Hello @gameDev Outpost! Thank you very much for your hard work and excellent tutorials! Just a little backstory: I've spent about 12 years in the gaming industry as a VFX artist and worked in at least 10 different engines. A few years ago I left this beautiful profession behind, nowadays I work in industrial automation. But seeing the fantastic new technologies I decided to pick up Niagara as a hobby. I watched quite a few tutorials from different content creators and from Epic as well. And the frustration just grew and grew ... I wasn't really able to grasp the basics, since Niagara is so different from everything else I worked with before. I felt almost humiliated watching some of the official tutorials. (You know, like "This is stupidly easy!" while he makes a particle-hologram from a live camera-view fixed to a drone flying above the map...) I almost gave up when I found your series of tutorial-videos! So, again, thank you very much, and keep up the good work!
@@abidemi-ibitoye First of all: in the meantime - six months ago - I switched back to gamedev, as a VFX artist, working in Niagara :) But to answer your question: I don't know how it is elsewhere, but where I live everything is unstable, there are no "lifelong workplaces", therefore my wide range of game engines I worked in, basically all of them represents a different company, so for safety's sake I chose a secondary profession, and at the ripe old age of 32 I started to learn mechatronic engineering, and when I finished I decided to get some experience in it. I worked about 3 years in that field. It was interesting, but the gamedev is what I really like to do, I have more experience in, has less stress and responsibility, and so on. So, again, thank you @gameDev Outpost, you helped me a lot in this!
@@abidemi-ibitoye Well, I never had to make a "proper" showreel, I was always lucky enough to find new jobs just thanks to the years I spent in the industry. I would say the usual, quality over quantity, and noone cares about the catchy music. :) So I can't really help you making a good showreel, but I would be happy to help you make your visual effects better! (I see your drawings on your channel, but nothing vfx related.)
Hi there @gamedev Outpost. First of all, thanks a lot for your amazing tutorials! The ones relating to UE Niagara in particular are legendary and very easy to follow. However, I'm stumbling trying to do sort of an in-between of the Color and the Scale Color. What I'd like to achieve is to have an array holding particle colors, with each of the colors corresponding to an area in space (a distance to origin, in the end), and particle colors changing from their original color to the one corresponding to the area they enter. The easiest example to imagine this could be a cube, and colors red, green, blue, cyan, magenta and yellow. Say we start with white particles and a repulsor in the center of the cube. Particles moving toward the front of the cube should turn red, the ones going back should turn blue, right ones green, left ones cyan, etc. How would you go about achieving something like this? I've tried with arrays, multiple Lerps, multiple positions... but my Niagara knowledge just isn't enough. Could you point me in the right direction? Thanks in advance!
Nice tut and cool effect !:) Would be great to see the presentation of the final effect at the start of the video. Common practice for YT creators to present what the video is gonna be about and what result the person who follows your tutorial will get at the end. Did you have some experience with games for mobile or VR lately? I am wondering how intense is Niagara system for games like that. I have a VR project which I need to optimize as much as possible (Quest with no link ). Keep the good work! Cheers
I do have experience with mobile and VR. With mobile it's really about being selective about your approach to FX, where are they being used and how. Utilize pooling and set limits with your game design so you're not blowing your budget i.e. draw calls, over draw. Test for your bottle necks as often and as early as possible. VR is just about the same, but you have additional things to consider. With console, PC, and mobile game we utilize billboard FX a lot, there are cases where those classic approaches can fail visually. You want consider how you can give your FX more volume so there's actual depth.
i watch many of your tuts. but have one question, i was make audio visualizer tut from few channels, and no one talk how to render this inside of sequence. Because it no clear. And no info about it. It would be really cool if you can share info about it
yes, by default sequence only rendering niagara without audio, when you play audio realtime all works fine and you see how niagara particles work with audio, but rendering in sequence quite hard and no info about it, i tried many things, and add audio inside sequence and so on. Doesnt worrk
Hey man! Awesome work as always! I am a Technical Artist working in the games industry and was wondering if there is a way to get in touch? Would love to prod your brain on a few things! Many thanks!
Is it possible to get the distance to the camera. I looked a lot but cannot find them. Would be good to fade out the particles as they get closer to the camera.
@@gamedevoutpost9270 I figured out how to do it. In the module you can do a camera query. That way you can get hold of all camera information like the position.
hi Master. im searching a way to blend different level track of the same group of object. I'll explain. i exported 32 neon tube from c4D . and 4 different loop baked rotation animation. now i want to blend this 4 different track. there is a way to blend as ì if it were a skeleton. because there is no interpolation from track to track. thx in advance.!
Unfortunately I don't know alot about c4D. Although I do know Houdini. The approach I've used in the past was UV and texture based. The idea is that an RGB texture has position data and as the texture is scrolled or the uv's are offset the uv's would then animate the vertices of the mesh. With this approach you can material blend between animations. A thing to note here is that vertex animation in general won't work with collision. I'm not saying animating collision isn't possible, but it is a deep well of its own.
Hello @gameDev Outpost!
Thank you very much for your hard work and excellent tutorials! Just a little backstory: I've spent about 12 years in the gaming industry as a VFX artist and worked in at least 10 different engines. A few years ago I left this beautiful profession behind, nowadays I work in industrial automation. But seeing the fantastic new technologies I decided to pick up Niagara as a hobby. I watched quite a few tutorials from different content creators and from Epic as well. And the frustration just grew and grew ... I wasn't really able to grasp the basics, since Niagara is so different from everything else I worked with before. I felt almost humiliated watching some of the official tutorials. (You know, like "This is stupidly easy!" while he makes a particle-hologram from a live camera-view fixed to a drone flying above the map...) I almost gave up when I found your series of tutorial-videos!
So, again, thank you very much, and keep up the good work!
Your words are very kind! I'm glad these videos could help!
Just curious, what made you switch jobs?
@@abidemi-ibitoye First of all: in the meantime - six months ago - I switched back to gamedev, as a VFX artist, working in Niagara :)
But to answer your question: I don't know how it is elsewhere, but where I live everything is unstable, there are no "lifelong workplaces", therefore my wide range of game engines I worked in, basically all of them represents a different company, so for safety's sake I chose a secondary profession, and at the ripe old age of 32 I started to learn mechatronic engineering, and when I finished I decided to get some experience in it. I worked about 3 years in that field. It was interesting, but the gamedev is what I really like to do, I have more experience in, has less stress and responsibility, and so on.
So, again, thank you @gameDev Outpost, you helped me a lot in this!
@@andrasi_gyula Thanks for the insight. I'm transitioning into being a VFX Artist myself. Do you have any tips for making a showreel?
@@abidemi-ibitoye Well, I never had to make a "proper" showreel, I was always lucky enough to find new jobs just thanks to the years I spent in the industry. I would say the usual, quality over quantity, and noone cares about the catchy music. :) So I can't really help you making a good showreel, but I would be happy to help you make your visual effects better! (I see your drawings on your channel, but nothing vfx related.)
Amazingly detailed and crystal-clear videos.
It feels great to learn from your channel!
Hi there @gamedev Outpost. First of all, thanks a lot for your amazing tutorials! The ones relating to UE Niagara in particular are legendary and very easy to follow. However, I'm stumbling trying to do sort of an in-between of the Color and the Scale Color. What I'd like to achieve is to have an array holding particle colors, with each of the colors corresponding to an area in space (a distance to origin, in the end), and particle colors changing from their original color to the one corresponding to the area they enter. The easiest example to imagine this could be a cube, and colors red, green, blue, cyan, magenta and yellow. Say we start with white particles and a repulsor in the center of the cube. Particles moving toward the front of the cube should turn red, the ones going back should turn blue, right ones green, left ones cyan, etc. How would you go about achieving something like this? I've tried with arrays, multiple Lerps, multiple positions... but my Niagara knowledge just isn't enough. Could you point me in the right direction? Thanks in advance!
I find your videos really helpful, thank you for your work!
Nice tut and cool effect !:) Would be great to see the presentation of the final effect at the start of the video. Common practice for YT creators to present what the video is gonna be about and what result the person who follows your tutorial will get at the end.
Did you have some experience with games for mobile or VR lately? I am wondering how intense is Niagara system for games like that. I have a VR project which I need to optimize as much as possible (Quest with no link ).
Keep the good work! Cheers
I do have experience with mobile and VR. With mobile it's really about being selective about your approach to FX, where are they being used and how. Utilize pooling and set limits with your game design so you're not blowing your budget i.e. draw calls, over draw. Test for your bottle necks as often and as early as possible.
VR is just about the same, but you have additional things to consider. With console, PC, and mobile game we utilize billboard FX a lot, there are cases where those classic approaches can fail visually. You want consider how you can give your FX more volume so there's actual depth.
@@gamedevoutpost9270 thanks a lot! That's super informative! Your videos make me want to try and see for myself if I could use some niagara effects.
i watch many of your tuts. but have one question, i was make audio visualizer tut from few channels, and no one talk how to render this inside of sequence. Because it no clear. And no info about it. It would be really cool if you can share info about it
I think you're asking about how to make and use an audio visualizer from Niagara with a Sequencer. I'd be happy to make that in the coming week.
@@gamedevoutpost9270 Thank you)))
yes, by default sequence only rendering niagara without audio, when you play audio realtime all works fine and you see how niagara particles work with audio, but rendering in sequence quite hard and no info about it, i tried many things, and add audio inside sequence and so on. Doesnt worrk
Hey man! Awesome work as always! I am a Technical Artist working in the games industry and was wondering if there is a way to get in touch? Would love to prod your brain on a few things! Many thanks!
Yeah man, you can email me at gamedevoutpost@gmail.com
@@gamedevoutpost9270 Incredible Fella! Thanks very much! :)
Is it possible to get the distance to the camera. I looked a lot but cannot find them. Would be good to fade out the particles as they get closer to the camera.
An easy way would be to do it in the material.
@@gamedevoutpost9270 I figured out how to do it. In the module you can do a camera query. That way you can get hold of all camera information like the position.
hi Master. im searching a way to blend different level track of the same group of object.
I'll explain. i exported 32 neon tube from c4D . and 4 different loop baked rotation animation.
now i want to blend this 4 different track. there is a way to blend as ì if it were a skeleton. because there is no interpolation from track to track. thx in advance.!
Unfortunately I don't know alot about c4D. Although I do know Houdini. The approach I've used in the past was UV and texture based.
The idea is that an RGB texture has position data and as the texture is scrolled or the uv's are offset the uv's would then animate the vertices of the mesh. With this approach you can material blend between animations.
A thing to note here is that vertex animation in general won't work with collision.
I'm not saying animating collision isn't possible, but it is a deep well of its own.
@@gamedevoutpost9270 thx for your time and your answer. I will investigate again to find a solution! thx
Ow, my brain, math lol