2 Emitter Collision in UE5 Niagara
This tutorial shows two ways to make particles from two emitters react to each other in Unreal Engine 5.4 Niagara, using vector logic or real collision, to create a water interaction. The files are available to download.
Use it for splashes, impacts and interactive effects, and see the related posts below for more collision techniques.
More collision techniques: Stick Particles to Animated Mesh · Spawn FX on Other Particles · Stylized Splashes
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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.
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#UnrealEngine #NiagaraVFX #ParticleCollision #VFX #GameDev #UnrealEngine5 #CGHOW #WaterEffect #GameDevelopment


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