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Dissolve into Cubes in UE4 Niagara Tutorial | Download Files
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Hi guys, I’m Asif Ali, and you’re watching CGHOW. Today, we’re diving into a cool dissolve effect where a monkey head dissolves into cubes! This effect was inspired by a Twitter post from a talented Blender artist I follow (link in the description). I’ve recreated this effect from scratch in Unreal Engine 4 using Niagara. Let’s get started!
If you haven’t subscribed to my channel yet, make sure to hit that subscribe button, like, share, and comment if you enjoy this tutorial. Now, let’s jump in!
Step-by-Step Breakdown:
- Setting up the Scene:
- Create a new folder named
Test. - Inside, make a Niagara emitter called
Niagara Fountain Test. - Use a cube mesh (with proper UVs) for the particle system. I’ll be using this mesh throughout the tutorial.
- Set
Burstto 1,000 particles and make sure the particle life is set to infinite.
- Create a new folder named
- Adding Materials:
- I create a simple material for the cubes with bright glowing edges using a custom shader. The idea is to use a Texture Coordinate node, subtract values, and apply an absolute function to get clean edges.
- For the cube’s material, I use a Dynamic Parameter to control the edge thickness in real-time.
- Grid Placement Setup:
- You can place the particles in a grid layout using Grid Location. Adjust the grid spacing using the parameters to get the desired arrangement.
- If you want to match the grid with the static mesh (like the monkey head), use the Scratch Pad module to round the particle positions and make the grid visible.
- Applying the Monkey Head:
- For the monkey head effect, we’ll use a static mesh and a material with a vertex normal-based offset to ensure that each face of the head gets displaced along the normal.
- Add a Dynamic Parameter for the WPO (World Position Offset), which we’ll use to distort the mesh.
- Creating the Dissolve Effect:
- We’ll use the World Position node in the material to handle the dissolve effect based on the particle’s position. A simple masking technique will help fade out the cube mesh and the monkey head.
- We use Dither in the material to make the dissolve effect more interesting.
- Animating the Effect:
- A Sine Wave function controls the dissolve speed and pattern, creating a smooth, animated effect.
- For random brightening of cubes, I use the Hue node to randomly change their brightness.
- Final Touches:
- For a more dynamic dissolve, I introduce noise textures to distort the grid and edge lines of the monkey head and cubes.
- The noise is controlled by a Dynamic Parameter to adjust how much distortion is applied.
How It Works:
- The cube particles and monkey head dissolve at different speeds and patterns, with the edges animated using a sine wave.
- Randomization is applied to the cube brightness and scaling, creating a more natural look.
- The key to this effect is working with dynamic parameters and leveraging the sine wave and dither techniques to animate the dissolve effect smoothly.
That’s it! I’ve recreated this effect step-by-step so you can replicate it in your own projects. If you’re looking for the exact files, I’ll put them on my Patreon, so feel free to download them and explore the effect in detail.
Thanks for watching! Keep learning and keep creating. Don’t forget to like, share, and subscribe. Bye-bye!


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