Niagara_Particles official case of UE4/5Niagara particle effects: 1.1->1.4

Table of contents

1.1-Simple Sprite Emitter

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launcher update

particle generation

particle update

1.2-Simple Sprite Emitter

launcher update 

 particle generation

 particle update

rendering

1.3-Simple GPU Emitter

Attributes

launcher update 

 particle generation

 particle update

1.4-Sprite Facing

 launcher update

particle generation

 particle update


To understand and use Niagara through the explanation of the official case, you can open the official example to see it.

1.1-Simple Sprite Emitter

 After selecting the particle effect, find its position through Ctrl+b, open:

You can see that there is only one transmitter inside, so the basics will not be explained, just see how it is implemented:

launcher update

The first is to generate 5 particles every second.

particle generation

 In particle generation, we can see the basic properties set for particles :

1. The life cycle of each particle is 4 seconds.

2. Particles are white.

3. The particle size is 6

Here we can change it at will to see different effects.

 Here it adds an upward velocity to the particles, the z-axis velocity, of 40:

 If you make a change here, changing 40 to 10, you can see that the particle effect is not so long:

particle update

The first module destroys particles that exceed their lifetime.

Then the second one: Scale Sprite Size

You can know it through the curve, which is to change the size of the particle in the life cycle:

Then there is Scale Color. Similarly, through the curve and life cycle, the particles can be seen from invisible to invisible [0-1-0].

 Finally, there are solvers and renderers, so I won’t say much.

1.2-Simple Sprite Emitter

 

 Open this particle effect in the same way:

launcher update 

Generate 5 particles per second:

 particle generation

It can be seen that this is different from 1.1, and a life cycle of 3 seconds is entered above.

The following size settings are different from 1.1.

The reason is also very simple, because this renderer is a mesh renderer , while the previous 1.1 is a Sprite renderer , that is, a sprite renderer . So we set the size here.

Also add speed up

 Here is the initialization model vector. Simply put, it is the starting position of the initialization model, which can be adjusted. Different choices have different effects:

 

 particle update

The first module destroys particles that exceed their lifetime.

The second module is to update the direction of the model

You can see that there are many modes in it, and the selection is rotation, here is the x-axis rotation angle of 0.3, and then the bottom selection is around what to choose:

Then you can see that the size of the model is controlled by curves and lifecycles: 

 Finally there is the solver.

rendering

The model is put in here. If you want to use other models, you can directly replace them. 

1.3-Simple GPU Emitter

After turning on this special effect, we can see a comment on the left, after translation:

Attributes

In the properties, we can choose CPU or GPU, and here is the GPU used:

 Now let's take a look at this particle effect:

launcher update 

The first is to generate 1000 particles per second:

 After that, there is Spawn Burst Instantaneous. As the name suggests, it is spawned in an instant:

This means that it will generate 3500 particles at 0 seconds.

 It is worth noting that this instant generation can only be generated during the time covered by green. For example, there is a green area with 0-5 seconds below, so if you fill in the Spawn Time to generate 3500 particles in the 6th second , the result is not Particles are generated .

 particle generation

I understand everything, the life cycle of 5 seconds, the size of 1.5.

It can be seen here that the Shape Location is the range of the generated shape. For example, this selection is to generate a circle with a radius of 10.

The following ones are released, and after being adjusted and enlarged, it still looks like a starry sky.

 

 particle update

Particle size is determined by life cycle and curve:

 This Curl Nois Force is called the curl noise force , which is simply used to make particle effects appear irregular movements.

The strength of the noise is 125 and the frequency is 25.

The greater the intensity, the faster the running, the greater the frequency, and the more chaotic the movement.

 This is the resistance, the default is 1, here is 0.2, which makes the resistance smaller. If you zoom in, you can see that the particles are sticking together.

 This is the effect of making a certain point gravitational. It is designed below to attract the position of the particle, and the position is determined by the world position of the emitter.

Then the strength of attraction is 4.2 and the range is 200.

This Falloff Exponent [literal translation is the decline index], if you adjust it, you will find that more particles are gathered together around the center point. [The exponent is applied to decay. The default is 0.5, and its function is "inverse square".

 Then there is the color, which also changes through the life cycle and gradient:

 After that comes the force solver and sprite renderer.

1.4-Sprite Facing

 

After opening:

 launcher update

Generates 35 particles per second

particle generation

You can see the basic attributes of this emitter, except that the life cycle is fixed, the other two are random.

The color is black to white, which means it could be any color, because R:0-1, G:0-1, B:0-1.

The size is also between 6-11.

 

 A circle is used:

 particle update

The meaning of this is very simple. It is to calculate AB to get the position offset of the particle relative to the emitter, and the orientation and rotation properties of the particle are set to the position offset. This way, the particles are oriented toward the emitter's location and keep the plane facing, giving a flattened effect.

You can untick this module, then the original flat particle effects will become round balls.

Vortex Velocity is used here:

As the name suggests, acceleration like a vortex is simply like the surface of a ball moving.

You can change the generation in the shape location to box, and you will find that these particles will have several layers of motion.

Size follows life cycle and curves: 

Finally calculate the solver and renderer.

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Origin blog.csdn.net/q244645787/article/details/132363063