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Video Title: Dynamic Liquid Effect from Pipe Using Niagara in UE5 | Curl Noise & Ribbon Tutorial
Description:
Hi guys, I’m Asif Ali and you’re watching CGHOW. In today’s tutorial, I’ll show you how to create a dynamic liquid effect coming out of a pipe using Niagara in Unreal Engine 5. We’ll use curl noise and a ribbon for the liquid flow, and I’ll guide you through the process of linking the fluid to the last particle. This effect can be useful in various game environments.
If you haven’t subscribed to my YouTube channel yet, please do! Don’t forget to like, share, and comment if you find this tutorial helpful. Let’s dive into it!
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Steps to Create the Liquid Effect:
- Setup New Niagara System:
- Create a new level to keep things lightweight.
- Set up a new Niagara system and use the Liquid Simulation Display Grid template. Delete unnecessary emitters (e.g., the white particle emitter).
- Adjust the spawn location radius to create a thinner effect.
- Velocity and Location Adjustments:
- Modify the velocity along the X-axis to make the particles fall straight down (use a value like 10 or 20).
- Set up the spawn offset for the fluid (adjust the Z position).
- Pipe Setup:
- Create the pipe, then change the renderer from sprite to ribbon to simulate the fluid flow.
- Set the ribbon color (e.g., dark red) and size (e.g., 20 or 10). Use tube shape for the ribbon with high subdivisions (16).
- Make sure to remove unwanted settings like gravity or random velocity.
- Curl Noise for Random Movement:
- Add curl noise to animate the fluid’s movement randomly. Adjust the intensity (e.g., 100) and add velocity on the X-axis to make it drift slightly.
- Bounding Box and Initial Position:
- Set up the bounding box for the fluid effect, then adjust the initial position and velocity to control how the fluid will interact with the environment.
- Linking the Fluid to the Pipe:
- Use dynamic input to link the fluid’s spawn location with the last particle of the ribbon (first particle at index 0). This ensures the fluid follows the movement of the pipe.
- If you encounter an error, disable the GPU setting for the ribbon and turn it off for the preview emitter.
- Previewing and Adjustments:
- Drag the pipe into the viewport for a live preview of the fluid effect.
- Adjust the height or fluid output by modifying the particle spawn rate and size.
Trendy Tags: #UnrealEngine #VFX #Niagara #GameDev #FluidSimulation #UE5Tutorial #CurlNoise #RibbonEffect #VFXArtist
End of Video:
Thanks for watching! I hope this helps you create dynamic liquid effects for your game. Keep learning and keep creating—see you in the next tutorial!


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