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UE4 Niagara trying to get some nice effects done.

ANommyMousse GameDev DK30 Fall 2020 1 0

Description

Niagara particle system, planning on lightning/electric, fire + smoke, return to position after force pulse. Plan is to make them good quality so I may run over the 4 weeks allocated.

Recent Updates

ANommyMousse 5 years ago

https://youtu.be/JDNfJlS-4Gk

A simple disintegrate, looks ok.

I think that’ll do for this DK30, a couple of things I didn’t tackle really, the electric ground mesh effect, and the flock/attract effect.

I have 2 reasons/excuses for not attempting these at this time.

  1. The flock effect will be included in the 4.26 release with actual bat models that use a depth field to navigate, this is awesome and will save me work, the scatter effect may also be possible on the GPU rather than the CPU with the release version, if not it’ll limit the particles I can create but I’d rather wait to see than have to redo it later on.
  2. I bought houdini today (Which is my next project, my budget sooo hurts right now!) This means though, I can create awesome flame stuffs and liquid stuffs and maybe even the ground based electric effect. Using Houdini stuff will probably elevate the standard of the effects to a higher level…

So that means it’s now time to create another project and draw a line under this one.

I learned a whole lot in this project about niagara and even did some art (Yes I actually did a splat effect in GIMP, modern art as it was made recently and for no other reason).

NB. My next project will try to include even more dad jokes! You’ve been warned ^_^

ANommyMousse 5 years ago

Update for blood… little standard effect using a sprite sheet, not perfect but probably ok. https://youtu.be/CV6I_Oamb-A

ANommyMousse 5 years ago

Update on the Fireplace fire from week 1, also has a little of the background fog sheets in there too.

https://youtu.be/SCsWxP8s65M

ANommyMousse 5 years ago

https://youtu.be/mS0kJNUFFF4

So not quite finished but I fancy a break from lightning. No ground creeping yet and no mesh based, niagara is in an odd state big updates are being done on it so I’ll wait a little while on polishing up the effects and moving the computations to the GPU, right now they are all in blueprints, also the lightning stuff is done from scratch, well the big strikes at the back use pexel lightning shoved into channel r,g,b image so I get 3 strikes for one texture. Things I’ve pushed back, creeping ground lightning and body being electrified. They can be done but niagara is changing. NB. I used 4.26 preview due to the data interface changes… (You can pass in big arrays of vectors and floats etc…)

I also applogize for the bad memes :)

ANommyMousse 5 years ago

So I start off looking to make fog, ended up with part of week 3 goal, a little fireplace fire.

https://youtu.be/W6CtUsfoNbk

Estimated Timeframe

Oct 19th - Nov 23rd

Week 1 Goal

Scatter Force pulse particle mesh effect. This will take a collection of particles and on the mouse click scatter them with a configurable direction, the particles will then return to original position over time.

Week 2 Goal

Electric/lightning. Arc between to points, small creeping electric (ground based) , big strike from sky.

Week 3 Goal

Fire with smoke. Not really sure on what I’m going to do on this one.

Week 4 Goal

Disintegrate then some Blood/gloop splatter stuff, maybe some kind mesh deconstruct if time.

Tags

  • GameDev