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Video Title: Creating Low-Particle Count Effects in Unreal Engine Niagara
Introduction:
Hi guys, I’m Asif Ali and you’re watching CGHOW. In today’s video, I’ll show you how to create a stunning effect with a high particle count and then bake it to a low particle count, while still maintaining the same cool look. On the left, we have around 40,000 particles, and on the right, just a maximum of 4-5 particles. Let’s dive into this tutorial!
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Tutorial Breakdown:
- Creating the Initial Effect:
- Start by creating a new Niagara system and rename it to something like
Fountain. - Set the system to GPU and fix the settings.
- For location, use a
Torusshape with a radius of 100. - Disable velocity and gravity, and set the particle count to 10,000.
- Set the vortex velocity to around 1500.
- Start by creating a new Niagara system and rename it to something like
- Adding Noise for Variation:
- Add the
Curl Noisemodule, setting it to a value of 1000 or 500, and make it animated. - Decrease the alpha and adjust the size to around 10.
- Add the
- Particle Distribution:
- Change the particle distribution from random to direct and use the execution index for the U position.
- Copy and paste the
Curl Noisemodule for more variation. - Set the particle life to 5.
- Particle Count and Visual Adjustments:
- Increase the particle count for a more complex effect, around 40,000 particles.
- You will see a cool ring effect as the particles are distributed.
- Baking the Effect:
- Go to the
Bakermodule to bake the simulation. Set the frame size to around 500 and choose the top view for perspective. - In the
Source Bindingsection, render out the final color, and the system will save a texture at the location where your FX is saved. This will be your sub-UV texture.
- Go to the
- Creating a Material:
- Create a material using the sub-UV texture and preview it.
- Set the texture grid to 8×8, connect it to a
Clip Book, and connect the time to animate the texture. - Adjust the time range to start from 2 seconds to 5 seconds (for the portion of the effect you want to use).
- Adjusting Frame Rate and Determinism:
- Change the frame rate to 30 FPS and bake the effect again.
- Enable determinism in the settings to ensure the effect stays the same every time it’s used.
- Finalizing the Effect:
- Save the baked effect, and modify the particle color to multiply the red channel with opacity for fading in and out.
- Reducing Particle Count:
- Now, let’s reduce the particle count drastically. Copy the material and preview it with just 5 particles.
- Scale the size and adjust the spawn rate to a very low number (e.g., 3).
- Set the life of the particles to 3 and offset them along the x-axis.
- Comparing High vs Low Particle Count:
- On the left side, you will see the original effect with 40,000 particles.
- On the right side, the effect is recreated with just 5 particles, but it still looks almost the same!
Closing:
That’s it! You can see how using a high particle count effect and then baking it to a low particle count still creates the same cool result. Thanks for watching, and remember to keep learning. Bye!


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