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