
Download – https://www.patreon.com/posts/90469331
Patreon- https://www.patreon.com/Ashif
NFT – https://opensea.io/CGHOW
Twitter – https://twitter.com/cghow_
👉👉 If you Liked it – http://bit.ly/2UZmiZ4
Channel Ashif – http://bit.ly/3aYaniw
Support me on – paypal.me/9953280644
Flaming Tree with Fluid in UE5.3 Niagara Tutorial | Download Files
#cghow #UE5 #UE4Niagara #gamefx #ue5niagara #ue4vfx #niagara #unrealengineniagara #realtimevfx
â—ŹVisit – https://cghow.com/
Unreal Engine Marketplace – https://bit.ly/3aojvAa
Artstation Store – https://www.artstation.com/ashif/store
Gumroad – https://cghow.gumroad.com/
Video Title:
“UE5 | Flaming Tree Effect using Fluid in Unreal Engine 5.3 Niagara Tutorial”
Introduction:
“Hi guys, I’m Ashif Ali and you’re watching CGHOW. Today, I’m creating a flaming tree effect using fluid in UE 5.3 Niagara. You can find this file on my Patreon, as usual. Let’s dive into the tutorial! [Music] Before we start, don’t forget to subscribe to my YouTube channel and click on the bell icon for notifications.”
Tutorial Steps:
- Recap and File Duplication:
- Referencing a previous tutorial with GPU particles, the tutorial now shifts to using fluid instead.
- Duplicate the folder and tree FX file to start fresh.
- Open the duplicate and prepare it for fluid integration.
- Modifying the GPU Particle Setup:
- Delete unnecessary GPU particle settings and light emitters.
- Adjust the particle spawn count to 1,000, remove gravity, and other unnecessary attributes.
- The goal is to spawn fluid particles randomly on the tree surface.
- Adding Fluid Source:
- Add a gas fluid source with a radius of 10 to the scene.
- Use the particle source as the emitter for the fluid instead of the default sphere.
- Now, the fluid is emitting from the tree, creating a fluid effect.
- Fine-Tuning the Fluid:
- In the simulation, adjust the temperature, dissipation (set to 2), and buoyancy settings for the flames.
- Use wind with a direction of 20 to control the spread of the flames.
- Increase the space on the X-axis to allow the flames to spread better.
- Shading and Rendering:
- Adjust the shading to make the flames more realistic by modifying the black body settings.
- Create a gradient of colors from dark to light red for a fiery look.
- Fine-tune the particle radius to get the correct flame size and increase the particle count for more detail.
- Adding Turbulence and Final Adjustments:
- Enable turbulence on the temperature with a speed of 100 to add some randomness to the flames.
- Save the progress, check the simulation, and reduce turbulence if necessary.
- Optionally, add a yellowish color for a “hotter” effect in the flames.
- Simulation Caching:
- To improve performance, cache the simulation by increasing the resolution (up to 500 or 600) if the system allows.
- Save and check the results in the sequencer for smoother playback.
Conclusion:
“Now you have the flaming tree effect with fluid in UE 5.3 Niagara! I hope you liked this tutorial. Thanks for watching, keep learning, and see you next time. Bye!”


Leave a Reply