How to use Niagara VFX in Sequencer Unreal Engine 5.1
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- Опубліковано 9 вер 2024
- In this video we look at how to use Niagara VFX to record in Sequencer inside Unreal Engine 5.1
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Niagara Pack used in this video:
www.unrealengi...
Link to purchase the Niagara pack in the description #notsponsored
Just looked and I bought this pack a while back 😁
@@Jobutsu This is one of the better looking Niagara packs IMO
@@MR3DDevYes and It was ridiculously cheap when i bought it too.
The only tutorial after an hour of searching that genuinely helped me out. Thank you.
Thanks a ton for the video! Spent like 2 hours searching how to work with Niagra in UE5 specifically events in sequencer (Im more of a C++ programmer/Blueprinter so this was all new to me!), much appreciated man!
Glad I could help :D
Thanks so much. I've been searching everywhere to "how to start niagra simulation when I want it in sequencer" and I kept getting all the wrong answers. This solved it.
That's exactly what I was looking for, thank you very much ❤
You sir just saved my life at work. Thank you SO MUCH!!
Finally!! A mystery that I've been trying to solve for a very long time!! Thank you!!
No problem!
I been looking for this exactly and haven't been able to find it now, Thank you, bro Subbed
Thank you for watching :)
thanks! it really helped, I just started learning unreal engine and this was very helpful!
Thank you for this. I was going crazy trying to figure it out haha. Unreal is so unintuitive. So many things are buried out of sight.
thx brother
How could you make it a loop? without havin the glitch in between? is there a way to blend the start and the end of the sequencer? thanks
you saved my life... well, my movie take :)
I am happy to be a movie take saver too :)
How do you animate the parameters of a niagara system. Currently I want to animate the vortex force of a niagara pool.
Question: can you please do a video about rendering Niagara AOVs / Cryptomattes? So we can composite the Niagara FX in a video editor? Thank you for this video.
Thank you very much
Thanks!
Question: I made a Niagara particle effect and added it to a Sequencer. I added a track under 'Rendering; Actor Hidden In Game' and set keys for when to start and end the Visibility of the effect (beginning on 0001). The reason for this is that on 0000 the Niagara effect is showing and when I use a device (in Fortnite) to trigger my sequence to play, it then hides my Niagara effect as intended from 0001 onwards. The issue I'm facing is it does not always reactivate my effect when stopping and re-playing the sequence via a trigger to turn on/ off the visibility of the effect. Any ideas and could it be something to do with the Kill Particles setting in Niagara?
thank you
Im having hard time rendering out Niagra system particles with alpha. anyone can recomend a tutorial with a solution for it?
Tell me why the life cycle of Niagara in the sequencer only works when the slider stops on this red cycle scale - after all, it should work correctly when played on this red scale!?
It is unavailable .. what should I do?? any help
Thanks, straight to the point.
Yet, as is, does it work in the render queue ? Because I had some troubles with it (plays fine in the editor, but the render is different)
Would you have any tips for the render to look like in the sequencer (without to have to put everything in "spawnable" ?)
Thanks for your work ! :)
I actually rendered the scene from the thumbnail using the same pack I showed in the video. I didn't do anything extra for it to render on mrq.
I have the same problem. The viewport preview looks great but when I try to export it using Movie Render Queue I getting bunch of tiny dots which doesn't look like preview at all.
It seems I have finally found the solution to my problem, which is very similar to what you have described. The issue was related to the way the particle sizes were generated by the emitter. For some reason, the size of the particles we see on the viewport differs from what is actually rendered.
My solution was to enter the Niagara simulation from the Content Drawer, then select the emitter. Next, I searched for the 'Sprite Size Mode' property and made a change. In my case, the property was set to 'Non-Uniform,' and I changed it to 'Random Uniform' with 'Uniform Sprite Size Min' set to 1 and 'Uniform Sprite Size Max' set to 3.
I hope this solution will help you. By the way I use UE 5.2
could niagara be used for visual effects in film/video or does it only look good for games?
It depends, some of them look good even for in camera VFX but most don't
It is possible to change the global size of the portal?
When I use multi-sampling and TSR the Niagara effects glitch with the sub-samples and is glitchy in the end sequence. Anyone know how to solve?
Question: can you please do a video about rendering up Niagara FX with AOVs / Cryptomatte? So we can composite the Niagara FX's in a video editor.
I have never done it that way. Usually if I want to composite in editor I would use stock VFX and not inside Unreal (which I am also doing for my shortfilm)
@@MR3DDev rendering Niagara fx with AOVs or Cryptomatte from UE5 is a mystery.
@@hotsauce7124 it certainly is
@@MR3DDev I think 5.2 allows for AOVs
If you had access to nuke and use the nuke unreal reader node, nuke converts the entire scene into different AOVs and I havent tried but assume it would do the same to particles generated by Niagara
Question for UE5.2: My Niagara Fluid does not fade out after it passes the red line in Sequencer. They just blink out instead of fading. How do I get Niagara Fluid to fade out in sequencer?
You have to ad a trigger to it that disables it at the end.
yeah, so how to make it slow motion?
You will have to go deep in the particle system unfortunately out of my league
@@MR3DDev yeah... i've been searching them for weeks now. all i could get is doing niagara sim cache but it's in the ue 5.2. don't know about custom coding for niagara bluprint module and all that stuff. pretty hard research.. might learn some c++ at some point 🥲
Pretty simple, go to "+ TRACK" on the Sequencer and select "TIME DILATION" change the value to your liking. 1 = normal speed, 0.5 = half speed, 2 = double the speed. For slow motion I use 0.2, looks pretty good. The slow motion will only take effect during gameplay and most likely during the render, it will not happen in the editor viewport.
@@TheBlackGamerPTyeah but it will affect the entire scene. as for ue 5.2 there's a niagara cache plug in and it seems that is what i need. you can bake the niagara into cache and play with the "fixed" niagara system. including its time.
Looks like the pack is unavailable on the market place??
It still is, if anything just look for niagara effects and should be among the first few.
@@MR3DDev Yes. Got it. Thanks
Hi, I create steam effect in Niagara and it looks good in viewport but how I should render it in level sequence/movie render ? because when I add steam actor in level sequence and render it, it looks bad and not real time. Please suggest.
Are you using sprites in your particles?
@@MR3DDev Yes
how do you render it
Movie render queue :)
@@MR3DDev you need to cash the Niagara system first, then you will be able to see it in the Movie render queue :)
Nice, Thx
Inventory tutorial like green hell pls where we show our items in 3d in bagpack
I can confirm this does not work in UE5.3
yeah same for me, did you find an answer?
Just add the Niagara in your sequencer > add "niagaracomponent" track > and now add "life cycle" track!
In UE 5.3