
Flaming Tree in UE5 Niagara Fluids
This tutorial shows how to set a tree on fire with fluid simulation in Unreal Engine 5.3 Niagara, and the project files are available to download.
Use it for burning forests, environmental fire and cinematic scenes, and see the related posts below for more fluid fire effects.
More fluid fire effects: Fluid Fire Scene · Emit Fluid from Vertex Paint · Realistic Fluid Flames
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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:
- 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!”


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