Tutorial UE4 | Distance Field Dissolve Effect

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  • Опубліковано 7 лют 2025
  • A tutorial about making the dissolve effect with UE4.26 niagara particle system.
    My earlier video about this effect: • Exploring UE4 | Mesh D...
    The original idea is from an offical unreal engine video: • Building advanced effe...
    Download the assets file: gum.co/jsqeh.

КОМЕНТАРІ • 95

  • @evenzhang389
    @evenzhang389  3 роки тому +3

    I upload the assets to Gumroad. check it out. gum.co/jsqeh.

    • @A1exHuang
      @A1exHuang 2 роки тому +2

      Hey, Zhang! I tried to use it in UE5, but it didn't work. Do you have the same problem?

    • @unrealdevop
      @unrealdevop Рік тому +1

      @@A1exHuang At one point he tells you to set Position A to Mesh Position, This doesn't show up because that is now being fed into the Position variable which is already set on it. That is what Chat-GPT said but who knows...I got this working in the editor but it doesn't work during Run-Time and I'm not sure why.

    • @NotesfromUnderground
      @NotesfromUnderground Рік тому

      Hi@@unrealdevopI'm also having issues getting it to work during game mode, or simulation mode... did you ever get it to work?

  • @neosteinhoff.personal
    @neosteinhoff.personal 3 роки тому +5

    Its amazing i hope you do more wonderful tutorials like this becuase this effect is amzing i literally dream about this

  • @shimlaDnB
    @shimlaDnB 3 роки тому +11

    *gasp there is a set parameters module ?! that's so handy

    • @evenzhang389
      @evenzhang389  3 роки тому +4

      yep, it can set multiple parameters in one module!
      I love your videos especially the niagara particle monster ; )

  • @oo_atlas_oo
    @oo_atlas_oo 3 роки тому +1

    underrated video. needs more views.

  • @tehf00n
    @tehf00n 2 роки тому +4

    When creating the Scratch Pad, if you don't see your DissolveAmount parameter listed in the Lerp Particle Attributes module, you need to Apply Scratch Pad in the menu at the top near compile. This stumped me for a few minutes.

  • @simplysid
    @simplysid 3 роки тому +1

    More tutorials from you!!!! cant wait

  • @tehf00n
    @tehf00n 2 роки тому +17

    At 4:06 when adding "Solve Forces And Velocity : Position", it will not show up in the list. The reason for this is in newer versions of NIagara all positions are their own type. You need to convert Position B to Vector to get this option.

    • @TheArtistEllie
      @TheArtistEllie 2 роки тому

      Thank you so much. I was stuck on that part.

    • @tehf00n
      @tehf00n 2 роки тому +2

      @@MGrufTiger You can convert the Position type to a vector. This is done by using the drop-down arrow next to the Position variable and switching it to vector.

    • @shuyusung5481
      @shuyusung5481 2 роки тому

      @@tehf00n Hello, I could only find Convert Vector to Position under "Solve Forces And Velocity : Position". Is that the switching way you mentioned?

    • @tehf00n
      @tehf00n 2 роки тому

      @@shuyusung5481 No its from Position To Vector. You will notice its a Position type. Next to it will be a little arrow you can click and it will drop down a menu where you can convert it to vector.

    • @AlloyY
      @AlloyY 2 роки тому

      @@tehf00n I converted the position to vector but now there isnt my mesh. There is just showing an light and its just blinking. Can you help me with that?

  • @erlanmundus6241
    @erlanmundus6241 3 роки тому +6

    don't forget to enable "generate mesh distance field" in the project settings

    • @leandrosousavacao
      @leandrosousavacao 3 роки тому

      i check this but i continue receive
      System failed to compile with 9 errors.
      The mesh distance field generation is currently not enabled, please check the project settings.
      Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
      Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
      Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Spawn Script Interpolated, ScratchModule
      The mesh distance field generation is currently not enabled, please check the project settings.
      Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
      Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
      Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Update Script, ScratchModule
      The mesh distance field generation is currently not enabled, please check the project settings.
      Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
      Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
      Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle GPU Compute Script, ScratchModule

  • @neogiu000
    @neogiu000 3 роки тому +1

    This is super cool

  • @saulreyes8964
    @saulreyes8964 3 роки тому +1

    u are a hero!! thanks you!!

  • @CoreGamingProject
    @CoreGamingProject 3 роки тому +1

    Thanks !

  • @johnwildauer
    @johnwildauer 10 місяців тому

    if anyone wants the actual tutorial this is just ripped from the official unreal engine content on the unreal engine youtube, original tutorial is provided by chris murphy and goes much more in depth

  • @antoniopepe
    @antoniopepe 3 роки тому +1

    fantastic.

  • @fish3010
    @fish3010 3 роки тому

    2:55 I laughed as you gave up on the FadeDistance

  • @supremebeme
    @supremebeme 3 роки тому +1

    dope! thanks

  • @spilthetea28
    @spilthetea28 Рік тому +1

    Did this work for unreal 5 for anybody? I cant seem to make it work.

  • @MrPK
    @MrPK 3 роки тому

    damn subscribed looking for more videos

  • @AI-Music481
    @AI-Music481 2 місяці тому

    I can't find the Dissolve Amount when editing the "Lerp Alpha" at 3:56. Can someone help me?

  • @MrPK
    @MrPK 3 роки тому

    instead of skeletal mesh how to use static mesh?

  • @burakdag4931
    @burakdag4931 3 роки тому +1

    What if I want to do it with static mesh?

  • @ivannechkin3665
    @ivannechkin3665 2 роки тому

    why i dont have solve forces and velocitiy : position?

  • @imnotthatmatt6524
    @imnotthatmatt6524 2 роки тому +1

    How would you replicate this effect with things that aren't skeleton meshes? Like static mesh and parts of the environment?

  • @ty_teynium
    @ty_teynium 3 роки тому +1

    Best interesting tutorial/ feature I've seen!
    Two questions: can this be done in cascade?
    And what is the name of that song?

    • @evenzhang389
      @evenzhang389  3 роки тому

      1, Don't know. I am not familiar with Cascade. I think sampling data from skeleton mesh is a new feture in Niagara but no cascade.
      2, The sony is Symphony No. 5 in C Minor, Op. 67: IV. Allegro

  • @HalanHeart
    @HalanHeart 8 місяців тому

    Thanos like this

  • @TIRToreTIR
    @TIRToreTIR 3 роки тому

    At some point, it doesn't work with scalability set on low

  • @RwanLink
    @RwanLink 3 роки тому

    What if our character have 5 different materials?

    • @evenzhang389
      @evenzhang389  3 роки тому +1

      Are these 5 materials share one parent material? Or make the SetMaterialAttributes part as a material function to reuse it.

  • @benhickmott4854
    @benhickmott4854 3 роки тому +1

    This is so awesome! Love this tutorial. Although I'm having an issue that when I do a windows package. On collision the particles don't move/dissolve out (They only stay in the mesh bounds). Weird because it works in the editor. Have you or anyone ran into this issue before?

  • @kolza4067
    @kolza4067 3 роки тому

    Nice

  • @luckycogstudios
    @luckycogstudios Рік тому

    It's too bad that the asset files don't seem to be compatible with UE5 :/

  • @mitchellhoover5646
    @mitchellhoover5646 3 роки тому +1

    This is fantastic, but in the future could you slow the video down a bit? Even at .25 it's difficult keeping up.

    • @evenzhang389
      @evenzhang389  3 роки тому +2

      Tips: Pause the video, use ", " key to back or forward frame by frame.

  • @shuyusung5481
    @shuyusung5481 Рік тому

    Hello, is there any way to adjust the particle scale? It doesn't work with Uniform Size. Thank you!

  • @mixfu1585
    @mixfu1585 3 роки тому

    NIIIICE

  • @zitacheung1660
    @zitacheung1660 2 роки тому

    Just curious would I be able to use this effect on a point cloud, instead of a mesh

  • @sleeppeep3695
    @sleeppeep3695 3 роки тому +1

    А подскажи пожалуйста, как ты сферы невидимыми сделал и при этом они взаимодействуют с частицами?

  • @HandheldGamingHQ
    @HandheldGamingHQ 3 роки тому +3

    Mr.Zhang...I don't feel so good

  • @leandrosousavacao
    @leandrosousavacao 3 роки тому

    I try to make this incredible art but...
    System failed to compile with 9 errors.
    The mesh distance field generation is currently not enabled, please check the project settings.
    Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
    Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Spawn Script Interpolated, ScratchModule
    Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Spawn Script Interpolated, ScratchModule
    The mesh distance field generation is currently not enabled, please check the project settings.
    Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
    Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle Update Script, ScratchModule
    Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle Update Script, ScratchModule
    The mesh distance field generation is currently not enabled, please check the project settings.
    Niagara cannot query the distance field otherwise. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
    Incorrect number of outputs. Can possibly be fixed with a graph refresh. - Node: Query Mesh Distance Field GPU - Empty, Particle GPU Compute Script, ScratchModule
    Error compiling input on Subtract node. - Node: Subtract Pin: A - Empty, Particle GPU Compute Script, ScratchModule

    • @R3zShark
      @R3zShark 2 роки тому

      Hey, I'm very late to the party but to fix this error you have to enable "Generate Mesh Distance Fields" in the Project Settings

  • @davej.3878
    @davej.3878 3 роки тому

    Hello Mr. Zhang :D Is it possible to do it on s static mesh which was imported over Datasmith?

  • @efwfew
    @efwfew 3 роки тому

    Is there a way to have the particles cast shadows ? That has been my biggest struggle with dissolves effect. Most of the mesh I want it to happen are pretty closed up, it's kinda weird not having it have any shadows. Maybe a way to fake them ? Your dissolve looks the best though

    • @evenzhang389
      @evenzhang389  3 роки тому +1

      I tried it by myself. The particles can cast shadows. Check the "cast shadow" in the niagara component in world outliner. it's false in default.

  • @jonesy_b
    @jonesy_b 3 роки тому

    for me it always has teh dissolve fx no matter what, that the mesh disappears works, any idea why this is?
    Also how do i make this so its only at a certain object

    • @evenzhang389
      @evenzhang389  3 роки тому

      forget to tuning the inputs of the Scratch Module, jsut like the video at 7:40 ?
      distance field is a global field for all static meshes. I think you can disable the "generate distance field" in static mesh editor panel for every mesh except a certain object.

  • @BlackUniverseProductions
    @BlackUniverseProductions 3 роки тому

    Does this work for animations too?

  • @JoeElShawadfy
    @JoeElShawadfy 3 роки тому

    I'm using 4.25 Niagara particle system, I think there is an issue when I reach "Scratch Module" part at the end, somehow it doesn't make any difference from the previous step? and the last adjustment that was done on the mannequin material makes him disappear completely, any suggestions ?

    • @evenzhang389
      @evenzhang389  3 роки тому +2

      Check the "generate distance field" in project settings

  • @TheMycoma
    @TheMycoma 3 роки тому

    If you can, share this project in google disk?

    • @evenzhang389
      @evenzhang389  3 роки тому

      Sorry i won't. It's inconvenient to separate the files since it's a lot of unrelated staff in this playground project.

  • @echo_then_void
    @echo_then_void 3 роки тому

    Can this be added and used in the level sequencer for video purposes?

    • @ydlz
      @ydlz 3 роки тому +1

      yes you can I already did you basically need to do this ua-cam.com/video/rIkpu358Hak/v-deo.html

    • @evenzhang389
      @evenzhang389  3 роки тому

      Yes, of cause you can. The first clip in this video is rendered in level sequencer.

  • @sebeasygame5202
    @sebeasygame5202 3 роки тому +1

    Thank you for the tutorial but it's veryy fast ^^.
    I got an error one i added the Scratch module..

    • @TheMycoma
      @TheMycoma 3 роки тому

      You fix that? I have same problem

    • @sebeasygame5202
      @sebeasygame5202 3 роки тому

      @@TheMycoma No i didn't, will try another tutorial

    • @TheMycoma
      @TheMycoma 3 роки тому

      @@sebeasygame5202 which one?

    • @evenzhang389
      @evenzhang389  3 роки тому

      what's the detail about the error?
      I'm making this in UE4.26.2.
      r u using the same version?

    • @evenzhang389
      @evenzhang389  3 роки тому

      @@TheMycoma A similar tutorial from unreal may help. the link is in description.

  • @TheParasone
    @TheParasone 3 роки тому

    Does the gumroad file contain all the project files? With something like a demo?

    • @evenzhang389
      @evenzhang389  3 роки тому

      It contains all the assets made in this video includes the particle system and the materials.

  • @RuslanTsuiunCopy
    @RuslanTsuiunCopy 3 роки тому

    Can I do this with different meshes, or character?

    • @evenzhang389
      @evenzhang389  3 роки тому

      Yes, but the textures in the material of the particle need to match the character's

    • @RuslanTsuiunCopy
      @RuslanTsuiunCopy 3 роки тому

      @@evenzhang389 thanks 😊

  • @33PLJ
    @33PLJ 3 роки тому

    Hi Even! I am recreating this effect in UE5 and it seems that putting the spheres' shader as translucent stops them from interaction with the distance field. Do you know if it is something that also happens on UE4 or if you have any idea what my be the cause?

    • @evenzhang389
      @evenzhang389  3 роки тому

      you can use masked material with DitherTemporalAA. It looks similar with translucent.

    • @tehf00n
      @tehf00n 2 роки тому +1

      I know it's late here but you can also use the M_DebugSphereBounds_01_Inst material, then in rendering simply uncheck the Render In Main Pass switch on the mesh. This will let you see it in the editor with the usual debug outline, but won't render it when you play.

  • @archiblage
    @archiblage 3 роки тому

    Hey, are those plugins free to use ?

    • @evenzhang389
      @evenzhang389  3 роки тому +1

      Yes. Niagara particle system is a UE4 self-contained plugin.

    • @archiblage
      @archiblage 3 роки тому

      @@evenzhang389 Awsome !

  • @Lumoria
    @Lumoria 3 роки тому

    Is there a way to do this with a static mesh?

  • @yessnowww5345
    @yessnowww5345 3 роки тому

    Very Speed :( tutorial

  • @daniel_ober_
    @daniel_ober_ 3 роки тому +1

    If I am using a Static Mesh instead of a Skeletal Mesh and attach it to a static mesh, the Particles spawn everywhere and not just where something else collides with it.
    Any helpers ?

  • @adeleinecastillo6104
    @adeleinecastillo6104 Рік тому

    What should I do to create the inverse of this exact effect, I want the mesh to be invisible and then it generates itself?