Baker in Unreal Engine 5.1 Niagara Tutorial

Baker in Unreal Engine 5.1 Niagara Tutorial | Download Files

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Baker in Unreal Engine 5.1 Niagara Tutorial | Download Files

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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:

  1. 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 Torus shape with a radius of 100.
    • Disable velocity and gravity, and set the particle count to 10,000.
    • Set the vortex velocity to around 1500.
  2. Adding Noise for Variation:
    • Add the Curl Noise module, setting it to a value of 1000 or 500, and make it animated.
    • Decrease the alpha and adjust the size to around 10.
  3. Particle Distribution:
    • Change the particle distribution from random to direct and use the execution index for the U position.
    • Copy and paste the Curl Noise module for more variation.
    • Set the particle life to 5.
  4. 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.
  5. Baking the Effect:
    • Go to the Baker module to bake the simulation. Set the frame size to around 500 and choose the top view for perspective.
    • In the Source Binding section, 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.
  6. 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).
  7. 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.
  8. Finalizing the Effect:
    • Save the baked effect, and modify the particle color to multiply the red channel with opacity for fading in and out.
  9. 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.
  10. 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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