Poison Rain in UE5 Niagara Tutorial

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Poison Rain in UE5 Niagara Tutorial | Download Files
Chapters :
0:00 – Intro
0:58 – Map
1:50 – RIng Shape Material
3:09 – Ring Shape Emitter
6:15 – Dark Base Emitter
8:29 – Drop Material
13:59 – Rain Emitter
17:26 – Splash Mesh in Maya
18:29 – Splash Mesh Material
21:41 – Splash Mesh Emitter
27:16 – Particles Splash Emitter
30:10 – Mist Emitter
32:19 – Wave Material
38:42 – Wave Emitter
41:27 – Post Process
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Poison Rain VFX in UE5 Niagara

This tutorial shows how to create toxic poison rain with drops, splashes, mist and ground waves in Unreal Engine 5 Niagara, and the project files are available to download.

Use it for poison spells, acid zones and damage-over-time areas, and see the related posts below for more AOE and weather effects.

More AOE effects: AOE FX in UE5 Niagara · Stylized Waterfall in UE5 Niagara · Dark Tornado in UE5 Niagara

Summary of the Process:

  1. Map and Material Setup:
    • Created a gray map using fog for the environment.
    • Used a custom shape texture to create the poison rain effect, focusing on green fading to black for the particles.
    • Created a material that combines red and green textures for the desired effect.
  2. Particle Setup:
    • Used a custom alignment to make the particles ground-facing (Z-axis).
    • Applied a scale color curve to fade the particles to black over time.
    • Created a secondary black base that fades away, adding depth to the effect.
  3. Rain and Drop Creation:
    • Designed the raindrops by using a radial material with a tail effect for the drop’s motion, adjusting parameters like radius and power to achieve the desired tail length.
    • Adjusted the gravity, velocity, and spawn settings for the raindrops, ensuring they fall realistically.
    • Applied a “kill volume” to make raindrops disappear when they hit the ground.
  4. Splash Effect:
    • Created a mesh for splash effects using Maya, imported it into Unreal, and applied a material that fades from top to bottom.
    • Added event-based particle spawning when the raindrops collide with the ground.
    • Adjusted particle size, lifespan, and velocity to achieve realistic splashes upon impact.
  5. Final Elements:
    • Added a mist effect that spawns after the splash, with a delay and additional parameters like size, gravity, and fade out.
    • Created a water wave effect, using texture coordinates to create a stretching wave effect.

Key Notes:

  • Event Handling: You made use of event handling to trigger splashes when raindrops hit the ground.
  • Material Customization: The use of custom materials for both the poison rain and splash effects, as well as the “wave” effect, helps achieve a unique look and behavior.
  • Particle Adjustments: You adjusted particle settings such as velocity, gravity, size, and lifetime to fine-tune the appearance and behavior of the rain and splash effects.

Suggestions for Enhancements:

  • Fog Adjustments: Consider adding more variations to the fog (density, color shifts) to create different atmospheres or intensities of rain.
  • Sound Design: Add sound effects like rain or thunder for more immersion.
  • Performance Optimizations: Make sure the particle count and material complexity are optimized for better performance in real-time environments, especially if the rain effect is used in large game scenes.
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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