For people who made this but their flame is super flat (AKA it's not emissive and glowing), I couldn't figure out why his was glowing by default (it randomly changes from flat to glowing at 0:55), but I found a solution. Open the M_Flame_SubUV material which is referenced by your Niagara System (Content browser > Starter Content > Particles > Materials). Add a multiply node right before the Emissive Color input, and basically multiply that value by 10 or 20. This made the colors look better for me, but it didn't make it glow. For that I went into my render camera settings > Post Process > and enabled "Bloom." I adjusted the intensity until it looked good. If you get annoying lens flares, just enable the Lens Flare setting (also under Post Process) and set the intensity to zero. Hope this helps.
Hey man I’m having the same problem. Where can I find the render camera settings that you’ve mentioned? I can’t figure out where it is to try your solution.
@@caiozulian2509 Basically the solution is simply to increase the light bloom in your scene. There are multiply ways to do this (you can apply the bloom settings specifically to your render camera, or with a post process volume which is what I now prefer to do). A post process volume (PPV) will basically create a post FX for everything in your scene, if that makes sense. In your scene, create new > Visual Effects > "Post Process Volume." In post process volume details, search for "Infinite Extent: Unbound" and enable it (this makes it so your PPV applies to the whole scene). Then, in the PPV details, go to the "Bloom" dropdown and enable all the options. Adjust the amount of bloom with the intensity slider. Also, the Bloom Mode "Convolution" always looks better than "Standard," in my opinion, so try that out. You could also do this in the details of your CineCamera Actor, same exact process. But I like to do it with a post process volume so it applies to my scene even when I'm not looking through the camera.
Got the solution! Just go to the material of the flame in the content browser, make a MULTIPLY just before all the input that goes to emissive color, and add a parameter with a default value of 50 (depends of your taste) to multiply that.
I was unhappy with how my heat distortion was looking from another tutorial and went searching. This is more along the lines as I thought it should be done and it looks way better now thanks to you!
A year later and still very relevant, I didn't like the fires I had in my asset packs so went seeking the knowledge to create my own expecting it to take days if not weeks. 30 minutes later I have dragon breath. I had to tweak some settings for my preferences, but you've given great insight into the workings of Niagara, I don't often subscribe to channels, but you deserve it.
It took me a little longer than 12 min but the results are excellent and I understand the Niagara system a lot better. I have modified it from torch to campfire-sized fires. Making a huge fire would require a highres spriteset but even that seemed to work for me. Thank You. 🔥
How did you add that glow to the particles after 0:55? There's a jump in the edit between 0:55 and 0:56 where suddenly the base particles have a glow about them.
8:33 on my ue5.1 the heat distortion material is not working. I did what you asked me to do. but it still doesn't work. then in the particles the distortion also does not work. what do i do to fix this?
hey this was awesome, ue5 niagara effect videos that are well put together are pretty rare, you helped me make my first real particle system, would love to see more🔥
Hi thank you for the clear tutorial. I have an issue with the lights in particles, when i turn it on i have glitch squares instead of smooth lighting around the fire... It happend with and without the "inversed squared falloff"
Good tutorial, thanks! For Some reason I don't have this bloom around the particles that you get by default, when you create an emitter. I can't figure it out. Increasing RGB values in particle color has no effect. Also the light from the flame is only seen with the inverse squared falloff turned off.
Hello there, this is an amazing tutorial! Only issue is that when I try to have a dark sky settings, the fire simulation does not emit light or glow, any way to fix it?
When I am clicking the "Spawn Rate" option, It isn't opening a menu on the right to change the spawn rate. How do I fix it? Edit: I am using 5.1.1 Version
Also, when I select "Use Inverse Squared Falloff" it doesn't cast any light in my scene, but does when it's not selected, but it looks to be a pretty static light source.
Thankyou this was very helpful. I am however having problems with the lighting. When I test my game and walk away from the fire the lighting from it abruptly disappears. My game is only lit up by this fire so everything becomes pitch black.
Hello, In Sub UV Animations panel I don't have check boxes for start and end frame. And I don't see anywhere to set the Sprite Renderer to Render. Am I using a different UE5 version?
Thank you for making this video! Is there anyway to randomise the starting frame of the fire sub UVanimation so that the fires won't look repetitive in a level?
I can't see my niagara when I drag it into the viewport. It works when I click play, but it's a bit tedious to do that every time just to see what's going on. Help! Great tutorial by the way! :)
For people who made this but their flame is super flat (AKA it's not emissive and glowing), I couldn't figure out why his was glowing by default (it randomly changes from flat to glowing at 0:55), but I found a solution. Open the M_Flame_SubUV material which is referenced by your Niagara System (Content browser > Starter Content > Particles > Materials). Add a multiply node right before the Emissive Color input, and basically multiply that value by 10 or 20. This made the colors look better for me, but it didn't make it glow. For that I went into my render camera settings > Post Process > and enabled "Bloom." I adjusted the intensity until it looked good. If you get annoying lens flares, just enable the Lens Flare setting (also under Post Process) and set the intensity to zero. Hope this helps.
Hey man I’m having the same problem. Where can I find the render camera settings that you’ve mentioned? I can’t figure out where it is to try your solution.
@@caiozulian2509 Basically the solution is simply to increase the light bloom in your scene. There are multiply ways to do this (you can apply the bloom settings specifically to your render camera, or with a post process volume which is what I now prefer to do). A post process volume (PPV) will basically create a post FX for everything in your scene, if that makes sense.
In your scene, create new > Visual Effects > "Post Process Volume." In post process volume details, search for "Infinite Extent: Unbound" and enable it (this makes it so your PPV applies to the whole scene). Then, in the PPV details, go to the "Bloom" dropdown and enable all the options. Adjust the amount of bloom with the intensity slider. Also, the Bloom Mode "Convolution" always looks better than "Standard," in my opinion, so try that out.
You could also do this in the details of your CineCamera Actor, same exact process. But I like to do it with a post process volume so it applies to my scene even when I'm not looking through the camera.
@@caiozulian2509 go to your project settings in edit you'll find everything there :)
Got the solution! Just go to the material of the flame in the content browser, make a MULTIPLY just before all the input that goes to emissive color, and add a parameter with a default value of 50 (depends of your taste) to multiply that.
@@Naujetneciv It worked!
I was unhappy with how my heat distortion was looking from another tutorial and went searching. This is more along the lines as I thought it should be done and it looks way better now thanks to you!
A year later and still very relevant, I didn't like the fires I had in my asset packs so went seeking the knowledge to create my own expecting it to take days if not weeks. 30 minutes later I have dragon breath. I had to tweak some settings for my preferences, but you've given great insight into the workings of Niagara, I don't often subscribe to channels, but you deserve it.
amazing video, this was such a huge help, so fast, stright to the point easy to follow at your own pace. thanks alot
Excellent work! Thank you for sharing it
Awesome, this made such a difference to just regular lights!
This is amazing - comprehensive and detailed. Thanks!
It took me a little longer than 12 min but the results are excellent and I understand the Niagara system a lot better. I have modified it from torch to campfire-sized fires. Making a huge fire would require a highres spriteset but even that seemed to work for me. Thank You. 🔥
Excellent! You killed it. Thank you for this golden flame-y gem!!
Very nice tutorial. Thank You.
Wow I love your tutorial, many many Tnx!!
How did you add that glow to the particles after 0:55? There's a jump in the edit between 0:55 and 0:56 where suddenly the base particles have a glow about them.
Thank you so much!
Great! I would like to know why my flame does not glow like yours.
This is the best lesson on fire!
Thank you bro, saved me life
Best tutorial for Unreal Niagara I have ever seen
8:33 on my ue5.1 the heat distortion material is not working. I did what you asked me to do. but it still doesn't work. then in the particles the distortion also does not work. what do i do to fix this?
hey this was awesome, ue5 niagara effect videos that are well put together are pretty rare, you helped me make my first real particle system, would love to see more🔥
Great job of explaining all the steps and making it very easy to follow along. I appreciate you.
Very nice, detailed but to the point. You should do more tuts on Niagara
This is great! I’d like to see more Niagara tutorials in UE5
good and easy man thanks i was so confused on how to do this lmao
THANK YOU! amazing effects
thank you alot, I didnt know how to turn off the background. Like!
Hi thank you for the clear tutorial.
I have an issue with the lights in particles, when i turn it on i have glitch squares instead of smooth lighting around the fire... It happend with and without the "inversed squared falloff"
Thank You So Much
great tutorial, thank you!
Awesome! thank you!
thanks, this has solved a part of my problem. How can i give it a feel that invvolves car crashes and building on fire'
It's Awesome thank you
the fire debris particles are called "embers"
Good tutorial, thanks! For Some reason I don't have this bloom around the particles that you get by default, when you create an emitter. I can't figure it out. Increasing RGB values in particle color has no effect. Also the light from the flame is only seen with the inverse squared falloff turned off.
Solved Thank you !
Can I get that sprite sheet file
Hello there, this is an amazing tutorial! Only issue is that when I try to have a dark sky settings, the fire simulation does not emit light or glow, any way to fix it?
When I am clicking the "Spawn Rate" option, It isn't opening a menu on the right to change the spawn rate. How do I fix it?
Edit: I am using 5.1.1 Version
Also, when I select "Use Inverse Squared Falloff" it doesn't cast any light in my scene, but does when it's not selected, but it looks to be a pretty static light source.
@@mdreamslk where I can find this setting? I have the same problem
Hello. When I drag the fire to the scene it turns all black, the color of the fire that we configured does not remain. What happened?
Same problem for me can you find how to fix it?
What if my fire doesn't glow and there's no glare from the flames? Another question, why does the fire disappear if you move far away from it?
how to enable the light in path trace mode?
This worked great. I am having a problem if I want to scale the fire at all though. I'd like to make it larger but that seems to mess up the effect.
@@mdreamslk thank you so much. I've been learning a lot from your tutorials so far.
Thankyou this was very helpful. I am however having problems with the lighting. When I test my game and walk away from the fire the lighting from it abruptly disappears. My game is only lit up by this fire so everything becomes pitch black.
hey, thanks a lot!
hi, can you make a smoke effect for the car while drifting, thanks a lot
hi bro, can you help me plz, why my fire is black in viewport?! thanks a lot for tutorial
Can you fix it? I have same problem.
Very nice, thanks! How do you make the flame wider so that it spreads over, like the length of a long wooden log?
Nice Tutorial! Could you do more VFX related stuff? Would be cool to see.
Hello, In Sub UV Animations panel I don't have check boxes for start and end frame. And I don't see anywhere to set the Sprite Renderer to Render. Am I using a different UE5 version?
Hi Flames shows black. without color when i drag it into my viewport. why :(
Yes me too, where is the problem?
Thankkkkkkk youuuuuuu~~~~~~
Hello, I was wondering how to apply this fire simulation to a mesh like a bush to create a burning bush? Thank you.
Thank you for making this video! Is there anyway to randomise the starting frame of the fire sub UVanimation so that the fires won't look repetitive in a level?
Great tutorial! But my flame isnt as smooth as yours, and followed every step. Like it's not fading out at the top of the flame, any tips?
thanks bud
Very good video, it happens to me that the flame is all black and does not apply the colors, why can it be? Greetings from Argentina
Why is your smoke the correct colour but mine is white?
how to scale the fire?
Does anyone know why my fire textures are missing in packaged game?
Can this fire-flame lighten envirement?
why am i not emitting light when i add light renderer?
Thanks!!!!
Thanks
Hello there, it was a nice tutorial to follow.
Any additional information about how to scale the flame easily?
Thank you
@@mdreamslk all right, thank you for your answer
@@medmel2160 what was the answer
bro when i rotate the emitter the particles don't go upwards anymore. It's on world space wtf
so i need to make a flame for a oven.
is there any way to add something to the flame that stops it from clipping through it?
@@mdreamslk thank you for a quick reply will do that after i have had lunch
@@mdreamslk one quick follow up if you dont mind... is the gpu compute option good for game ready assets?
I try to make this in UEFN, but i dont got this Fire and Smoke sprites and boy the Heat Distortion drives me crazy.
Is there a way to get those?
Thank you
I can't see my niagara when I drag it into the viewport. It works when I click play, but it's a bit tedious to do that every time just to see what's going on. Help!
Great tutorial by the way! :)
@@mdreamslk thanks for the quick reply! Unfortunately it is already on infinite, but it doesn't show :(
It’s very small, if I resize it, it just multiplies and keeps be small 😢😢😢
ty
What version did you use Blender 3.4.1 or 3.5.0 or 3.6.0?
@@mdreamslk Sure thanks
No instructions on how to get the materials.
wheres the material fire?!?
i dont see fire, i only see smoke in my scene
Yes me too, where is the problem?
You scared me
The fire loop is choppy and doesn't look good
Thank you for NOT showing the materials how you made them
He used the built in fire material in starter content?
!!
Hello! Beautiful ! How could I get hold of the fire material you posted.m_fire_subuv
Thank you very Much!!
Great tutorial, thank you