Want to learn Niagara Fluids? Join thousands of VFX artists who have taken my new (and completely FREE!) Niagara Fluids Crash Course (15 videos): redefinefx.com/blast/
I've gone to your website and scoured it. There is no download link on that page. I signed up as a student and it's not in there either. edit: On Opera GX it doesn't show the email field so you're unable to continue. I tried in Chrome and it worked.
Hey Man. 1st of all thanks for your Great tutorial... just one thing: you should update the part when you link the Grid3d_Gas_Master_Emitter to the Main_Particles_Emitter ( 5:19 )...I am using UE5.4.2 and now it is under the 'Grid3D Gas Initialize Particle Source' section... and it corresponds to the 'Particle Reader' | ''Emitter Binding'
I found instead of increasing 'Resolution Max Axis', increase 'Attribute Resolution Multiplier' can give you more details with much less cost (hover and hold, you can read the description of this field). For me, Resolution Max Axis' = 200, 'Attribute Resolution Multiplier' = 2 give me a good result without crashing the UE!
I couldn't see the smoke at 5:27 . After some digging, I had to switch the simtarget of emitter_particles to GPU and the bounds to fixed too in the emitter properties (I did it only for the Grid3D_Gas emitter). I hope this helped!
Hi there! AMAZING TUTORIAL!! Makes me happy to see there´s people willing to teach so much about Unreal out there specially in this platform. Quick question if you don´t mind. What are the specs of your pc? I don´t have that good of a pc but it´s quite reasonable, and I dont know why but every time I use niagara my GPU goes nuts going to 90% to even 100% crashing my Unreal. I have a RTX 3060 TI btw. My regards from Portugal!!😄
Standard Niagara with sprites and particles shouldn't be a problem but Niagara FLUIDS is a whole different beast and can crash even better GPUs if used more than just for small things. This is cutting edge stuff, not really meant yet for games on a larger scale.
Amazing stuff. I'm gonna buy the course for sure. I have only one question: in daylight i tried to reduce the density in "Fuild Source Attributes", because i wanted to try a less dense volume of smoke. But doing so all i get is less smoke. Basically i would love to keep the same volume but a bit more transparent. To accomplish this i have to work on the shader? I need it less visually invasive...
Problem ! After changing Particle Source Type (OFF on Emiter) stops displaying smoke. The portal emitter remains, but the smoke completely disappears. What could be the reason ?
I fixed this issue by following these steps. *Enable mesh distance field generation:* Go to Edit > Project Settings Search for "Distance Field" in the search bar In the "Rendering" section, find "Generate Mesh Distance Fields" Make sure it's set to "Enabled" *Rebuild lighting data:* Go to Build > Build Lighting Only Wait for the process to complete Finally, restart UE.
@@liurui8014 I posted a solution related to enable the instance field generation, and rebuild lighting, then restart UE, see full steps in the primary comment.
Awesome work ! Thanks a lot. Tho once packaged, the smoke isn't working anymore. Any idea why ? The built game is only displaying the "additionnal" particles.
Hi Jesse, I love your work, but i only know 3ds Max. Will you ever do a 3ds Max tutorial for any Effects or whatever again ? (I also would buy it btw 😅) thanks and best regards
Yes, but Unreal is the current focus. If there's ever an exciting update to Max, I will cover it. Same with tyFlow and Phoenix, but it's been pretty quiet there for a long time.
Lowering the bounds size also helps a lot! If you don't need the trail to cover a large area, make the volume smaller and it'll improve the performance a lot.
06:47 I'm finding that I can go to Resolution Max Axis of 400, but not 500 (I'm using a RTX 3060). But when I increase the Pressure Resolve Iterations from 6, UE will crash. I haved changed Scalability to my auto settings which becomes Epic (Prior I've been using Medium) which seems to have helped with increasing Resolution Max Axis. Are there more suggestions for things I can do? Thanks! Loving the content so far 👍
Hey man thanks for the wonderful tutorial. I could not find the Gas Master Emitter even through I have enabled the Niagara Fluids plugin. Any thoughts?
Hey can you make a tutorial for the warp gate in some marvel movies that looks like hexagon? It's usually used for ships jumps like in miss Marvel and guardian of the galaxy. So much appreciated thanks
A very useful and entertaining lesson! Thank you for your contribution to teaching this wonderful instrument! Tell me please, is it possible to stop, freeze a certain frame of the Niagara Fluid simulation?
Hello, love this tutorial, I have an issue when scaling up the system, the glowing particles don’t seem the scale up with the rest of the gas particles. Is there any way to fix this? Thank you!
@RedefineFX Looking at getting one of your courses but can't decide between Niagara or Embergen, which do you feel looks better / more realistic? I would predominantly be using Unreal 5 path tracing as the render engine!
I always tell people to learn both as they both have their advantages but if you’re primarily an unreal engine artist then learn niagar first as it lives entirely inside UE
Greate tutorial...is there a way to set this up so the portal can be brought in the level and rotated to face a different direction and not distort when facing away from the X? When I bring my portal in and attempt to place it in the direction I want it to face it distorts horribly...almost like wind is blowing it or something.
Change 'Vortex axis coordinate' in 'Vortex force' and 'Rotation coordinate' in 'Shape location' of the particles to 'local' will solve the problem, the 'wind blowing' effect is due to vortex force.
Thanks for the tutorial! But I followed all your steps and when I render the portal it's all really blurry and low quality. Any clue to fix this? I tried rendering without anti-aliasing and in epic mode.
why does your smoke here look way better than the one im seeing? mine just looks like smoky sheets of low quality dust, doesnt look anything like this! would the GTX1080ti have something to do with it? since mostly everyone seems to be working with RTX
@@RedefineFX the 1080ti IS strong, but i haven't been able to figure out why the settings no matter what i do stay low quality :/ the 1080ti still has alot of horse power. So im kinda frustrated, i've also tested THIS on my laptop with a 2050 RTX scene only and still looks exactly the same, so i KNOW im missing something. since that smoke on this example looks way better out of the box - very frustrating.. this is a partical system i've been able to do much higher and intense looking things using demanding code... Stuck really so why is it that the smoke looks like sheets of 2001 smoke textures instead of this volumetric style lol
there is no set fluid source attribute under particle update... help... EDIT: YOU HAVE TO DOWNLOAD THE NIAGRA FLUIDS PLUGIN. please specift that next tutorial.
Thanks for this wonderful tutorial! Everything works/runs fine. But: when I package my scene/project for windows, the smoke (Grid Gas Emitter) disappears. The smoke is not there anymore. The little particles still flying around. I have no errors when Unreal creates the packed version. What can I change or look for to get see smoke also in the packaged project? Thanks a lot.
Just in case somebody had the same issue: Setting "Source Mode" in the Mesh Renderer of the Grid Gas Emitter to "Particles" is the solution for me. Packaged my project for Windows. Works now.
Really love the effect but I am missing something. When I turn on the gas emitter and the smoke appears, the particles disappear leaving only the smoke.
try adding another sprite renderer on the bottom. If that doesnt help then i dont know. seems like they're getting occluded / clipped by the smoke. By default this shouldn't be happening. You can also add a mesh renderer and display them as little spheres
@@RedefineFX I found the issue on my end. However, how can I make it so I can rotate the whole thing on the z axis to turn it. No matter what I try, it breaks the effect. I even tried to make an actor and adding it to that but rotating the actor had the same effect. Is there a tutorial on that and perhaps parametrizing attributes to make it repeatable but with different colors and stuff?
Whatever I try, I can't get the particles to emit smoke. I have everything on GPU, the plugin is working, the sphere emitter is fine. I just can't get it to emit from the rotating particles, or any particles. Maybe it's a 5.4 thing?
Great tutorial, but on my 4090 I can't even get it to do a fixed 30fps doing a scene similar to yours. I had to turn the resolution down from 500 to 400 and the GPU is over 70%. Is this normal? Seems like a lot.
Good, I have a question and it is the following, when I zoom out the camera the niagara disappears...there is like a rendering distance that I do not know where it is to disable it. does anyone know?
I don’t understand what you’re trying accomplish by rotating it but if you don’t want the smoke to react as you rotate the sim box you need to cache the sim first
Very epic looking effect but unfortunately it is too resource intensive and slows my machine down to a crawl. I have a high end PC. I might need to fiddle with some of the settings to get better performance.
hey my why arent my dots appearing when I put an emmiuter and set the emmiter to whatever number you said. nothing is showing up im getting a blank screen, it says its there but nothing is there how do i fix this?
is there a way to appear and dissapear the portal like to make it look like its opening and closing ( to get a better understand of what i mean...lets say thanos appears in a scene...there is no portal..then the portal appears...he walks out and then the portal closed again...i wanna make the portal open and close..is there any way ?
@@RedefineFX this would be really great because im working on a very big project right now and this portal is excatly what i have left to do...i just need it to appear and issapear in a good looking way..this would finish the project pretty much so hopefully you can make a tutorial pretty soon
Thanks for the tutorial. Resolution max Axis is 400 and pressure Solve Iterations is 8, but the smoke does not transition smoothly as in your video and creates a flicker effect. Any idea why? I couldn't find what I did wrong.
Hello sir and thank you so much for your work ! 4.38 seems like black magic to me, I know this is not the very point of your video but I really don't understand how you collapse the settings of the smoke emitter, can you or someone please help me ?
Hi, Jesse! I was trying to import these Niagara systems into other unreal projects but Unreal doesn't recognize them due to some reason. Was there some special method to it?
How could we optimize this for a game, beside using cache in the sequencer and lowing the resolution? is there something else we could do to reduce drawcalls and improve the optimization? Thanks in advance!
Since my Macbook M1 Max is failing me completely with Niagara Fluids - what windows laptop models / graphic cards can you recommend for Unreal Engine (and maybe also Houdini)? I want to use its full potential but since I travel a lot, it needs to be a laptop solution. What aspects should I look out for to make it as powerful as possible?
Hey if the smoke spawns in the preview of Niagara shouldn't it show up in the viewport of UE 5.4? Mine only shows the particles but not the smoke inside the actual viewport...however it looks great inside the Niagara preview....what is possibly the issue? I have tried Cinematic and Epic settings and I have a beast GPU and CPU with tons of RAM so is there a setting that may be preventing the Gas emitter from showing inside the viewport?
Jesse, hi, I'm a beginner at ue5 and I have a problem. When I create a grid 3d gas master emitter and want to move the pivot point of the emitter, I also have a red box moving, and in your video it stands still. What could be my problem? Thanks
I could not find the Grid 3D Gas Master Emitter anywhere even though I've enabled Niagara Fluids, and unchecked the Library Only filter. I can only find Grid 3D Gas Emitter and it doesn't have anything in the summary tab. Pls help
How is that so performant on your side? Ive got an RTX 3080, i9 10900k, 3200mhz ram and it lags a ton. Anybody got an idea how to improve the performance?
trying to add vortex force but its not affect the particles, Im not getting that error when you add the vortex force, how can I make that effect. Im using MacBook M1 Pro. Please someone help me
i had the same problem and i was doing it in a VR template, idk where you are doing it but try it in a first person template see if it works might be the template
i know what you mean, but my idea is to use the sequencer to do the cache of the simulation in a low resolution, so i could use it on a game without habing too much impact on the drawcalls. that works... but when the sequence loop, it has this glitch, so the way i imagine solving this issue would be to blend the start and the end of the sequence so you don't notice the glitch, in the same way you would do a crossfade when you're mixing music so you won't notice the change. how can i blend the start and the end on the sequencer itself? there is sadly not enought info about it online, everyone talks about blending animations of a character, but not so much about how to blend the sequencer itself for other purposes. Thanks i hope the idea is clear@@RedefineFX
Want to learn Niagara Fluids? Join thousands of VFX artists who have taken my new (and completely FREE!) Niagara Fluids Crash Course (15 videos): redefinefx.com/blast/
I've gone to your website and scoured it. There is no download link on that page. I signed up as a student and it's not in there either. edit: On Opera GX it doesn't show the email field so you're unable to continue. I tried in Chrome and it worked.
@@Legendary9Tails 👍
Hey Man. 1st of all thanks for your Great tutorial... just one thing: you should update the part when you link the Grid3d_Gas_Master_Emitter to the Main_Particles_Emitter ( 5:19 )...I am using UE5.4.2 and now it is under the 'Grid3D Gas Initialize Particle Source' section... and it corresponds to the 'Particle Reader' | ''Emitter Binding'
Hey looks like the set fluid not showing up in this latest version
This single tutorial has sold me on buying your course. So impressive.
for those who couldn't find the "set fluid source attributes" in 4:09, you need to enable Niagara Fluids plugin to do this.
Thanks!
I could not find the Gas Master Emitter even through I have enabled the Niagara Fluids plugin. Any thoughts?
Thanks
Thanks for that info!!!
MY WOMAN
I like how relatively simple/compact this node system is! So many other programs end up with this massive web that can be so intimidating!
100% agree
I found instead of increasing 'Resolution Max Axis', increase 'Attribute Resolution Multiplier' can give you more details with much less cost (hover and hold, you can read the description of this field). For me, Resolution Max Axis' = 200, 'Attribute Resolution Multiplier' = 2 give me a good result without crashing the UE!
OMG I think this is the most mind blowing effect Ive ever seen running in real time, this is trully unbelieavable
😊 thanks
@@RedefineFX I didn't see yet the whole video, did you create the smoke effect initially using EmberGen simulation?
Awesome Jesse, your famous portal 💥💥
...As always an excellent tutorial my friend!
😄 now Phoenix, EmberGen and Niagara all get their blue portal tut
You r the best@@RedefineFX
your effects alone are going to make my game amazing! SO SICK!!!!!!!!!
I couldn't see the smoke at 5:27 . After some digging, I had to switch the simtarget of emitter_particles to GPU and the bounds to fixed too in the emitter properties (I did it only for the Grid3D_Gas emitter). I hope this helped!
Thank you!
Thanks bro❤
Interesting, I'm in 5.3 and don't have a set "Fluid Source Attributes" as an option to continue the tutorial past the 4 minute mark.
Enable the plugin
Thank you. Didn't realize there were any they weren't indexing when I typed Niagra...cause I was spelling it wrong.
@@RedefineFX how do you enable it? o. o
Exactly what i needed, you're amazing!
Hi there! AMAZING TUTORIAL!! Makes me happy to see there´s people willing to teach so much about Unreal out there specially in this platform. Quick question if you don´t mind. What are the specs of your pc? I don´t have that good of a pc but it´s quite reasonable, and I dont know why but every time I use niagara my GPU goes nuts going to 90% to even 100% crashing my Unreal. I have a RTX 3060 TI btw. My regards from Portugal!!😄
Standard Niagara with sprites and particles shouldn't be a problem but Niagara FLUIDS is a whole different beast and can crash even better GPUs if used more than just for small things. This is cutting edge stuff, not really meant yet for games on a larger scale.
This was recorded on a 4090 and yes these sims will use 100% of your GPU
@@kazioo2 Oh ok... is there an alternative to have something similar more optimized for games? Thank you so much for the input
For games just use regular Niagara flipbooks
@@RedefineFX knew it had to be a 4090 as my 4080 is even struggling
Amazing stuff. I'm gonna buy the course for sure. I have only one question: in daylight i tried to reduce the density in "Fuild Source Attributes", because i wanted to try a less dense volume of smoke. But doing so all i get is less smoke. Basically i would love to keep the same volume but a bit more transparent. To accomplish this i have to work on the shader? I need it less visually invasive...
Amazing and to the point! Great teacher
Amazing !!! so clear and easy to understand
Thank you
Looks great! How expensive is this for real time games and VR?
Looks beautiful, thanks for tutorial👍
Great tut...can you do one on how to make Marvel style super hero energy balls and blasts? Or magic balls and blast that follow the body or the hands?
Noted. Thanks for the great suggestion
Now that is absolutely cool as hell!
Do you have a tutorial for interactive ground fog? Like a character walking through knee high fog in a grave yard for example.
Yes. This is covered in my Niagara course
Problem ! After changing
Particle Source Type (OFF on Emiter) stops displaying smoke. The portal emitter remains, but the smoke completely disappears. What could be the reason ?
same, got any fix ??
Hello, nice tutorial. How performant is this in a game environment?
Anyone getting "compilation failed" the second they add the grid3d_gas_master_emitter?
i got the same info after adding Grid3D_Gas_Master_Emitter
I fixed this issue by following these steps.
*Enable mesh distance field generation:*
Go to Edit > Project Settings
Search for "Distance Field" in the search bar
In the "Rendering" section, find "Generate Mesh Distance Fields"
Make sure it's set to "Enabled"
*Rebuild lighting data:*
Go to Build > Build Lighting Only
Wait for the process to complete
Finally, restart UE.
@@liurui8014 I posted a solution related to enable the instance field generation, and rebuild lighting, then restart UE, see full steps in the primary comment.
I Love this tutorial, it was great. It´is possible to convert the smoke into water? I want to create a water portal with niagara fluids.
Yes it’s possible
Which GPU are you using?
Awesome work ! Thanks a lot. Tho once packaged, the smoke isn't working anymore. Any idea why ? The built game is only displaying the "additionnal" particles.
I was wondering if the Niagara volume could cast shadows on objects? any ideas . Anyway, fantastic tutorials seires. Love it
Currently you only get shadows when rendering with path tracer. Also thanks a lot
Great Thanks. In your experience in Niagara do u know if is possible to caching out a vdb file seq to handling it thrd part software ? @@RedefineFX
currently no VDB export @@colla1985
Ace tut. Can you emit smoke along a curve and up the level of detail, for say, a high res print?
You can emit particles along a curve, but there's currently no path follow force for the smoke. The detail can be raised when you cache the sim.
Hi! thanks for awesome tutorial, Is there a way for changing torus large radius so it looks portal is opening?
Thanks. Yes this can be done by animating a user parameter. This is covered in my Niagara immersion course.
Hi Jesse,
I love your work, but i only know 3ds Max. Will you ever do a 3ds Max tutorial for any Effects or whatever again ? (I also would buy it btw 😅) thanks and best regards
Yes, but Unreal is the current focus. If there's ever an exciting update to Max, I will cover it. Same with tyFlow and Phoenix, but it's been pretty quiet there for a long time.
It's all good but how can scale size? Make it more way big ?
fantastic! this effect can be used for games?
Yes, but you’ll probably need to lower the resolution
Lowering the bounds size also helps a lot!
If you don't need the trail to cover a large area, make the volume smaller and it'll improve the performance a lot.
06:47 I'm finding that I can go to Resolution Max Axis of 400, but not 500 (I'm using a RTX 3060). But when I increase the Pressure Resolve Iterations from 6, UE will crash. I haved changed Scalability to my auto settings which becomes Epic (Prior I've been using Medium) which seems to have helped with increasing Resolution Max Axis. Are there more suggestions for things I can do? Thanks! Loving the content so far 👍
El tutorial es buenisimo, pero la imagen se ve muy mal.
esto esta siendo una barrera para mi.
Gracias por lo que haces, me pareces genial
Hey man thanks for the wonderful tutorial. I could not find the Gas Master Emitter even through I have enabled the Niagara Fluids plugin. Any thoughts?
uncheck show in library only and it should pop up
@@trouncegames Thanks man! I did that and still not there. This is weird
Hey can you make a tutorial for the warp gate in some marvel movies that looks like hexagon? It's usually used for ships jumps like in miss Marvel and guardian of the galaxy. So much appreciated thanks
Noted
time for the tyflow prisim tutorials
how are you able to make the preview of the VFX background black? thank you again for this tutorial
Check the beginner tutorial on my channel
Can anybody help me how to add chaos and Niagara in sequencer together for render. Can’t get them together to show up just got chaos only
A very useful and entertaining lesson! Thank you for your contribution to teaching this wonderful instrument!
Tell me please, is it possible to stop, freeze a certain frame of the Niagara Fluid simulation?
Thanks! Yes, you need to cache it first
@@RedefineFX thank you, but unfortunately the cache only helps to increase performance, but does not stop the simulation playing
@enesterov oh I see what you mean. Yeah perhaps with blueprints. Not something I can cover inside a UA-cam comment
@@RedefineFX Of course, in any case, thank you very much!
Hello, love this tutorial, I have an issue when scaling up the system, the glowing particles don’t seem the scale up with the rest of the gas particles. Is there any way to fix this? Thank you!
@RedefineFX Looking at getting one of your courses but can't decide between Niagara or Embergen, which do you feel looks better / more realistic? I would predominantly be using Unreal 5 path tracing as the render engine!
I always tell people to learn both as they both have their advantages but if you’re primarily an unreal engine artist then learn niagar first as it lives entirely inside UE
Greate tutorial...is there a way to set this up so the portal can be brought in the level and rotated to face a different direction and not distort when facing away from the X? When I bring my portal in and attempt to place it in the direction I want it to face it distorts horribly...almost like wind is blowing it or something.
put it in a bp first?
Change 'Vortex axis coordinate' in 'Vortex force' and 'Rotation coordinate' in 'Shape location' of the particles to 'local' will solve the problem, the 'wind blowing' effect is due to vortex force.
Thx a lot ✌🏻✌🏻✌🏻
Hello Jesse, do you know why I cant find the node "Set fluid source "?
Enable the niagar fluids plugin
@@RedefineFX haha, yes, I feel myself like a fool when I realized that. Thank you!!
@@RedefineFX is there a way to make this effect visible on lumen reflections o pathtracing?
Thanks for the tutorial! But I followed all your steps and when I render the portal it's all really blurry and low quality. Any clue to fix this? I tried rendering without anti-aliasing and in epic mode.
AMAZING
you are the best
👍
why does your smoke here look way better than the one im seeing? mine just looks like smoky sheets of low quality dust, doesnt look anything like this! would the GTX1080ti have something to do with it? since mostly everyone seems to be working with RTX
Yes you need a strong GPU to run the smoke sim at higher res
@@RedefineFX the 1080ti IS strong, but i haven't been able to figure out why the settings no matter what i do stay low quality :/ the 1080ti still has alot of horse power. So im kinda frustrated, i've also tested THIS on my laptop with a 2050 RTX scene only and still looks exactly the same, so i KNOW im missing something. since that smoke on this example looks way better out of the box - very frustrating.. this is a partical system i've been able to do much higher and intense looking things using demanding code...
Stuck really so why is it that the smoke looks like sheets of 2001 smoke textures instead of this volumetric style lol
figured it out, it looks better on Cinematic, so not exactly sure where these settings are to work with "high"
there is no set fluid source attribute under particle update... help...
EDIT: YOU HAVE TO DOWNLOAD THE NIAGRA FLUIDS PLUGIN. please specift that next tutorial.
Im sure its a simple answer but how did you get more expansive fog moving outward from the portal? Mine looks just too form fitting
good job
Thanks for this wonderful tutorial! Everything works/runs fine. But: when I package my scene/project for windows, the smoke (Grid Gas Emitter) disappears. The smoke is not there anymore. The little particles still flying around. I have no errors when Unreal creates the packed version. What can I change or look for to get see smoke also in the packaged project? Thanks a lot.
Just in case somebody had the same issue: Setting "Source Mode" in the Mesh Renderer of the Grid Gas Emitter to "Particles" is the solution for me. Packaged my project for Windows. Works now.
Cool 👍
3:59 Set Fluid Source Attributes not available in my unreal engine. Is it because I'm using 5.4 or do I have to install a plugin?
Enable Niagara fluids plugin
Really love the effect but I am missing something. When I turn on the gas emitter and the smoke appears, the particles disappear leaving only the smoke.
try adding another sprite renderer on the bottom. If that doesnt help then i dont know. seems like they're getting occluded / clipped by the smoke. By default this shouldn't be happening. You can also add a mesh renderer and display them as little spheres
@@RedefineFX I found the issue on my end. However, how can I make it so I can rotate the whole thing on the z axis to turn it. No matter what I try, it breaks the effect. I even tried to make an actor and adding it to that but rotating the actor had the same effect. Is there a tutorial on that and perhaps parametrizing attributes to make it repeatable but with different colors and stuff?
Can't see any smoke after adding all the emitters. The lag is there, though. No idea why. 2080 Ti here.
Try way fewer particles and lower smoke resolution
Thank You!🎉
Whatever I try, I can't get the particles to emit smoke. I have everything on GPU, the plugin is working, the sphere emitter is fine. I just can't get it to emit from the rotating particles, or any particles.
Maybe it's a 5.4 thing?
Great tutorial, but on my 4090 I can't even get it to do a fixed 30fps doing a scene similar to yours. I had to turn the resolution down from 500 to 400 and the GPU is over 70%. Is this normal? Seems like a lot.
That's normal
Good, I have a question and it is the following, when I zoom out the camera the niagara disappears...there is like a rendering distance that I do not know where it is to disable it. does anyone know?
thank you sir
The lights are very expensive in terms of performance, wouldn't it be better to use some material?
Sure, if you’re a game dev (I’m not)
Only problem is when I rotate the portal it all goes crazy. Do I need to rotate it in the Niagara system itself? Anyone know how to do that?
I don’t understand what you’re trying accomplish by rotating it but if you don’t want the smoke to react as you rotate the sim box you need to cache the sim first
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
Very epic looking effect but unfortunately it is too resource intensive and slows my machine down to a crawl. I have a high end PC. I might need to fiddle with some of the settings to get better performance.
Yes you can lower the resolution quite a bit and it will still look decent but run much faster
hey my why arent my dots appearing when I put an emmiuter and set the emmiter to whatever number you said. nothing is showing up im getting a blank screen, it says its there but nothing is there how do i fix this?
is there a way to appear and dissapear the portal like to make it look like its opening and closing ( to get a better understand of what i mean...lets say thanos appears in a scene...there is no portal..then the portal appears...he walks out and then the portal closed again...i wanna make the portal open and close..is there any way ?
Yes but I can’t explain it in a UA-cam comment. Maybe I’ll make another tutorial
@@RedefineFX this would be really great because im working on a very big project right now and this portal is excatly what i have left to do...i just need it to appear and issapear in a good looking way..this would finish the project pretty much so hopefully you can make a tutorial pretty soon
where to download it? thanks
When I right click and try add a fluid emitter it's empty, there's nothing to choose from in terms of the 3D templates?
enable niagara fluids plugin
I can't find this 3d gas in my niagara FOLDER... UEFN and UE5... can't find it..
Thanks for the tutorial. Resolution max Axis is 400 and pressure Solve Iterations is 8, but the smoke does not transition smoothly as in your video and creates a flicker effect. Any idea why? I couldn't find what I did wrong.
Could be because your GPU can’t keep up. Try actually lowering the resolution instead see if it stops flickering
Hello sir and thank you so much for your work ! 4.38 seems like black magic to me, I know this is not the very point of your video but I really don't understand how you collapse the settings of the smoke emitter, can you or someone please help me ?
There’s an arrow in the top left corner
Is it possible to bake somehow the effect to make it less heavy for GPU in the huge scene?
Yes you can cache it
@@RedefineFX Any tutorial how to do it?
Anyone know how to rotate the simulation? I need to rotate 90 degrees in Z or make it a parameter so I can change the direction the simulation faces.
Hi, Jesse! I was trying to import these Niagara systems into other unreal projects but Unreal doesn't recognize them due to some reason. Was there some special method to it?
The Niagara fluids plugin needs to be enabled again in a new project
Can you show me how to open the Details that appears on the screen? Thank you very much.
Window tab up top
How could we optimize this for a game, beside using cache in the sequencer and lowing the resolution? is there something else we could do to reduce drawcalls and improve the optimization? Thanks in advance!
Big one is how many lights illuminate the smoke - makes a huge difference I found. Turning off collisions with ground will also help.
Make a tutorial on Niagara waterfall pleaseee
Already covered in my Niagara course
Ill check it out, thanks
@@RedefineFX
the smoke isnt visible after I change the name of emitter
@@RedefineFX
Since my Macbook M1 Max is failing me completely with Niagara Fluids - what windows laptop models / graphic cards can you recommend for Unreal Engine (and maybe also Houdini)? I want to use its full potential but since I travel a lot, it needs to be a laptop solution. What aspects should I look out for to make it as powerful as possible?
I guess MSI gaming with a 4080
@@RedefineFX thanks! that's a graphics card for a desktop PC though, right? I'm looking for a laptop solution.
Vortex forces is not working for me
Hi Sir, is it possible to make snow globe effect (flowing snow inside glass ball) by niagara?
Yes, falling snow is pretty easy to make with Niagara
@@RedefineFX ua-cam.com/video/K-8Zxy0KJEI/v-deo.html
but im not sure that is niagara abled to flow inside a glass ball up and down with collision?
make sure the sphere is a shell, make the particles a gpu sim, add collision module, some vortex force, drag, gravity, wind@@rasaidtsang4456
@@RedefineFX Thanks so much!!
I dont have the Details screen
As other, unfortunatly I can't see the smoke when importing the niaga system into my editor. Any ideas?
I don't know. I just tested it in 5.5 and everything's working
@@RedefineFX weird
hai Four minutes and ten seconds and nothing was found. set fluid source attributes
You need to turn on the Plugin "NiagaraFluids" under Edit on top left.
@@xxsleepwalkerxx3585 Thanks
Hey if the smoke spawns in the preview of Niagara shouldn't it show up in the viewport of UE 5.4? Mine only shows the particles but not the smoke inside the actual viewport...however it looks great inside the Niagara preview....what is possibly the issue? I have tried Cinematic and Epic settings and I have a beast GPU and CPU with tons of RAM so is there a setting that may be preventing the Gas emitter from showing inside the viewport?
Had the same problem, you need to have some sort of light in your viewport (i added a directional light)
my smoke is black how can I solve this, I set the lights but it still black like there is no texture on it
Known Mac issue
Jesse, hi, I'm a beginner at ue5 and I have a problem. When I create a grid 3d gas master emitter and want to move the pivot point of the emitter, I also have a red box moving, and in your video it stands still. What could be my problem? Thanks
This is done inside the grid emitter summary settings
thank's duuude
Hey there my set fluid source attribute module is missing under particle update in Niagara @ 4:10
Enable the Niagara fluids plugin
I could not find the Grid 3D Gas Master Emitter anywhere even though I've enabled Niagara Fluids, and unchecked the Library Only filter. I can only find Grid 3D Gas Emitter and it doesn't have anything in the summary tab. Pls help
It’s there. I just searched for it and it’s there.
Same here. When I go to add the 3dgas emitter I cannot do it, all the 3D fluid stuff doesn't show. Please help.
After its done and i put it into the world, when i rotate it, only partticles rotate but smoke stay where it was. There is solution?
cache it first
Does it work on aximmetry?
Never heard of that
How is that so performant on your side? Ive got an RTX 3080, i9 10900k, 3200mhz ram and it lags a ton. Anybody got an idea how to improve the performance?
I’m on a 4090, amount of vram makes a big difference too
trying to add vortex force but its not affect the particles, Im not getting that error when you add the vortex force, how can I make that effect. Im using MacBook M1 Pro. Please someone help me
These sims don’t work well on Macs yet. PC recommended
@@RedefineFX I fixed forfet to put some node, thanks anyway :)
could you please help me? The gas emitter doesn't show the smoke.
i had the same problem and i was doing it in a VR template, idk where you are doing it but try it in a first person template see if it works might be the template
How to make it bigger without breaking all the parameters? when i scale it or change the Torus radius it looks completely different
cache it first
How could you make it loop without havin the glitch in between? is there a way to blend the start and the end of the sequencer? thanks@@RedefineFX
@victoralexandersilva5212 it will keep on spinning forever but it’s not loopable in a traditional sense
i know what you mean, but my idea is to use the sequencer to do the cache of the simulation in a low resolution, so i could use it on a game without habing too much impact on the drawcalls. that works... but when the sequence loop, it has this glitch, so the way i imagine solving this issue would be to blend the start and the end of the sequence so you don't notice the glitch, in the same way you would do a crossfade when you're mixing music so you won't notice the change. how can i blend the start and the end on the sequencer itself? there is sadly not enought info about it online, everyone talks about blending animations of a character, but not so much about how to blend the sequencer itself for other purposes. Thanks i hope the idea is clear@@RedefineFX
anyone else killed their gpu say I
how do i find set fluid particle :((
Enable the Niagara fluids plugin and watch my beginner tut
The smoke is black on my side for some reason. Any idea? I tried changing the smoke color but no luck
you on a mac by any chance?
Yeah :(
@@RedefineFX
not supported yet@@nigussusolomon643
help! does anyone know why my smoke is black and not grey? the color does not change with lighting also :((
Known issue on a Mac. If you’re on PC then no idea