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HomeVisual EffectsNiagara points and assist - Actual Time VFX

Niagara points and assist – Actual Time VFX


I extremely doubt that it’s “for efficiency causes”.
Extra seemingly is that the vertices are merely being addressed by their indices within the triangle record.
So if completely different triangles reuse the identical vertices, a number of particles find yourself at these vertices.
Not less than that may be my guess.




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Thanks Niels,

Does reusing the identical vertices not occur to all of the triangles of a mesh? If a polygon mesh encompass a number of triangulated polygons which have three vertices shared by different triangulated polygons, ought to it occur to all of the triangles of a mesh?

For some purpose, it appears to be solely occurring to a curved mesh.

Hello! I used to be questioning if there’s a means for Niagara sprite render, to lock an particular axis for the digital camera going through. I feel this could possibly be simply achieved in Cascade however is there a means to do that in Niagara?

Thanks prematurely :slight_smile:

You possibly can set a customized going through vector to construct customized going through conduct of sprites.

Though, if I keep in mind accurately, to get the identical factor as cascade, you retain the going through vector the identical, and set the orientation vector to the axis you need to lock.

How would I am going about studying shade data from a fabric in Niagara?

I need to spawn particles from the perimeters of a dissolving mesh.
I obtained it to work by studying the fabric shade utilizing UV and mesh sampling. In my materials, I’m dissolving a texture after which masking it out utilizing particle shade earlier than including the sting shade on prime. This manner I can let solely the particle spawned from the sting be seen once I set the particle shade to (0, 0, 0, 0).
However doing it this fashion I can’t customise the particles outdoors of their shade base on the sting shade.
I tried to emit particles from these particles however the invisible particles would nonetheless emit particles, and I’ve had a tough time making an attempt to kill them off.
Any recommendation? Possibly there are another methods of reaching this?

Hello all,

have fairly bizarre stuff occurring with DynamicParameter curve. I’m making an attempt to regulate panner pace from particle emitter by way of Dynamic Parameter.
fsr, can’t connect screenshot right here, however I’m simply multiplying dynamic parameter1 to appended vector, which then goes to Panner Velocity.
Downside is, once I use float or float vary, it really works superb. However it once I’m making an attempt to make use of curve it goes loopy pace, like greater than 10 at the least.
Additionally, it really works superb with single key curve and if keys have worth distinction not more than 0.01 (it’s most likely simply ignoring it).

That’s not a niagara difficulty, however reasonably a limitation of how the panner node works within the materials.

What the panner is doing is multiplying the time by your enter and including that to the UVs, in order time goes in your UVs are being displaced. So with a pace of 0.1 for instance, at t=1s your UVs are going to be (0.1,0.1), at t=5s they’ll be (0.5,0.5), and at t=10s (1,1)…

The factor is, for the reason that materials will not be storing any present offset, it doesn’t reply accurately to altering values in actual time. If you happen to change that panner worth in the course of the sport, let’s say at t=10s you alter that worth from 0.1 pace to 0.2 pace… the UVs will immediately go from (1,1) to (2,2), since 10s*0.2speed = 2. It’s not going to start out going sooner, it’s going to calculate the outcome as if it had been going that quick from the start.

In order for you one thing like a panner node you could change in actual time what you are able to do is have a fabric parameter whose worth is added to the UVs, like an offset. You possibly can then have a niagara parameter that begins at 0 (or any worth actually) and that’s elevated by a set quantity (let’s say X) each body, you are able to do this within the particle replace stage in your niagara emitter.

As an alternative of establishing the specified curve within the dynamic parameter such as you’re doing proper now, you’d simply ship this niagara parameter there, and as a substitute have the curve wherever you might be including that X worth to your niagara parameter, so the quantity added to this offset parameter modifications alongside the particle’s lifetime.

Not less than that’s the answer I’ve at all times used, if there’s a better means I’d wish to know…

Nothing a lot so as to add right here besides you could pattern time from Niagara as nicely, so even with the setup described by Filo, you may nonetheless swap again to a glance which simply makes use of time.

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