UE4 Niagara study notes

Choose the material to emit

Rate of emission:

launch speed

Launch cycle:

Material:

Change Particle Material

To convert to Niagara special effects, first enable the plug-in

there is 

Add dynamic variables, you can set the value inside the special effect to change the material world position offset

Arrow making:


Add Particle Rotation

If you want to move the effect, you must use it 


How to make spawned particles operate at different rates


Use blueprints to set values ​​inside Niagara


Color explosion effect:

The rotation effect is noticeably too dark

After adjusting to 100:

 

Obviously began to emit light, and the effect has improved a lot


Make Ribbon effect:

1. Add the rendered material in Ribbon Renderer 

Regulate its life cycle

Adjust its spawn rate

The effect is as follows, the material line can be generated on the moving path 


generated rate

set size

set box position

set material

Generate particles within a 100*100*100 cube 


Simple rain/snow weather:

Make a shape, then generate more particles, and finally add a downward displacement

Adjust heavy rain, light rain and storm, the greater the speed, the greater the y of size

And adjust the position of the renderer to be vertically downward


Particles are destroyed five seconds after emission

with some offset

special effects drop 


Dust, firefly particle effects:

disturbance effect 


SampleTexture uses:

Change to GPU computing 

Resolution is 512 X 512

Change the size to 2, the larger the value, the tighter it is

Turn the bounding box into a plane with size 512 X 512

Select a particle image to render

Because in the Gird Location, there is writing to UVW

Give the UV of the Grid Location to the UV of the image

Since Sample Texture stores the Color of the picture

There is now a picture

plus mobile

There will be a particle divergence effect on the net 


Add materials to special effects:


To reset the picture, you need to refresh it immediately to take effect immediately  


Bindings:

Mesh Renderer binds the variable Position to adjust the Mesh position

Set a new variable to let Sprite Renderer bind the position of Position

The new variable uses the variable Position bound by Mesh Renderer to add a Y-axis offset to produce the effect:

movement with offset but on a horizontal line 

After snow particle effect plus Collision:

It seems that this is more used in rainy days. 


Niagara Incident:

generate collision effect

Enable collision events

Tick ​​to true to enable collision events

After the collision is enabled, it is set in the event handler, and the particle effect is generated after the collision

Effect: After the particles hit the ground, they start to smoke


There are also various events: such as location event, Death event


Beam effects:

First generate a beam

The generated quantity is 2

Activate Beam Emitter

beam generation

Generate a sound effect, when the particle is in the scene, the sound effect will be played


This is true for true randomness, false for pseudorandom

The CPU is single-threaded rendering, and the GPU is multi-threaded rendering. If you want to improve performance, use GPU rendering as much as possible, but you must use CPU for rendering in Lighting Render and Ribbon Render 

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Origin blog.csdn.net/qqQQqsadfj/article/details/129352234