I've watched hundreds of videos and read countless documents about water using Niagara Fluids, and you have achieved the most realistic effect by far. Congratulations and thank you!
This is great, thanks! Do you think you can go over combining the different aspects of a water system in one video? I’m trying to recreate the water system found in Astro Bot. The interaction on top is like yours but a little more subtle and when you go underwater it’s really clear and not foggy and has great caustics or shadows at the bottom sand. Been trying to follow multiple tutorials to make a smooth transition between swimming on top and going underwater. It will be greatly appreciated if you could go over something like this. Thanks in advance!
An incredible video! Thank you so much for continuing to share your knowledge! It would be very interesting to see a similar video tutorial, but on how to make stylized water or a shader!
Thank you for the tutorial, working as expected on a moving third person character. Is it also supposed to work with a sequencer animated pawn? Otherwise any tip on how to restrict the shape of the Niagara system to the inside shape of a mesh (in my use case a bathtub)? Thank you in advance! :)
Awesome easy and quick tutorial, thanks mate! I'm struggling to figure out how to change the color of the water though, as it doesn't seem to be like the typical emitter. Could you help and tell me where can I change it?
doesn't work; I set the collider as in the tutorial but there's no interaction which collision channel is used by default for the interaction, and where do I find it in the niagara system?
Same for me. I first guessed this is because I am using the firstpersoncharacter and not the 3rd person one but then also tried with simulate physics BP objects and gave them the actor collider tag (there's no component tag for those). Since BPs don't have the component tag, I also used non-BP objects and gave them the tag for component and actor tag. In both cases the result was: no interaction for those objects either. However, that was all in an existing project. So I fired up a new project firstpersonchar and for non-BP objects water interaction worked, however not for the firstpersonchar. Then I fired up a new project thirdpersonchar and it all works as shown in the video. (UE5.4 and UE5.5)
Does this support toggling the player's ability stay on top of the water? Like, will this work for if i want the player to stay above the surface? (Like Jesus, or Megaman being able to skip across the surface, or Sonic running fast enough not to sink?)
hey man can you please make a video of decals like how do we make a single sided decals in ue 5.4 its easy for the boxy type shapes but what about curvy shapes its visible on both sides of mesh and if i try to make my bounding box small then its fade out on curved meshes because the bounding box is not touching the side of the curved mesh i hope you get my point 🥲😅
DUDE! you solved in 5 minutes what I've been trying to figure out for nine months lol!! Thank you!!!
I've watched hundreds of videos and read countless documents about water using Niagara Fluids, and you have achieved the most realistic effect by far. Congratulations and thank you!
This is amazing! Well done, thanks for explaining!
thanks for the video, can I ask for any tip or info about how to add an animation once you get inside the water?
This is great, thanks! Do you think you can go over combining the different aspects of a water system in one video? I’m trying to recreate the water system found in Astro Bot. The interaction on top is like yours but a little more subtle and when you go underwater it’s really clear and not foggy and has great caustics or shadows at the bottom sand. Been trying to follow multiple tutorials to make a smooth transition between swimming on top and going underwater. It will be greatly appreciated if you could go over something like this. Thanks in advance!
Thank you very much. I would love a tutorial on how to make the water surface react to water particles colliding with it.
Awesome man!
An incredible video! Thank you so much for continuing to share your knowledge! It would be very interesting to see a similar video tutorial, but on how to make stylized water or a shader!
Thank you for the tutorial, working as expected on a moving third person character. Is it also supposed to work with a sequencer animated pawn? Otherwise any tip on how to restrict the shape of the Niagara system to the inside shape of a mesh (in my use case a bathtub)? Thank you in advance! :)
Awesome easy and quick tutorial, thanks mate! I'm struggling to figure out how to change the color of the water though, as it doesn't seem to be like the typical emitter. Could you help and tell me where can I change it?
nice! Any ideas how to make this work with custom shaped planes?
Really demanded on the internet man! Thank you ❤
doesn't work; I set the collider as in the tutorial but there's no interaction
which collision channel is used by default for the interaction, and where do I find it in the niagara system?
Same for me. I first guessed this is because I am using the firstpersoncharacter and not the 3rd person one but then also tried with simulate physics BP objects and gave them the actor collider tag (there's no component tag for those). Since BPs don't have the component tag, I also used non-BP objects and gave them the tag for component and actor tag. In both cases the result was: no interaction for those objects either. However, that was all in an existing project.
So I fired up a new project firstpersonchar and for non-BP objects water interaction worked, however not for the firstpersonchar.
Then I fired up a new project thirdpersonchar and it all works as shown in the video.
(UE5.4 and UE5.5)
Awesome. How would you add the default water surface waves?
Does it work OK with voxel worlds, when you teraform like in minecraft?
very cool, well explained. amazing, great!
Thank you. Can we do like broken dam with water like film : Frozen ? how we can do it on UE?
Great stuff, thank you for making this video.
nice!! Thank you for sharing!
AMAZIIIIING
Nice, thank you so much! Liked the video, so I subscribed :D
Could you explain how could I develop the same effect with shading using render target?.. this method is quicker but very expensive.
ayyy nice ty so much!
Does this support toggling the player's ability stay on top of the water? Like, will this work for if i want the player to stay above the surface? (Like Jesus, or Megaman being able to skip across the surface, or Sonic running fast enough not to sink?)
Will this work in the sequencer?
Wow thanks so much for this info! However, I still would like to know how to reduce character movement speed when walking on water though
Box collision in the water, while in box, set max speed to what you need
@@blindphoenix Thanks! Just what I need to know
Cool man !
is it possible to have realistic water flip simulations like for creatures emerging from water using niagara fluids
To do that, try taking a look at this,
ua-cam.com/video/1pISJAPjDS4/v-deo.html
and this
ua-cam.com/video/oAYkob_ciqc/v-deo.html
@@renderbucket Thanks a ton❤❤🙏🙏
hey man can you please make a video of decals like how do we make a single sided decals in ue 5.4 its easy for the boxy type shapes but what about curvy shapes its visible on both sides of mesh and if i try to make my bounding box small then its fade out on curved meshes because the bounding box is not touching the side of the curved mesh i hope you get my point 🥲😅
Hmm, i tried to do it in VR, using the VR pawn, do you know how to do it? Did not seem to work?
this gives Red error in output log, And in packaging. did you solve it?
The collision works in a new project but not in my existing project. Does anybody know why?
Mine too
can we optimize this ?
Thanks!!!
ty
thx
Done everything step by step but my actor doesn't collide with the water
What about performance ??🤔🤔
I’m wondering this too?
how change the water color?
In the niagara system file
@@play-good could you be a bit more specific please? ^_^
I need this too lol
😍😍😍😍😍😍❤❤❤❤❤❤❤❤❤
i don't know in which way this looks realistic. in real life water looks totally different.
ogre3d had a demo like this since 20 years.
Not one using Niagara fluids AFAIK.
how can I change the colour?