Custom Particle IDs in UE5 Niagara Tutorial

Custom Particle IDs in UE5 Niagara Tutorial | Download Files

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Custom Particle IDs in UE5 Niagara Tutorial | Download Files

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Video Title: Create a Simple Effect with Niagara in Unreal Engine | Beginner Tutorial

[Intro]

Hi guys, I’m Asif Ali and you’re watching CGHOW! In today’s video, we’re going to create a very simple effect, but the real goal here is to learn something new! I’m using just one emitter for this effect, but the key is understanding how to manipulate a few parameters to get different results.


[Content]

  1. Basic Parameters and Adjustments:
    • Particle Lifetime: I can change the spawn rate to adjust the particle’s duration. For example, reducing the spawn rate makes it last longer.
    • Particle Color: You can modify the particle’s color easily; I will reset it to the default for now.
    • Particle Size: Let’s increase the particle size to make the effect stand out more.
    • Gap Adjustments: Adjusting the gap between particles can give you different looks.
    • Fading the Effect: Finally, we can fade the entire effect over time.
  2. Tutorial Start:
    • If you haven’t subscribed yet, make sure to subscribe to my channel and hit the bell icon to get notifications on new videos!

[Main Tutorial]

Let’s dive into the setup in Unreal Engine.

  1. Creating the Emitter:
    • First, I’ll create a new Niagara emitter, and you can see it’s a very simple setup with just one emitter.
  2. Material Setup:
    • We’re using a very basic radial material. It has fading edges and density, which you can control.
    • I’ve added a dynamic parameter to this material that will affect opacity. It’s a simple material but it works well for this effect.
  3. Emitter Setup:
    • Now, let’s add this material to the emitter and set up the parameters.
    • We will delete the existing modules and adjust particle spawn to 10 with infinite life and spawn once in the same location.
  4. Distribution and Particle Positioning:
    • The particles will be distributed randomly, and you can adjust the size uniformity for better control.
  5. Execution Index:
    • Here’s where it gets interesting: I want to control how particles are distributed over space. Instead of using a random execution index, we can normalize it. This will make sure we get exactly 10 particles in the same spot, no matter how large the emitter’s range.

[Advanced Setup]

  1. Particle Grouping:
    • I created an image to show how we can group particles into sets. Each group gets a range of 0 to 0.9, and this process repeats for all particles. We can use this to group particles in batches, like having 10 particles in one spot.
  2. Creating and Adjusting IDs:
    • I’ll create a new float variable called “my id” and use it to control the execution index.
    • By dividing by 10, you ensure that the particles are distributed in batches of 10, which is what I want.
  3. Adjusting Positions and Offsetting:
    • I’ll now use the “my id” values to offset the particles, adding a little space between each group.
    • You can adjust the radius and particle size dynamically with this technique.

[Finishing Touches]

  1. Material Updates:
    • With the dynamic parameter, we can modify the opacity of the particles.
    • You can adjust the opacity and color, giving you more control over how the particles look over time.
  2. Fading the Effect:
    • You can also add a fade effect to the entire setup. I’ll show you how to control this with simple parameters.

[Conclusion]

And that’s it! I hope you found this tutorial useful. We’ve learned how to control particle grouping, adjust sizes, colors, and even add fade effects, all with just a few parameters.

  • If you have any questions, feel free to comment below.

Thanks for watching, and as always, keep learning!

[Outro]

Don’t forget to like, share, and subscribe if you haven’t already. And hit the bell icon for more tutorials like this one. See you in the next video!


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