" you'll see "world position." Versus if you type world it does not filter to it.

    • @StrayVertex
      @StrayVertex 3 года назад

      @@gamedevoutpost9270 Hey! Thank you for this fantastic tutorial series btw, I'm learning so much! :)

    • @marijanfabris9983
      @marijanfabris9983 3 года назад

      @@gamedevoutpost9270 hey is it possible to render the world position offset in Local space. For example , when I rotate the whole system in my level, the offset is directed always in the same direction. I don't like that

  • @tarekwayne9193
    @tarekwayne9193 3 года назад

    Heyy, I have a custom material that I made for my meshes which loads and shows up perfectly in the mesh renderer for Niagara.
    On a regular mesh I can change the color within blueprints, is that possible within Niagara if the parameter/module is not "particle color"?
    I have tried within blueprints and it doesn't seem to work.
    I hope my query is clear, I don't think it's well worded enough😭😅

    • @gamedevoutpost9270
      @gamedevoutpost9270  3 года назад +1

      Yeah. It depends on how you set it up. You can create a material and a material instance so you can adjust whatever parameters you want. If you have a particle color in your material you can also adjust values with in Niagara. Typically the particle color is used for adjusting color, emissive color, and opacity from your particle system. A dynamic material parameter is just another way of having your particle system talk to your material

    • @tarekwayne9193
      @tarekwayne9193 3 года назад

      @@gamedevoutpost9270 cheers man!! Thx kindly for your swift reply!
      If I'm getting this straight, a material and material instance are 2 separate things!
      I believe you illustrated that in your vid, however, now I'm seeing it's essential for what I wanna do.
      I don't believe I created an instance for mesh usage🤔
      I just created user parameters for the blueprints.

    • @gamedevoutpost9270
      @gamedevoutpost9270  3 года назад

      @@tarekwayne9193 A material in Unreal is basically a shader and you can add parameters to it. When you create a material youre essentially creating a template that can be reused. Right click on your material and you'll see material instance. If youve made parameters in your material they will show up in your material instance.
      ruclips.net/video/HsLB6uCeew8/видео.html
      Material parameters can be controlled through blueprints as well.

    • @tarekwayne9193
      @tarekwayne9193 3 года назад

      @@gamedevoutpost9270 cheers man, got it... I plugged particle color into base color and it worked, I wanted more of a solid color.
      Any recommendations for learning about how shading in Unreal works?
      I feel that's where the action is really, getting interesting textures, intricacies etc.
      Thanks again way in advance for taking your time to answer, we've all got personal lives etc.
      Hope you're ending the week on a good note🤞