Baker in Unreal Engine 5.1 Niagara Tutorial

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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!

Ashif Ali

I am Ashif Ali, Real-Time VFX Artist, I make Unreal Engine Niagara Tutorial on this channel. I've made it my mission to share my knowledge and expertise with the world through my YouTube channel. So why not join me on this exciting adventure? Follow me on my social links, subscribe to my channel, and support my growth as a creator. Together, we can create amazing things and take our skills to new heights. And who knows, you might even get access to some of my exclusive files for free!

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