Awesome stuff, for anyone trying to do this with meshes, use a dynamic parameter on the material and flipbook and control it on the niagara system to move the frames
Id have to double check, but the uvs are 1:1. So if you had a non power of 2 texture it should still work. Where I set my 4 by 4 grid in the particle renderer this is where you would say 2 by 4 or 8 by 16 as an example. If your texture isn't uniform or a power of two with an aspect ratio of 1:1 you'll need to stretch the sprite size accordingly.
@@gamedevoutpost9270 Thank you for the reply. But, I meant the sprite itself, not the sprite sheet/texture. I mean let's say a sprite of a fire that is longer in one direction than the other. What do you have to change in this tutorial to create the niagara flipbook for it?
@@CaigoWayabe Without seeing it i'm not 100% sure what you're going for here. You either need to make keyframed adjustments to your spritesheet or you'll need to keyframe scaling the geometry.
You need to manipulate and roll your own implementation here. You can read rectangular sprites or any size, but if your sprite sheet switches between sizes you have more complexity that you need to account for. I'm very curious to see what it is you're trying to do. It sounds interesting. Maybe a discord or something in the future.
Unfortunately right now there isn't a simple button to convert. There's something in progress from what I understand, but depending on how complex your particle system was it's not too complicated to convert it manually. It just comes down to understanding the similarities of the two systems.
@@gamedevoutpost9270 yeah there's different naming conventions in Niagara but allows you more control i see thank you for these Niagara series btw! short and simple :)
Oh i did have another question about flipbooks. Is it possible to get stock footage (crop'd at 512by512) of super slow moving wispy fog from frame ranges of 1-120? all the tuts i see is 8by8 64frames. is it possible to do 128frames 8by16? (theres a "lick" of smoke that lasts for 5 secs clip i want).
You can absolutely do that. It's always a balance of the amount of frames and the texture size. In some fx you don't need a Flipbook thats a sequence but it needs variety so you can get away with less. With sequenced fx you just need to mind the texture size.
Watching through this series months after your comment, it looks like he has a newer video covering this. Linking for posterity. ruclips.net/video/Dy_oJ23UH1A/видео.html
Awesome stuff, for anyone trying to do this with meshes, use a dynamic parameter on the material and flipbook and control it on the niagara system to move the frames
Its hard to find straight to the point videos like this nowadays. Thank you!
This was very helpful. Thank you!
Thanks for the info. I'm on a journey to use flipbooks combined with dynamic materials. This is the start of the journey :D
finally a straight to the point tutorial. thank you!
Interesting stuff. Nice to see a video without any dislikes at 195+ now.
This way very useful. Thank you for doing this.
nice post.. will try it
well this answered my question, thanks!
Thank you
Thank you!
Cool. Could you use the mask instead of translucent for more better performance? Since you have a black and white flipbook? Thank you
Masked material gives hard edges that's why translucent is better when doing fx
Will you have the opportunity to share Niagara Flipbook's texture making?
Do you know how to do it when the sprites in the texture are rectangular sizes and not squares?
Id have to double check, but the uvs are 1:1. So if you had a non power of 2 texture it should still work.
Where I set my 4 by 4 grid in the particle renderer this is where you would say 2 by 4 or 8 by 16 as an example.
If your texture isn't uniform or a power of two with an aspect ratio of 1:1 you'll need to stretch the sprite size accordingly.
@@gamedevoutpost9270 Thank you for the reply. But, I meant the sprite itself, not the sprite sheet/texture. I mean let's say a sprite of a fire that is longer in one direction than the other. What do you have to change in this tutorial to create the niagara flipbook for it?
@@CaigoWayabe Without seeing it i'm not 100% sure what you're going for here. You either need to make keyframed adjustments to your spritesheet or you'll need to keyframe scaling the geometry.
@@gamedevoutpost9270 From your kind response, flipbook based niagara fx are not built to handle rectangular sprites, correct?
You need to manipulate and roll your own implementation here. You can read rectangular sprites or any size, but if your sprite sheet switches between sizes you have more complexity that you need to account for. I'm very curious to see what it is you're trying to do. It sounds interesting. Maybe a discord or something in the future.
thanx a lot interesting
Hey is there a way to recreate (or convert) a FX from Cascade to Niagara?
Unfortunately right now there isn't a simple button to convert. There's something in progress from what I understand, but depending on how complex your particle system was it's not too complicated to convert it manually. It just comes down to understanding the similarities of the two systems.
@@gamedevoutpost9270 yeah there's different naming conventions in Niagara but allows you more control i see
thank you for these Niagara series btw! short and simple :)
Oh i did have another question about flipbooks. Is it possible to get stock footage (crop'd at 512by512) of super slow moving wispy fog from frame ranges of 1-120? all the tuts i see is 8by8 64frames. is it possible to do 128frames 8by16? (theres a "lick" of smoke that lasts for 5 secs clip i want).
You can absolutely do that. It's always a balance of the amount of frames and the texture size. In some fx you don't need a Flipbook thats a sequence but it needs variety so you can get away with less. With sequenced fx you just need to mind the texture size.
Watching through this series months after your comment, it looks like he has a newer video covering this. Linking for posterity.
ruclips.net/video/Dy_oJ23UH1A/видео.html