Awesome! This is great. Do you know how to have more than one collider at a time with a niagara fluid? I've tried adding the collider tag to 2 objects and it only appears to be able to collide with one or the other.
Thank you ^^ I just tested it and it works for me. In the niagara properties you can add a specific tag under "Collision Data Interfaces -> Collision Rigid Mesh Query -> Search -> Actor Tags" and then in your MeshActor properties you need to add the tag to "Actor -> Advanced -> Tags" not under the "Component Tags" list.
Thank you for your feedback I appreciate it 😊 Here is the full spec for my computer: Motherboard: Asus strix Z490-E gaming CPU: inter i7 10700k GPU: Nvidia RTX 3070 RAM: 48Gb
@CebulaPLPowrot Yes, I agree ! It is not designed for real time in its current state ! Although you can bake it using Niagara sim cache for cinematic use
I'm new with UE, can you tell me what type of project you created for VFX and particle. I like your vid man, but it would be more helpful if you teach a noob like me from create project, set editor and so on.
Thank you for your comment 🙏 Actually there isn't a specific type of project for VFX. You can use any template from the provided ones or you can start a blank project as well. I understand the struggle especially when using Unreal Engine for the first times, it has a lot of buttons, and the user interface has a lot of things, but with time it will become easier ! For this specific tutorial, you can start a blank project, and then follow the steps that's it, no specific editor settings needed, just some plugins to enable as shown in the video. I will help you with pleasure if you have any further questions, don't hesitate ☺
Thank you for your feedback I appreciate it 🙏 I agree, niagara fluids are still heavy, the tutorial was a showcase of how to create the tornado, it is not to be played at runtime. Although niagara sim cache is an option to play back the effect after it was simulated, it will be lighter. Thank you for the feedback, I will do better in the future ☺
Question: Hello, is there a way to have Niagara particles to be attracted like a magnet to animatable geometry? For example, if there is a magnet mesh' and the magnet mesh is animated moving around, can we a also have the Niagara particles to be attracted to that magnet?
Hello, Yes it is possible, there is an attribute called "Color" that can be set to true. Although you need to set the proper settings to achieve the result you want.
Do you have the problem even without the 3D gas emitter ? if you disable the gas emitter, do you have the cylinder with the two vortex forces applied to it? like in 8:50 ?
@@nitinsidard8621 Yo, I assume you are using an earlier version than 5.3. After selecting add emitter, you need to UNTICK the "Library only" box and you'll find Grid 3d Gas Emitter. :)
Awesome tutorial! Please create more tutorials on crafting various particle effects using Niagara.
Thank you for you comment and your support 🙏
I will do my best ^^
Bloody smoking hot tutorial ! Very well done. Cheers! 😀
@@ISEESPOOKS Thank you for your support I really appreciate it 🙏
❤ it! Thank you very much! And happy new year 🎉
Thank you ^^
Awesome tornado, awesome channel, awesome tutorial!
Thank you for your feedback I appreciate it 🙏
Thank you bro ! ,Liked and subscribed . love from egypt
Thank you for you support 🙏 I appreciate it !
Pretty sick man, subscribed for more~
Thank you for your support ^^
VERY COOL!
Thank you ^^
Awesome! This is great. Do you know how to have more than one collider at a time with a niagara fluid? I've tried adding the collider tag to 2 objects and it only appears to be able to collide with one or the other.
Thank you ^^
I just tested it and it works for me. In the niagara properties you can add a specific tag under "Collision Data Interfaces -> Collision Rigid Mesh Query -> Search -> Actor Tags" and then in your MeshActor properties you need to add the tag to "Actor -> Advanced -> Tags" not under the "Component Tags" list.
Fantastic tutorial! Just getting into UE. What specs are you running on your machine?
Thank you for your feedback I appreciate it 😊
Here is the full spec for my computer:
Motherboard: Asus strix Z490-E gaming
CPU: inter i7 10700k
GPU: Nvidia RTX 3070
RAM: 48Gb
it works but its really performace heavy even on good pc
@CebulaPLPowrot Yes, I agree ! It is not designed for real time in its current state ! Although you can bake it using Niagara sim cache for cinematic use
AM SOLD GREAT WORK DUDE
Thank you 😊 🙏
Can you tell me if this effect works in aximmetry?
I am sorry I am not familiar with aximmetry :/
I'm new with UE, can you tell me what type of project you created for VFX and particle. I like your vid man, but it would be more helpful if you teach a noob like me from create project, set editor and so on.
Thank you for your comment 🙏
Actually there isn't a specific type of project for VFX. You can use any template from the provided ones or you can start a blank project as well.
I understand the struggle especially when using Unreal Engine for the first times, it has a lot of buttons, and the user interface has a lot of things, but with time it will become easier !
For this specific tutorial, you can start a blank project, and then follow the steps that's it, no specific editor settings needed, just some plugins to enable as shown in the video.
I will help you with pleasure if you have any further questions, don't hesitate ☺
@@YedesCodes im also a noob and cant right click in the content drawer
谢谢🙏🙏🙏
Thank you I appreciate it 🙏
So what are you running on this computer wise spec?
Here is the full spec for my computer:
Motherboard: Asus strix Z490-E gaming
CPU: inter i7 10700k
GPU: Nvidia RTX 3070
RAM: 48Gb
😊
Good tutorial, but niagara crashing all the time! Would be nice to also cover how to optimize these effects.
Thank you for your feedback I appreciate it 🙏
I agree, niagara fluids are still heavy, the tutorial was a showcase of how to create the tornado, it is not to be played at runtime. Although niagara sim cache is an option to play back the effect after it was simulated, it will be lighter.
Thank you for the feedback, I will do better in the future ☺
Question: Hello, is there a way to have Niagara particles to be attracted like a magnet to animatable geometry? For example, if there is a magnet mesh' and the magnet mesh is animated moving around, can we a also have the Niagara particles to be attracted to that magnet?
Thank you for your question.
I need to take a close look to that. It seems doable but I need to take a close look ^^
Thank you@@YedesCodes
is it possible to change the colour of the tornado? I want to try using this in a desert setting.
Hello,
Yes it is possible, there is an attribute called "Color" that can be set to true.
Although you need to set the proper settings to achieve the result you want.
Thank's John Wick...
Thank you lol ^^
Metahuman can make us look like celebrities 🤣
Are we able to export alphas of these effects?
Hello,
Do you mean export alpha using unreal engine sequencer ?
I am not getting anything coming from the top of the Tornado the bottom is showing but not the top. Am i missing something
Do you have the problem even without the 3D gas emitter ? if you disable the gas emitter, do you have the cylinder with the two vortex forces applied to it? like in 8:50 ?
@@YedesCodes I got it fixed....I think my laptop couldn't handle it as it is about 6 years old. Did it on my desktop and works great :) thanks :)
cant find grid3D Gas master Emitter
Hello 👋 You need to enable the "Niagara Fluids" plugin first
@@YedesCodes yeah bro I have enabled it but even though it's not showing up
@@nitinsidard8621 Yo, I assume you are using an earlier version than 5.3. After selecting add emitter, you need to UNTICK the "Library only" box and you'll find Grid 3d Gas Emitter. :)
@@JW86100 Thanks for this I been stuck since yesterday