Particle Attribute Reader | UE5 Niagara #ScratchPad Module #10
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Particle Attribute Reader | UE5 Niagara #ScratchPad Module #10
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Hi guys, I’m Asif Ali, and you’re watching CGHOW! Today, we’re diving into a really exciting topic – Scratch Pads! This is the 10th video in our series, and we’ll be learning how to use the Particle Attribute Reader.
In this example, we’ll have glowing particles that follow the source particle, inheriting its position, color, and size. Additionally, we have green particles following the red particles’ positions, with some grouping together. These are examples from Epic Games that you can download and explore. But don’t worry, we’ll also create these effects from scratch.
So, let’s get started! But first, remember to subscribe to my YouTube channel and hit the bell icon so you never miss a new video. Now, let’s begin!
First, let’s create a Niagara system. I’ll use the fountain effect template. You can rename it whatever you like. Now, duplicate this emitter (Ctrl + D) to create two separate emitters. One will be the source, and the other will be the follower.
The idea is that the follower emitter will inherit properties from the source, such as position, color, size, and more. Let’s tweak the source particle properties, reducing the spawn rate to 5 particles per second and changing its color to red or something like a reddish hue. Now, let’s turn the follower particles green.
We’re going to use the Scratch Pad in the follower emitter to read the source’s particle properties. Here’s how to set it up:
To do this, drag a node and choose from various options like position, mass, scale, etc. I’m going to use position and reference the first particle (index 0) of the source emitter. When I apply this, you’ll see the green particles following the position of the first red particle. Now all the green particles are using the same position, creating a trailing effect.
Now, let’s add more customization to the particles:
Let’s take it a step further. In this advanced setup, I’ll have groups of particles follow a single source particle.
To achieve this, I’ll use a random ID for each particle and group them. By setting a random integer for the maximum particle count, I can assign multiple follower particles to each source particle. These particles will spawn and follow the same source, creating a more dynamic effect.
To wrap up, you’ve learned how to:
I’ve also covered a per-particle ID setup, which lets us control how particles group around a source. If you’re interested, I have a more advanced tutorial on creating a float trail effect, which builds on these techniques.
Thanks for watching, and remember – keep learning! If you liked this tutorial, don’t forget to like, comment, and subscribe. I’ll see you in the next one. Bye!
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