Tuesday, November 28, 2023
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Level cloud with niagara?! – Actual Time VFX


Hello,
I’m attempting to generate some extent cloud with niagara since the true lidar recordsdata like .las, .laz are very unstable and never very versatile once we wish to add some FX to it.
( get some RubenFro type FX)

So, I wish to create some extent cloud with niagara.
One of the best answer 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 find out how to spawn them on static meshes or some other means on find out how to obtain this?


There are a couple of methods to do it. Most simple means is to export some extent cloud from Houdini and pattern it with Niagara. However lots of people don’t use the software program, so this can be a workflow for all different normal DCC-s.

  1. Set vertex coloration in mesh.
  1. Pattern vertex coloration with unreal materials graph.
  1. Baket to texture with unreal Materials baker situated in static mesh properties.
  1. Right here is the feel.
  1. In Niagara pattern the static mesh location and use that location to samplet the feel. Use moduls Static mesh location, Pattern texture and Coloration.

Hope it helps!

giphy



2 Likes

Sorry, by some means I missed this on my first try. You may simply pattern the vertex coloration immediately within the Static mesh location module.
Set it to use vertex coloration sampling, and you’re executed. :sweat_smile:

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