Unreal Engine 5.2 - Intro To Particle Driven Niagara Fluids (Fire & Smoke Explosion) [1]

Topic: Unreal Engine 5.2 - Intro To Particle Driven Niagara Fluids
In this introductory video tutorial, I will demonstrate how to create an explosion using the Niagara FX System and Niagara Fluids in Unreal Engine 5.2+. By understanding the steps and information covered in this video, you'll be able to easily and quicky generate real-time volume, smoke, and fire simulations from particle systems.
Note for Unreal 5.3 - Particle Source
Make sure you are creating a Grid3D_Gas_Master_Emitter. And inside of it under Emitter Summary with the All Tab click on, look for Particle Source Group, once you find it set Particle Source Type to Emitter and then the Particle Reader Group will show up, and inside that there's a spot to type in your Emitter Name.
If you need to extend the distance culling
Try, (r.HeterogeneousVolumes.MaxTraceDistance 100000) in the command console.
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Patreon:
/ renderbucket
Discord:
/ discord
Tags:
Niagara Fluids, Unreal Niagara FX, Unreal Fire & Smoke, Unreal Gas Solver, Introduction To Niagara Fluids, Emitting Volumes/Fluids From Particles, Heterogenous Volumes, Niagara Fluids Volumes, Niagara Fluids Tutorial, Unreal Engine Tutorial, Unreal Volumes

Пікірлер: 73

  • @mae2309
    @mae2309 Жыл бұрын

    One of my top 5 YT channels. thanks mate..

  • @michaelmano7261
    @michaelmano7261 Жыл бұрын

    I just have to say, The PDF's on your patreon are so helpful. Thank you! normally I'm pausing every 2 seconds.

  • @Mnerd7368
    @Mnerd73688 ай бұрын

    This is one of the most impressive Unreal Engine 5 tutorials in KZread. I have finished this tutorial and I am getting my hands and my mind to get any tutorials about Unreal Engine 5 such as Niagara particle and fluid simulation, substrate materials, nanite, lumen, path-tracing, metahuman, blueprints gameplay mechanics, PCG, and soo many more that I cannot everything. My only problems is my overheated laptop.

  • @PostProduction
    @PostProduction Жыл бұрын

    Thanks! We want even more videos on this topic!

  • @vidayperfumes7514
    @vidayperfumes7514 Жыл бұрын

    Excellent and really well explained, Thank you.

  • @coreragestudios3430
    @coreragestudios34303 ай бұрын

    it works like a charm for this video 👌

  • @mists_of_time
    @mists_of_time Жыл бұрын

    Great tutorial. Thank you!

  • @theanukchronicles
    @theanukchronicles9 ай бұрын

    You are AWESOME! Thank you for this

  • @wewantmoreparty
    @wewantmoreparty Жыл бұрын

    Great mastery

  • @dmytrotonkonoh9552
    @dmytrotonkonoh9552 Жыл бұрын

    🔥

  • @oskaroskar9589
    @oskaroskar95897 ай бұрын

    Fantastic tutorial, thank you verry much! have you an idea how can i combine CPU emitter, especially location event with 3d gas master ? id like to make a fireworks with end like on the tutorial, is it even possible?

  • @shantifawkes7060
    @shantifawkes706011 ай бұрын

    can you tell me how i rotate the emitter in my viewport ? when i do so and restart the effect the rotation snaps back to the origin.

  • @MetalGearTrav
    @MetalGearTrav11 ай бұрын

    I think you can turn up the temporal sub sampling from 1 to 8 or 16 or higher and that will fix the “stepping” look from the smoke as well. It can be changed in the render settings.

  • @renderbucket

    @renderbucket

    11 ай бұрын

    Good idea!, But your comments have frightened my video card. 😆

  • @MetalGearTrav

    @MetalGearTrav

    11 ай бұрын

    Hahahah yes very true, it’ll definitely make renders longer. Keep making great videos!

  • @heikohesse4666
    @heikohesse4666 Жыл бұрын

    Hello, cool video - I've been trying to create a reasonably realistic cloud with the NiagaraFluids for days, I need the ability to collide when you fly through an object - unfortunately without success so far. So far I haven't found any good descriptions of how to properly set the material or fluid behavior. Do you happen to have a workaround for this? Thanks for your great videos!

  • @kirill2525

    @kirill2525

    9 ай бұрын

    i think you have to serch a tag in the object and type in collider or something redefineFX has a smoke and flamethrower tutorial on it

  • @dao_ke_dao
    @dao_ke_dao11 ай бұрын

    Thanks for the tutorial.I have a question : When I move back far away ,why the explosion gas will disappear suddenly. How to fix this?

  • @degenplanet
    @degenplanet Жыл бұрын

    newb here but let's say you have fluids like this and your character goes through it will it deform or stay the same, would be cool

  • @hotsauce7124
    @hotsauce71249 ай бұрын

    Is there a way to get the Burst to happen without the Z axis? only on +X -X and +Y -Y?

  • @BrunoCornelsen
    @BrunoCornelsen Жыл бұрын

    Thanks for the tutorial! One question: I have a large sale scene and the volumetric gas doesn't show up on camera, only when I get really close. Any tips?

  • @tomnowicki1408

    @tomnowicki1408

    8 ай бұрын

    maybe there s some farclipping (increase the value )

  • @SantaClaus33
    @SantaClaus3310 ай бұрын

    Great tutorial

  • @anonym439
    @anonym4399 ай бұрын

    any idea why there are only 5 parent emitters in my ue5.2, niagara fluids plugin enabled and i've restarted the ue

  • @kirill2525
    @kirill25259 ай бұрын

    will ther be a 5.3 version?

  • @SantaClaus33
    @SantaClaus3310 ай бұрын

    Thanks, bro

  • @damnfail9316
    @damnfail931611 ай бұрын

    how to create smoke interact with light or environment light.?

  • @poggeler_
    @poggeler_11 ай бұрын

    Hey, I learned a lot thank you. I have one question, why does it disappear at a distance? thank you!

  • @renderbucket

    @renderbucket

    6 ай бұрын

    Try, (r.HeterogeneousVolumes.MaxTraceDistance 100000) in the command console.

  • @michaelgreibich2078
    @michaelgreibich20788 ай бұрын

    Great Tutorial, short question though: My Confetti burst spawns at the bottom of the fluid sim volume and if I change the offset, the confetti explosion goes from a wide explosion to pretty much exclusively along the z axis. So either my confetti moves wrong, or a majority of the confetti is out of bounds and doesn't show the fluid. I'm on 5.3, so that might matter

  • @Mullinsj05

    @Mullinsj05

    7 ай бұрын

    In the Gas Master Emitter, click on simulations and at the top you'll see local pivot. set the local pivot to 0 on all tabs.

  • @IVAN_PLAY-dn8hi
    @IVAN_PLAY-dn8hi2 ай бұрын

    will my PC boom as well?

  • @summerif1629
    @summerif1629 Жыл бұрын

    Can you share the ppt

  • @ahmedelbahtety3234
    @ahmedelbahtety323410 ай бұрын

    Does anyone know how to make it slow-motion ?

  • @leburns6996
    @leburns69966 ай бұрын

    I was doing this but i have a qestion, when i go a bit far from the particles, they cull, it usually has some sort of target effect, I tried messing with the cull settings, render distance maximum, and bound settings but it doesn't seem to work

  • @renderbucket

    @renderbucket

    6 ай бұрын

    Try, (r.HeterogeneousVolumes.MaxTraceDistance 100000) in the command console.

  • @javieraraujo436
    @javieraraujo43611 ай бұрын

    Unfortunately, I can not find Grid 3D Gas Master Emitter. I will be very thankful if you culd help me to find it and fix why is not showing! :D I am very interested in learning about fluids and this video looks so helpful.

  • @ShturmanBasov

    @ShturmanBasov

    11 ай бұрын

    Enable Niagara Fluids in the Plugins section and restart your project

  • @javieraraujo436

    @javieraraujo436

    11 ай бұрын

    @@ShturmanBasov Thank you! I solved and my mistake was quite ridiculous, I didn't realised I was launching UE5.1 instead of 5.2 😂 Once I updated the version everything was correct and I could complete the tutorial. Thank you for your help and for your tutorials, when I came back from my holidays I will go for your patreon for sure! Have a nice summer! 😁

  • @kevindimitch5852
    @kevindimitch58526 ай бұрын

    HI, I don't have grid 3D gas master emitter :(

  • @DamirBolic
    @DamirBolic8 ай бұрын

    Im trying this in 5.3 but there seems to be some changes made. When trying to add Particle Source to Grid Gas Emitter, there is no Read Particle Source checkbox instead there is a dropdown. Selecting emitter in this dropdown and pointing it to ConffetiBurst (ParticleReader.EmitterName) does NOT for some reason connect it as on your tutorial. Any tips appreciated. Thanks!

  • @renderbucket

    @renderbucket

    8 ай бұрын

    Make sure you are creating a Grid3D_Gas_Master_Emitter. And inside of it under Emitter Summary with the All Tab click on, look for Particle Source Group, once you find it set Particle Source Type to Emitter and then the Particle Reader Group will show up, and inside that there's a spot to type in your Emitter Name.

  • @DamirBolic

    @DamirBolic

    8 ай бұрын

    @@renderbucketin 5.3 the effect is not visible until Radius is increased to make it visible. Also Grid3D_Gas_Master_Emitter looks and feels different than the 5.2 version for whatever reason. I've tried this in 5.2 and it works exactly as described while in 5.3 there are substantial changes and the result is NOT the same as described here(looks pretty bad in 5.3 tbh).

  • @kisekinomahou

    @kisekinomahou

    6 ай бұрын

    Enable the Niagara Fluids plugin I had the same issue.

  • @7kGreen

    @7kGreen

    6 ай бұрын

    @@renderbucket Try to increase radius options from 7:55

  • @vaibhavagrawal6227
    @vaibhavagrawal62276 ай бұрын

    This "Read Partticle Source " is not there in UE5.3.2. So, can you tell how can I read confetti in gas master emitter?

  • @MarkraTTP

    @MarkraTTP

    3 ай бұрын

    In the Emitter Summary of the Grid3D_Gas_Master_Emitter there is field called Particle Source Type. You have to set it to Emitter and then you‘ll be able to type in the Emitter Name.

  • @umarcga7823
    @umarcga782310 ай бұрын

    Wait what??? Why no body told me about this... I just finished this project where I need this one and I just had to work with a generic solution. And Now I am figuring this out?!?!?!?!

  • @JasonAdank
    @JasonAdank2 ай бұрын

    One thing thats baffling me about ll the particle emitters. I cant find any way to control the amount of time an emitter actually emits..... its either a spontaneous burst, or its a steady stream emitting indefinitely. I want particles to emit for 2 seconds and then stop. Is this possible?

  • @marcinosgamedev

    @marcinosgamedev

    2 ай бұрын

    Yeah you set the lifetime to 2seconds

  • @b.delacroix7592
    @b.delacroix75922 ай бұрын

    Looks very nice. Seems to not work quite the same in 5.3.2. As soon as you turn off the emitter sphere and attach the particle source to emitter (see in comments on changes on how to do this) nothing is emitted by the particles. You need to also turn off Use Radius Falloff.

  • @oliviergenovese4469

    @oliviergenovese4469

    4 күн бұрын

    Work now on 5.4 ! Thank you

  • @b.delacroix7592

    @b.delacroix7592

    4 күн бұрын

    @@oliviergenovese4469 Interesting. I suspected it might be the case but can't turn my project to 5.4 just yet.

  • @b.delacroix7592

    @b.delacroix7592

    4 күн бұрын

    @@oliviergenovese4469 Well copied the project and updated to 5.4. It worked once then not then again. It seems very inconsistent. I'll try now to see if it is consistent in the packaged version.

  • @b.delacroix7592

    @b.delacroix7592

    9 сағат бұрын

    Ok so I don't know if this is universal but finally I have the explosions working in packaged product. All I did different is have local space off on confetti burst, but it is on the grid3d_gas_master_emitter. So weird.

  • @nobunaga8514
    @nobunaga8514 Жыл бұрын

    The main problem I have is duplicating a file cache is not a thing yet.

  • @rremnar
    @rremnar9 ай бұрын

    For some reason, this is not working. All I see is a red box. I tried a full recompile, and made sure the plugins were enabled. My graphics card is a 2080ti; so that shouldn't be the issue. I can do these types of sims in blender without issue. Edit: I found what the problem was. You need to set the render preview in your scene to shader model 6. I was using 5 (DX11?) thinking I didn't need the higher level one. I hope this helps any one else with the same problem I had.

  • @res0lve
    @res0lve Жыл бұрын

    how the performance for niagara fluids? I want to make a smoke grenade

  • @renderbucket

    @renderbucket

    Жыл бұрын

    It's slow generally speaking because it's doing a realtime fluid sim. But you can bake them down to sprite sheets with the Baker in the FX System in Unreal.

  • @_ThirdRider
    @_ThirdRider7 ай бұрын

    I heave no Emitter Summary parameters at all. Unreal Engine 5.1.1

  • @ryanjstever
    @ryanjstever7 ай бұрын

    How do I now get it to collide with geo?

  • @JasonAdank

    @JasonAdank

    2 ай бұрын

    On the geo of interest, apply a custom tag to called "collider".

  • @b.delacroix7592
    @b.delacroix7592Ай бұрын

    Well finally got around to packaging a product with this in it and.... the explosion is completely missing. I suspect it is from the errors that show up in the output log. LogNiagara: Error: Particle read DI is trying to access inexistent variable 'fluids_source_previous_radius' in emitter 'Explosion.ConfettiBurst'. LogNiagara: Error: Particle read DI is trying to access inexistent variable 'fluids_source_color' in emitter 'Explosion.ConfettiBurst'. I have no idea where these should be so I can't make them up. If I find something I'll come back and post the solution.

  • @b.delacroix7592

    @b.delacroix7592

    Ай бұрын

    Ok solved one of them. Need to add a Set Fluid Source Attributes to the Particle Update section of the parent emitter. This gets rid of the missing fluids_source_previous_radius. BUT it also makes the entire particle the color of the temperature setting (IE: all fire). Nope, also gets rid of the color variable. Now to figure out how to make it not all fire and get the smokey explosion back. However, this does make the explosion appear in PIE and I will assume packaged product. OK, so to fix the nuclear effect when adding the source attribute is to change the temperature in the new source attributes also to 0.05 or whatever you like. That fixes the missing variables and thus the missing particle effect in packaged game. Enjoy.

  • @b.delacroix7592

    @b.delacroix7592

    Ай бұрын

    Further update. While this got rid of the errors, I still have about a 50% failure on packaged product. Don't know what is missing now.

  • @b.delacroix7592

    @b.delacroix7592

    26 күн бұрын

    Follow up: These simply do not work in packaged products. Seems to be an issue as its discussed (if you can find it) on the unreal engine forums. This is under 5.3.2.

  • @jbach
    @jbach8 ай бұрын

    Niagara Fluids has changed in 5.3. There is no 'Read particle Source'

  • @renderbucket

    @renderbucket

    8 ай бұрын

    There is its just a bit more collapsed in 5.3, just make sure you are creating a Grid3D_Gas_Master_Emitter. And inside of it under Emitter Summary with the All Tab click on, look for Particle Source Group, once you find it set Particle Source Type to Emitter and then the Particle Reader Group will show up, and inside that there's a spot to type in your Emitter Name.

  • @zulkifilmasood8600

    @zulkifilmasood8600

    3 ай бұрын

    even then not working @@renderbucket

  • @oliviergenovese4469

    @oliviergenovese4469

    4 күн бұрын

    @@zulkifilmasood8600 On 5.4 not work for me too :(

  • @hearthunter8029
    @hearthunter8029 Жыл бұрын

    We cant use fluids in games. It will destroy optimisation.

  • @PeoplesGaming

    @PeoplesGaming

    11 ай бұрын

    Bake it to a flip book

  • @fireme2008
    @fireme200810 ай бұрын

    Think this guy needs a cough sweet

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