Flaming Tree with Fluid in UE5.3 Niagara Tutorial

Flaming Tree with Fluid in UE5.3 Niagara Tutorial | Download Files

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Flaming Tree with Fluid in UE5.3 Niagara Tutorial | Download Files

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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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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!”


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