Fluid Trails in UE5 Niagara Tutorial

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Video Title: Creating Fluid Trails in UE5 Niagara

Intro: Hi guys, I’m Ashif Ali and you’re watching CGHOW. In today’s tutorial, I’ll show you how to create these awesome fluid trails in Unreal Engine 5 using Niagara. You can see how the fluid follows the trails, and it looks really cool. Let’s dive right into it!

Before We Start: If you haven’t subscribed to my channel yet, please subscribe, like, share, and leave a comment if you enjoy the video. Also, don’t forget to click the bell icon to get notifications for new videos.

Prerequisite: Before watching this, make sure you watch my previous tutorial on the Particle Attribute Scratchpad, where I demonstrate how to make particles follow each other using the scratchpad. Understanding that will make this tutorial much clearer.

Creating the Fluid Effect:

  1. Setting Up the Folder and Plugin:
    • First, create a new folder called Test.
    • Go to Plugins and enable the Fluids plugin. Restart the engine to make sure it’s activated.
  2. Creating a Niagara Particle System:
    • Right-click in the Content Browser and create a new Niagara Particle System.
    • From the Fluid section, select the Grid 3D Gas Simple Particle Source template, and name it Test.
  3. Configuring the Grid:
    • Inside the Niagara System, you’ll see a fluid container and grid emitter.
    • To adjust the grid size, find the User Parameter and change it to 600.
    • You can also hide the box if you want to clean up the view.
  4. Creating the Particle Emitter:
    • Create a new emitter and choose the Fountain template as the source.
    • Set the loop behavior to Once and spawn just 3 particles (you can increase this number later for more trails).
    • Set the lifetime to Infinite and adjust the size to 10.
    • Turn off gravity and unnecessary shape/velocity settings.
  5. Rotating Particles:
    • Add the Rotate Around Point module. Set the radius to 100 or 200, and the rotation rate to 1.
    • To separate the particles, connect the Rotation Phase to the execution index.
    • To adjust the rotation speed, set the value to 0.2.
  6. Adding Multiple Particles:
    • Instead of a single particle, we want multiple particles following each one. To achieve this, use the Scratchpad Particle Attribute Reader (covered in my previous tutorial) to create groups of particles that follow the source particle.
    • Creating the Source and Follower:
      • Duplicate the emitter, renaming it to Follower.
      • Set the particle count to 100 and change the color to green (for the follower particles).
      • Use the Random ID to assign different particle IDs.
  7. Tracking and Following Particles:
    • In the Particle Update, create a custom ID and calculate a random integer for each particle.
    • Use the Vector by ID module to track the red particles’ position (source particles) and offset their positions randomly (to spread them out).
  8. Spawning Fluid from Follower Particles:
    • In the Fluid Source, replace the original emitter with the Follower emitter.
    • Make sure both emitters are GPU-based for better performance.
  9. Fine-Tuning Fluid Parameters:
    • Set the Density Dissipation to 10 and adjust the Temperature in the renderer to control the heat effect.
    • Apply some turbulence by lowering the frequency to 0.02 and increasing the Density Grain to 10000 for a more dynamic effect.
  10. Adding Particle Trails:
    • For more visible trails, copy the source emitter and rename it to Trail.
    • Set the particle life to Infinite, and adjust the size and spawn rate to your liking.
    • Use the Shape Location module to control the spread of the particles.
  11. Finalizing the Look:
    • In the Renderer, adjust the Density and Temperature Range to refine the look of the trails.
    • Use the Dissipation to control how fast the trails fade out.

Final Settings:

  • My final settings for the trail include a Density of 50, Temperature of 200, and Dissipation values of 12 and 10 for the fluid and temperature.
  • The trails are set to 0.5 for the grain and density.

Conclusion: That’s how I created these cool fluid trails. You can experiment with these settings and adjust values for different effects. I’ll include the download link for the project file so you can check it out for reference.

Thanks for watching! Keep learning and stay creative. See you in the next tutorial. Bye!

Ashif Ali

I am Ashif Ali, Real-Time VFX Artist, I make Unreal Engine Niagara Tutorial on this channel. I've made it my mission to share my knowledge and expertise with the world through my YouTube channel. So why not join me on this exciting adventure? Follow me on my social links, subscribe to my channel, and support my growth as a creator. Together, we can create amazing things and take our skills to new heights. And who knows, you might even get access to some of my exclusive files for free!

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