Certainly! Here's a thank you message in English for creating your UA-cam content: "Thank you so much for creating this UA-cam content! Your hard work and dedication shine through in every video. Your insights, creativity, and knowledge have been incredibly valuable to all of us. Keep up the fantastic work, and I'm looking forward to more amazing content from you in the future!" Feel free to personalize this message further to suit your needs.
thanks for tuto. I made a try with 5.4, it look like that some behavior had change. If I set everything as you did, there is less fire sticking to the shape (even if the particle are). If in fluid, I turn off, use radius fall off, it seems more similar. don't know what have changed. also, it seems that the tag collider is useless (the fluid use mesh collision seems to handle the whole tricks)
Hey renderBucket, do You know how to move emiter inside bounding box during simulation? I've tryed everything without success :/ (parenting does not work either).
Wow. What a revelatory tutorial! I assume these features weren't enabled from the get-go like other applications to make sure everything runs well, but at least there's a solution. Thanks so much for sharing! 🙏🔥
I just made them procedurally. They aren't great but they look okay when there's tons of them. 😆 The wind effect is done in the material using unreals "SimpleGrassWind" node connected to the "World Position Offset".
Really nice, this is the stuff that makes me excited but do you know if you can somehow cash this or add this to the sequencer? Can you just cash it the same as a other particle cach?
My Niagara Fire looks great on the viewport from Niagara but when I drop to the level have a few resolution, I have the epic settings. What its happening? Thank you!
this is nice. i was wondering if you had any idea how to try and get similar effects to gases like in oxygen not included. say i want a gas cloud to move around the map.and is it possible to implement a pipe system with water fluids. water pump out fluids to another hole in the ground for example
Easier to approach that with some game logic and blueprints not actually trying to simulate liquids through a pipe or through your scene over large distances. That would be far too demanding for current hardware using a real fluid sim like what Niagara Fluids is doing.
Certainly! Here's a thank you message in English for creating your UA-cam content:
"Thank you so much for creating this UA-cam content! Your hard work and dedication shine through in every video. Your insights, creativity, and knowledge have been incredibly valuable to all of us. Keep up the fantastic work, and I'm looking forward to more amazing content from you in the future!"
Feel free to personalize this message further to suit your needs.
Absolutely amazing video! You do not only show how to set it up but you explain what the parameters do. Thanx! 🙂
thanks for tuto.
I made a try with 5.4, it look like that some behavior had change. If I set everything as you did, there is less fire sticking to the shape (even if the particle are). If in fluid, I turn off, use radius fall off, it seems more similar. don't know what have changed.
also, it seems that the tag collider is useless (the fluid use mesh collision seems to handle the whole tricks)
Thank you, I def learned something today! Sent this to a friend aswell. Will check more of your stuff!
Great tutorial. Can this be added to the sequencer? Would love a tutorial that describes that method.
Hey renderBucket, do You know how to move emiter inside bounding box during simulation? I've tryed everything without success :/ (parenting does not work either).
Awesome! Do you have anything coming up for interactive water using 5.2?
Oh I would love to know this too.
@@LiMaking I just purchased his master class. There's a whole section on FLIP fluids
@@ejmartinez2508 Thank you for telling me!!
Wow. What a revelatory tutorial! I assume these features weren't enabled from the get-go like other applications to make sure everything runs well, but at least there's a solution. Thanks so much for sharing! 🙏🔥
Hi where did you get that wheat from?! the wind effect looks really good
I just made them procedurally. They aren't great but they look okay when there's tons of them. 😆
The wind effect is done in the material using unreals "SimpleGrassWind" node connected to the "World Position Offset".
Really nice, this is the stuff that makes me excited but do you know if you can somehow cash this or add this to the sequencer? Can you just cash it the same as a other particle cach?
My Niagara Fire looks great on the viewport from Niagara but when I drop to the level have a few resolution, I have the epic settings. What its happening? Thank you!
How to create that mountain in the background? Thanks
this is nice. i was wondering if you had any idea how to try and get similar effects to gases like in oxygen not included. say i want a gas cloud to move around the map.and is it possible to implement a pipe system with water fluids. water pump out fluids to another hole in the ground for example
Easier to approach that with some game logic and blueprints not actually trying to simulate liquids through a pipe or through your scene over large distances. That would be far too demanding for current hardware using a real fluid sim like what Niagara Fluids is doing.
thanks, a lot, amazing video.
can you tell mne way the fire disapers when i move close to it?
amazing Thanks !!!!~~~~
awesome thanks for this tut
I've tried over and over again, but for some reason my gas emitter doesn't work at all, it just shows the red grid but no effect. help me please
for some reason master gas emmiter is not taking the confetti as the source
really cool!
❤
I do not get the emitting fire is there a reason as to why?
Try setting your Scalability Settings / Graphics Settings to High.
@@renderbucket Thank you so much!
will my PC burn as well?
Unfortunately yes
@@ReinhardtBuhr Okay
If anyone know how to optimise the 3d gas niagara effect that would be great