1.
Preparation
This is the effect we are going to make in this tutorial.
Note: The main content of this tutorial comes from the Content Examples that come with Unreal Engine
Tip: Use ⬆️ ⬇️ to turn the page up and down. We recommend browsing with a large screen for a better reading experience.
3.
Introduction
The result of one simulation can be used to drive multiple renderers.
This example shows one point simulation driving a sprite, mesh, ribbon renderer.
4.
Let's start the reconstruction
Right click and select FX => Niagara System to create.
5.
Create Niagara System
Select Empty template, click + and Finish
6.
Create Niagara System
As a result, we get a Niagara System asset, click to open it.
7.
Empty Niagara System
You can see that we have an empty Niagara system.
8.
Spawn Rate
Click on the + sign to the right of the Emitter Update to add the Spawn Rate module.
Spawn Rate: Number of particles per second to spawn.
9.
Spawn Rate
Set the Spawn Rate value to 2.5.
Spawn 2.5 particle per second.
10.
Initialize Particles
Select Initialize Particles and set:
1. Lifetime is 6.0
2. Color Mode is Direct Set and sets its value to (0, 1, 0.3, 1)
3. Sprite Size Mode is Uniform and has a value of 8.0
4. Mesh Scale Mode is Non-Uniform and its value is (1, 1.5, 1.5)
11.
Set Parameter
Add Set new or existing parameter directly module to the Particle Spawn section.
12.
Set Parameter
Add a Linear Color parameter.
13.
Set Parameter
Select to rename this parameter
14.
Set Parameter
Rename this parameter to RibbonColor
15.
Set Parameter
Add RibbonWidth parameter
16.
Set Parameter
Set the value of RibbonWidth to 2.5
Renderer Bindings, such as Color, or Scale, are set under the hood within many modules, but can also be set directly in the stack as you see here with RibbonColor or RibbonWidth.
If you create a new Parameter in the parameters pane, you can drag it directly into the stack to set it.
17.
Sphere Location
Add the Sphere Location module in the Particles Spawn section.
18.
Sphere Radius
1. Set Sphere Radius to 95.0
2. Turn on Surface Only Band Thickness and set its value to 2.5
Surface Only Band Thickness: Spawn particles only on the surface of the sphere.
19.
Vortex Velocity
Add Vortex Velocity module to the Particle Update section.
20.
Vortex Velocity
Click the first Fix issue button to add its dependency on the SolveForcesAndVelocity module.
21.
Vortex Velocity
Set the value type of Velocity Amount to Random Range Float
22.
Vortex Velocity
1. Set the Minimum value of Velocity Amount to 50.0 and the Maximum value to 150.0.
2. Set the Elevation Type value for Velocity Amount to Every Frame
3. Set the Vortex Axis value to Random Vector
23.
Scale Sprite Size
Add the Scale Sprite Size module to the Particles Update section.
24.
Scale Sprite Size
Edit the Scale Factor's value to Vector 2DFrom Float.
25.
Scale Sprite Size
Set its value type to Float from Curve.
26.
Scale Sprite Size
Edit this curve to control its value over time
27.
Scale Sprite Size
Select the first point and drag it to the bottom.
Note: Here you can also select this point and directly set its Time to: 0 and Value to 0.
28.
Scale Sprite Size
Mouse over the small red circle, right click, and select Add key to Curve.
29.
Scale Sprite Size
Set the Time of the newly added point to 0.06 and the Value to 1.
30.
Scale Sprite Size
In the same way, add a point: Time is 0.92 and Value is 1.
31.
Scale Mesh Size
Add Scale Mesh Size module to the Particle Update section.
32.
Scale Mesh Size
Edit the Scale Factor's value to Vector 2DFrom Float.
33.
Scale Mesh Size
Set the value type of Value to Float from Curve
34.
Scale Mesh Size
Select the first point and edit its value to: (Time is 0.0, Value is 0.0).
35.
Scale Mesh Size
Mouse over the small red circle, right click, and select Add key to Curve.
36.
Scale Mesh Size
Set the Time of the newly added point to 0.12 and the Value to 1.
37.
Scale Mesh Size
In the same way, add a point: Time is 0.88 and Value is 1.
38.
Add Mesh Renderer
Add Mesh Render module to the Render section.
39.
Edit Mesh Renderer
Select the value of Particle Mesh as S_Arrow.
40.
Edit Mesh Renderer
Select the value of Facing Mode as Velocity.
41.
Ribbon Renderer
Add Ribbon Renderer module to the Render section.
42.
Ribbon Renderer
Set the value of Material to M_SimpleBeam
43.
Ribbon Renderer
Set the value of Color Binding to RibbonColor
Each renderer shows its' bindings under the 'Bindings' category. Those bindings can even be overridden with custom attributes if desired, so multiple sprite renderers could each be driven by a different size attribute, for example.