Shape Location Trick in UE5 Niagara Tutorial

Shape Location Trick in UE5 Niagara Tutorial | Download Files

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Hi guys, I am Asif Ali and you’re watching CGHOW. Today, I’m going to create this simple effect using the Taurus location and some position tricks in UE5 Niagara. If you haven’t subscribed to my channel yet, please subscribe! If you like this tutorial, don’t forget to like, share, and comment. Let’s get started with the tutorial.

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Step-by-Step Breakdown:

  1. Create a New Niagara Emitter: First, I’ll create a new Niagara emitter. This is the basic setup that we’ll use.
    • Set the material to the default one for now.
    • Delete all existing modules and add the spawn burst module. Change the burst to “once” and set the life to “infinite” so that particles will keep spawning forever.
    • Set the particle type to GPU since we’ll be using a lot of particles. For now, let’s use 1000 particles, but you can adjust this value.
  2. Using Taurus Location:
    • Add a “Shape Location” module and select the “Taurus Location.”
    • You’ll notice two radius settings. Set the first one to 100 and the second one to your preferred radius. This will give us a ring shape.
    • Now, disable the mass and size, and set the size to 10 for each particle. This makes the particles form a perfect ring.
  3. Adding the Taurus Knot:
    • Inside the Taurus Location module, enable the “Taurus Knot” and increase the radius to get a twisted effect.
    • Particles will be scattered randomly across the Taurus shape. Change the distribution method to “Direct” and multiply by the execution index to get consistent results.
    • You can control the number of loops and adjust the twist to match your reference. I’ve set it to 10 loops, but feel free to experiment.
  4. Duplicating the Shape Location:
    • Duplicate the shape location module (Control + C, then Control + V) to add a second ring. Adjust the radius of the second ring to match the look you want.
    • Ensure that the distribution type is set to “Direct” and multiply by the execution index for uniformity.
  5. Creating the Red Particle:
    • Add a separate emitter to create a rotating red particle. I’ll add a particle with a red color and set the size to 20.
    • Apply a “Rotate Around Point” module and set the radius to 100. This will make the red particle rotate around the center.
    • Now, play the particle to ensure it’s rotating as expected.
  6. Using the Source Position for Color:
    • To make the effect more dynamic, let’s use the position of the red particle to influence the color of the other particles.
    • Create a scratchpad module to capture the source position of the red particle.
    • Using this source position, you can lerp between two colors (e.g., red and green), and the color will change based on the distance to the red particle.
  7. Using Lerp for Position:
    • We can use a similar lerp technique to animate the position between the two locations (ring and Taurus knot).
    • By adjusting the range of the lerp, you control how the particles move between these two locations.
  8. Applying Curl Noise:
    • If you want to add more randomness to the movement, you can apply curl noise to the red particles.
    • You can use curl noise in combination with the lerp, adjusting the noise intensity and blending it with the particle movement.
  9. Final Adjustments:
    • Increase the number of particles and tweak the range strength to get the desired visual effect.
    • You can also experiment with size adjustments using the same lerp technique.

Conclusion:

This is how I created the effect! It has three main emitters:

  • The rotating red particle (inspired by the original effect),
  • The Taurus knot and ring, and
  • The position-based color and movement effects using lerp.

It’s a fun trick that you can apply in many different scenarios. I’ll be uploading the project files to my Patreon so you can download them and try it out for yourself.

Thanks for watching, keep learning, and see you in the next tutorial!


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