Fire Simulation FX in Unreal Engine Niagara | in 12 minutes
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- Опубликовано: 2 авг 2024
- Hi, This is our First tutorial on Unreal Engine 5.
Today we take a look at how to make a Fire Simulation FX in Niagara in just 12 minutes.
we will make flames, smoke, fire debris, heat distortion and all the necessary stuff for a cool-looking Fire Simulation.
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Chapters:
00:00 - Fire Simulation in Unreal Engine Niagara
00:30 - Niagara System
01:05 - Flames
04:08 - Smoke
06:13 - Fire Debris
07:34 - Heat Distortion
09:48 - Light Renderer | casting light to the ground
10:59 - Thumbnail to go with
11:19 - Fire Simulation
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𝑪𝒐𝒎𝒎𝒆𝒏𝒕 𝒚𝒐𝒖𝒓 𝒕𝒉𝒐𝒖𝒈𝒉𝒕𝒔, 𝑸𝒖𝒆𝒔𝒕𝒊𝒐𝒏𝒔? 𝑩𝒆𝒍𝒐𝒘
𝑨𝒏𝒅
𝑭𝒐𝒍𝒍𝒐𝒘 𝒖𝒔 𝒐𝒏 𝒔𝒐𝒄𝒊𝒂𝒍 𝒎𝒆𝒅𝒊𝒂 𝒇𝒐𝒓 𝑴𝒐𝒓𝒆:
𝗜𝗻𝘀𝘁𝗮𝗴𝗿𝗮𝗺 | / mdreamslk
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For people who made this but their flame is super flat (AKA it's not emissive and glowing), I couldn't figure out why his was glowing by default (it randomly changes from flat to glowing at 0:55), but I found a solution. Open the M_Flame_SubUV material which is referenced by your Niagara System (Content browser > Starter Content > Particles > Materials). Add a multiply node right before the Emissive Color input, and basically multiply that value by 10 or 20. This made the colors look better for me, but it didn't make it glow. For that I went into my render camera settings > Post Process > and enabled "Bloom." I adjusted the intensity until it looked good. If you get annoying lens flares, just enable the Lens Flare setting (also under Post Process) and set the intensity to zero. Hope this helps.
Hey man I’m having the same problem. Where can I find the render camera settings that you’ve mentioned? I can’t figure out where it is to try your solution.
@@caiozulian2509 Basically the solution is simply to increase the light bloom in your scene. There are multiply ways to do this (you can apply the bloom settings specifically to your render camera, or with a post process volume which is what I now prefer to do). A post process volume (PPV) will basically create a post FX for everything in your scene, if that makes sense.
In your scene, create new > Visual Effects > "Post Process Volume." In post process volume details, search for "Infinite Extent: Unbound" and enable it (this makes it so your PPV applies to the whole scene). Then, in the PPV details, go to the "Bloom" dropdown and enable all the options. Adjust the amount of bloom with the intensity slider. Also, the Bloom Mode "Convolution" always looks better than "Standard," in my opinion, so try that out.
You could also do this in the details of your CineCamera Actor, same exact process. But I like to do it with a post process volume so it applies to my scene even when I'm not looking through the camera.
@@caiozulian2509 go to your project settings in edit you'll find everything there :)
Got the solution! Just go to the material of the flame in the content browser, make a MULTIPLY just before all the input that goes to emissive color, and add a parameter with a default value of 50 (depends of your taste) to multiply that.
@@Naujetneciv It worked!
A year later and still very relevant, I didn't like the fires I had in my asset packs so went seeking the knowledge to create my own expecting it to take days if not weeks. 30 minutes later I have dragon breath. I had to tweak some settings for my preferences, but you've given great insight into the workings of Niagara, I don't often subscribe to channels, but you deserve it.
hey this was awesome, ue5 niagara effect videos that are well put together are pretty rare, you helped me make my first real particle system, would love to see more🔥
amazing video, this was such a huge help, so fast, stright to the point easy to follow at your own pace. thanks alot
Great job of explaining all the steps and making it very easy to follow along. I appreciate you.
Excellent! You killed it. Thank you for this golden flame-y gem!!
This is amazing - comprehensive and detailed. Thanks!
It took me a little longer than 12 min but the results are excellent and I understand the Niagara system a lot better. I have modified it from torch to campfire-sized fires. Making a huge fire would require a highres spriteset but even that seemed to work for me. Thank You. 🔥
Excellent work! Thank you for sharing it
This is great! I’d like to see more Niagara tutorials in UE5
Awesome, this made such a difference to just regular lights!
THANK YOU! amazing effects
Wow I love your tutorial, many many Tnx!!
This is the best lesson on fire!
great tutorial, thank you!
Very nice, detailed but to the point. You should do more tuts on Niagara
Great tutorial, thank you
Awesome! thank you!
good and easy man thanks i was so confused on how to do this lmao
Thank you bro, saved me life
Good tutorial, thanks! For Some reason I don't have this bloom around the particles that you get by default, when you create an emitter. I can't figure it out. Increasing RGB values in particle color has no effect. Also the light from the flame is only seen with the inverse squared falloff turned off.
Very nice, thanks! How do you make the flame wider so that it spreads over, like the length of a long wooden log?
It's Awesome thank you
How did you add that glow to the particles after 0:55? There's a jump in the edit between 0:55 and 0:56 where suddenly the base particles have a glow about them.
Hi thank you for the clear tutorial.
I have an issue with the lights in particles, when i turn it on i have glitch squares instead of smooth lighting around the fire... It happend with and without the "inversed squared falloff"
Hello, In Sub UV Animations panel I don't have check boxes for start and end frame. And I don't see anywhere to set the Sprite Renderer to Render. Am I using a different UE5 version?
Thank You So Much
8:33 on my ue5.1 the heat distortion material is not working. I did what you asked me to do. but it still doesn't work. then in the particles the distortion also does not work. what do i do to fix this?
Thank you for making this video! Is there anyway to randomise the starting frame of the fire sub UVanimation so that the fires won't look repetitive in a level?
Great! I would like to know why my flame does not glow like yours.
thanks, this has solved a part of my problem. How can i give it a feel that invvolves car crashes and building on fire'
Nice Tutorial! Could you do more VFX related stuff? Would be cool to see.
Thankyou this was very helpful. I am however having problems with the lighting. When I test my game and walk away from the fire the lighting from it abruptly disappears. My game is only lit up by this fire so everything becomes pitch black.
thank you alot, I didnt know how to turn off the background. Like!
Hello there, this is an amazing tutorial! Only issue is that when I try to have a dark sky settings, the fire simulation does not emit light or glow, any way to fix it?
Thanks!!!!
hey, thanks a lot!
Hello, I was wondering how to apply this fire simulation to a mesh like a bush to create a burning bush? Thank you.
the fire debris particles are called "embers"
Great tutorial! But my flame isnt as smooth as yours, and followed every step. Like it's not fading out at the top of the flame, any tips?
Thank you
When I am clicking the "Spawn Rate" option, It isn't opening a menu on the right to change the spawn rate. How do I fix it?
Edit: I am using 5.1.1 Version
Solved Thank you !
Can I get that sprite sheet file
why am i not emitting light when i add light renderer?
What if my fire doesn't glow and there's no glare from the flames? Another question, why does the fire disappear if you move far away from it?
Can this fire-flame lighten envirement?
I try to make this in UEFN, but i dont got this Fire and Smoke sprites and boy the Heat Distortion drives me crazy.
Is there a way to get those?
thanks bud
hi, can you make a smoke effect for the car while drifting, thanks a lot
Does anyone know why my fire textures are missing in packaged game?
Thanks
ty
Hello. When I drag the fire to the scene it turns all black, the color of the fire that we configured does not remain. What happened?
Same problem for me can you find how to fix it?
This worked great. I am having a problem if I want to scale the fire at all though. I'd like to make it larger but that seems to mess up the effect.
@@mdreamslk thank you so much. I've been learning a lot from your tutorials so far.
how to scale the fire?
Also, when I select "Use Inverse Squared Falloff" it doesn't cast any light in my scene, but does when it's not selected, but it looks to be a pretty static light source.
@@mdreamslk where I can find this setting? I have the same problem
Best tutorial for Unreal Niagara I have ever seen
Very good video, it happens to me that the flame is all black and does not apply the colors, why can it be? Greetings from Argentina
hi bro, can you help me plz, why my fire is black in viewport?! thanks a lot for tutorial
Can you fix it? I have same problem.
bro when i rotate the emitter the particles don't go upwards anymore. It's on world space wtf
Hi Flames shows black. without color when i drag it into my viewport. why :(
Yes me too, where is the problem?
so i need to make a flame for a oven.
is there any way to add something to the flame that stops it from clipping through it?
@@mdreamslk thank you for a quick reply will do that after i have had lunch
@@mdreamslk one quick follow up if you dont mind... is the gpu compute option good for game ready assets?
Hello there, it was a nice tutorial to follow.
Any additional information about how to scale the flame easily?
Thank you
@@mdreamslk all right, thank you for your answer
@@medmel2160 what was the answer
What version did you use Blender 3.4.1 or 3.5.0 or 3.6.0?
@@mdreamslk Sure thanks
I can't see my niagara when I drag it into the viewport. It works when I click play, but it's a bit tedious to do that every time just to see what's going on. Help!
Great tutorial by the way! :)
@@mdreamslk thanks for the quick reply! Unfortunately it is already on infinite, but it doesn't show :(
wheres the material fire?!?
No instructions on how to get the materials.
i dont see fire, i only see smoke in my scene
Yes me too, where is the problem?
You scared me
The fire loop is choppy and doesn't look good
Thankkkkkkk youuuuuuu~~~~~~
Thank you for NOT showing the materials how you made them
He used the built in fire material in starter content?
!!
Hello! Beautiful ! How could I get hold of the fire material you posted.m_fire_subuv