Hello,
I’m attempting to generate a degree cloud with niagara since the actual lidar information like .las, .laz are very unstable and never very versatile once we need to add some FX to it.
( get some RubenFro model FX)
So, I need to create a degree cloud with niagara.
The most effective resolution i may consider is taking a mesh and spawning a particle on each vertex of that mesh and taking the vertex coloration OR sampling the fabric that mesh makes use of.
So far as I can see I can solely spawn vertecis on skeletal meshes and never static meshes?
and that i cant pattern vertex coloration?
Any concepts how I may obtain good level clouds in niagara and/or spawn them on static meshes or another means on obtain this?
There are just a few methods to do it. Most easy means is to export a degree cloud for Houdini and pattern it with Niagara. However lots of people don’t use the software program, so it is a workflow for all different customary DCC-s.
- Set vertex coloration in mesh.
- Pattern vertex coloration with unreal materials graph.
- Baket to texture with unreal Materials baker positioned in static mesh properties.
- Right here is the feel.
- In Niagara pattern the static mesh location and use that location to samplet the feel. Use moduls Static mesh location, Pattern texture and Shade.
Hope it helps!
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