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2 Emitter collsion in Unreal Engine 5.4 Niagara Tutorial | Download Files
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Video Title: VFX: Particle Collision in Unreal Engine 5.4 | How to Create Water Interaction
Introduction:
Hi guys, I’m Ashif Ali, and you’re watching CGHOW. As discussed in my last video, my account got blocked on the real-time VFX platform, so I switched to the Unreal Engine community forum. There, I found a question from a user asking how to implement particle collision to create a water interaction effect with two emitters. In this tutorial, I’ll cover different ways to achieve this in Unreal Engine using Niagara.
Tutorial Breakdown:
- Understanding the Problem:
- The user asked about implementing particle collisions to simulate the effect of two water jets colliding.
- You can either use self-collision in Unreal Engine or simulate it in a more affordable way (cheating it without actual self-collision).
- Creating the First Emitter (Red Particles):
- Start with a Niagara Fountain and adjust settings:
- Set Cone Angle to a low value.
- Adjust the velocity in the X and Z directions.
- Make the particles red for distinction.
- Rename this emitter as Red.
- Start with a Niagara Fountain and adjust settings:
- Creating the Second Emitter (Green Particles):
- Duplicate the first emitter and rename it Green.
- Change the particle color to green.
- Offset the particles along the X-axis to create a separation between the emitters, mimicking the desired image.
- Simulating Collision with a Simple Module:
- Particle Update: Add a custom module to check the distance between the two emitters (Red and Green).
- Distance Check: Use a vector distance calculation to determine if particles are close enough (based on the range).
- Velocity Modification: If particles are within range, modify their velocity by either pushing them away or adjusting their direction.
- The range is customizable, and you can adjust the velocity to simulate a “pushback” effect.
- Using Analytical Planes for Actual Collision:
- Add Analytical Planes to simulate collision with the particles.
- Set the position and normal of the planes to determine where the particles will collide.
- For the Green emitter:
- Set one plane at position 100 with normal X to simulate a collision between the particles.
- Set another plane at position -10 with normal Z to create a ground collision.
- Adjust the positions of the planes to fine-tune the collision and particle behavior.
- Combining Both Techniques:
- You can also combine both methods (module-based velocity adjustment and analytical planes) to achieve more realistic interactions.
- Modify the particle spawn position, velocity, and normal direction to achieve the correct effect of water jets interacting with each other.
Conclusion:
By using these two techniques, you can simulate particle collisions in Unreal Engine, whether through simple vector-based logic or by using actual collision with planes. This offers flexibility depending on your project needs. Thanks for watching, and keep learning!
Key Points:
- Learn to simulate particle collisions in Unreal Engine using Niagara.
- Use distance checks to modify particle velocity when they interact with other emitters.
- Implement analytical planes for real-time particle collision detection.
- Customize velocity and collision behavior to create more dynamic interactions.
Trendy Tags:
#UnrealEngine #NiagaraVFX #ParticleCollision #VFX #GameDev #UnrealEngine5 #CGHOW #WaterEffect #GameDevelopment


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