#UE5

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 9

  • @John_atCTS
    @John_atCTS 5 місяців тому +8

    Nobody can touch my man Reza when it comes to explaining Niagara F/X!

  • @fhajji
    @fhajji 5 місяців тому +3

    That is a great tutorial. Perfectly paced. Thank you Reza!

  • @aerospacenews
    @aerospacenews 5 місяців тому

    Another very good one Reza @sarkamari, thank you for taking the time to create it.
    I'd love to use this smoke, or something derived from it (fog, and, or, clouds), to fly through with aircraft models in cinematics.
    If at all possible, please consider doing a tutorial that explains how to handle collisions between models and Niagara particles that might interact in a realistic way when they collide.
    In other words, I'm not asking for a tutorial with aircraft for myself, please if you do it, of course make it for a wide audience... but to illustrate what I'm trying to accomplish, if a plane flew through the smoke the particles would flow around the wings and such somewhat like a real aircraft displaces fog and vortices form around the wingtips.
    I know we are not doing engineering-grade computational fluid dynamics with Niagara, but hopefully I can illustrate some flight science and physics with it.
    No expectations, just a request. Thank you for considering it! 🙏🏼

  • @HussinKhan
    @HussinKhan 5 місяців тому

    One of the best Niagara tutorial on UA-cam! Thanks Reza

    • @sarkamari
      @sarkamari  5 місяців тому

      Much appreciated 🙏🏼

  • @Def-k7j
    @Def-k7j 26 днів тому

    calling this volumetric is somewhat deceptive

    • @sarkamari
      @sarkamari  25 днів тому

      Fluids in unreal do create volumetric effects. It comes with all the right attributes like density and temperature.
      There is no deception here

    • @Def-k7j
      @Def-k7j 25 днів тому +1

      @@sarkamari first off, apologies if I came across as rude, that was not my intention. I do understand unreal supports genuine volumetrics, I am just arguing that this isn't an implementation of that, the sprites do not have volume and seem to be deferred rendered, meaning there is no in/out scattering which are all aspects of something that is volumetrically rendered.