How to make a Nebula in Unreal Engine || Galaxy Unreal Engine Tutorial

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
welcome to our journey through the cosmos [Music] we embark on this journey in order to create a um space scene i wouldn't call it a believable spacing i would instead call it a cinematic spacing and a cinematic experience a experience you can put in your game if you want to or just simply you know whip out a a ship and just sail for the stars but i want to i want to help you get there you know get to that sort of realization of of that world that you can traverse a lot quicker i've actually seen some people on youtube who have used some of my projects some of my project files to um put them inside um work to use them to create their own content and have ships you know moving around through space now i must say these project files that i've got this one that you're seeing right now is available on our station or on gumroad or on my patreon to to get um i will be giving you the nebula that you're seeing right here you're seeing on on on the screen you will be able to well you can call it a nebula you can call it the galaxy i mean they're not the same thing but they can definitely mean they can they can be for you you can use them as galaxies you can use them as gas clouds i'm going to show you how to create them and then you can you can get them you can get them you can get the this niagara system for free there's a link in the description below to get it for free but if you want the full project file you can get that off of our station or off of gumball like i've said or patreon um there's also a discord channel link in the description that you can join where you can ask me questions and i can help you i can give you feedback i can pretty much answer anything that i i've got knowledge to you know anything that i've got information on i will try and help you guys to uh on your own projects and and you know to to learn and and hopefully i will learn some things along the way uh it's actually been quite a few people on this score that have approached me to help them with their scenes and with their projects and uh i've learned a few things doing that and especially i remembered some things doing that that i actually i forgot um which was quite interesting but yeah i as i've said this is a journey that we're going through together we're learning how to create space fare objects uh planets you know planetary systems and all sorts of things and i'll be developing this even further and create more and more project files and more and more um you know blueprints and all sorts of neat tricks of how to put together the space scene so and you're always gonna find this content available and quite cheap as well uh again it's the price of a coffee if you want to buy me a coffee i do like a nice coffee then feel free to pitch in so let's begin the tutorial and hope you enjoy it please leave a like a comment and subscribe as i always read your comments and i always answer to them thank you as per usual we want to start deconstructing the scene a little bit because we're making this part over here this uh vortex uh we're going to have a look at how the um niagara system is set what the material is that is allowing it to look this way and then also just going a bit through the blueprint but that's nothing fancy in there it's a niagara system that's driving most of this so if we actually um select edit blueprint this is the this is the blueprint right here i'm just going to make this a bit bigger so when we have a look um if we select the nebula into the blueprint and we double click it this will open it and now you're seeing that we've got three elements in here now let me just drag this a bit to the side like that and what you'll notice is if i for example deselect the first part that is the big chunk of the of the effect so that was the entire vortex really the second part is these sort of shiny lights that you're seeing around here um basically this effect is this this vortex nebula type thing you you'd be able to put it somewhere in the distance and then you would have these sort of propagating towards the center which would then look quite nice but obviously in this particular instance i'm using it to put some emphasis on this planet core over here and now the third part are these uh niagara driven asteroids so if i deselect if i deselect them they will disappear as well so we will focus mainly on the well we'll do all three aspects of this but this first uh first niagara system this first spawner emitter as they call it is the one that we're building everything around uh one important thing to note is that it's using a mesh um to um so i'm sure i'll show you the mesh over in just a second they're using a galaxy tortoise i called it this is something that i created in uh blender so it's this sort of shape in here that you're saying um and this this is what drives um that effect of the how the particles are being spawned we're basically using the geometry of this mesh to pretty much uh coordinate where the particles will spawn you know along what sort of path as it goes around you'll see some fluctuations in um in fps as i look at the scene and this is mainly to do with me opening the blueprint of the of the particle system and also the system itself which is then sort of getting the getting our unreal engine project to um over calculate things and especially if you're not having the window into focus then the fps drops as well anyway but doesn't matter as i said in playback that's not really an issue uh at all so what we're going to do is we're going to create this shape and blender very quickly so i can show you how that's being done um so then we can move on to um bringing the shape into unreal engine and then start building the um the system now bear in mind that the shape can be vastly different i mean the these shapes in the background are actually just a cone uh so they're just the cone shape and you can see what the cone shape is doing what the effect that the cone shape is creating and this is the this is just the the sort of mesh that i've made because i wanted to look um more you know interesting so to speak but yeah let's go and blend it and let's quickly do this mesh and then we'll head back into unreal after that so the nice thing in blender if you're actually in the default layout the nice thing in blender is that you can create a torus pretty much instantly so all we need to do is shift a and then go into mesh and select taurus and there we have it it's a torus something that we can use what i would do first is just go to the modifier tab and add the subdivision surface just so we can give it a bit more geometry also in object you can change this to shade smooth so it looks nice one other thing you can do is add a displaced modifier and as you can see this has really uh just pushed it all out like like a very puffy donut we don't want that but we can press the new button over here which adds a texture and if we press these buttons over here it will take us to our texture or you can just press this button down here which opens the texture menu so then in here we can select for example clouds and you can see that it's distorting the mesh um based on that texture you can then play around with the strength a little bit now the reason why i'm doing this is because i want some variation um it is just creating sort of um areas where the vertexes will will just overlap with each other thus giving us a bit more chunkiness to our um effect so also another thing that you can also do is increase the subdivision level a bit more or take this one off add a new one and keep it down here and it just moves out this this this place that we've added earlier now again you can still play around with the um with the size of the clouds you can even select different kind of textures so musgrave or marble but i'm just going to uh well voronoi yeah let's just go with the voronoi one that would be interesting now one thing that we can do is scale on one axis if you want to it's really all dependent on what sort of shape you're looking for and then shift d to duplicate it and for example if we go into this into the y view so pressing the y over here uh you can now rotate so r to rotate and then just if you hold control you can do it by angles so you can do something like that and then scale on the pressing x on the keyboard allows you to scale on the x-axis for example like that and then maybe you want to scale on the y-axis as well so we created this massive sort of shape here and you can just keep on going with this so you know duplicating again and putting it this way um i don't know just whatever whatever sort of shape you want to make again it's not really i mean it is important in the sense of it obviously will uh have an effect on how your entire sort of structure will look like don't get me wrong but it's really you've got to play around with these until you get something that you're happy with so let me just try and duplicate it again scale it down as well one thing to note is that it would be it would be quite nice to have a look at this and select all of them do a control j to to basically get them all to to merge but if you do that right now and you have these mo these subdivisions sort of these modifiers on they will pretty much um they'll basically multiply as you as you merge the meshes so you do want to go in here into object and convert to a mesh which then applies that so this particular mesh has it all applied you can do this same sort of operation to um to all of them or you could have just done it to the original one that we started duplicating and then this would be far easier so i'm just going to um oh i think i've converted that to something else so or you can just go up over here as well or and apply the modifier so control a applies the modifiers there's multiple ways of doing the same thing uh blender is very good in that respect now if we ctrl j so we can now merge all of them into one object and we press n on the keyboard we can see their dimensions so it's not a very sp it's not a very big mesh but when you import it into unreal engine you may want it to be fairly big so we can just if we um if we press the click uh left click on x axis and then just drag down we'll select all the axises and we can increase them and as you can see the scale also goes up for all of them at the same time so we'll just use this mesh for now um but obviously you can make one closer to what i had in the original design or we can use that if it doesn't look good or we can come back into blender and and do another one if we want to but we'll use this so let's just press file export as an fpx i'm just going to put it somewhere in here and just say galaxy taurus make sure i've got selected objects clicked and then export fpx um and that will now we can go back into unreal engine and import it so we can start working on our niagara system in unreal engine uh we're just going to go a bit more to the right um i just hate whenever i deal with particles if you go away from the main window then the particles just start to drag the system down so yeah anyway but we'll just click the content browser and open content browser one and then over in here we'll just make a new folder and do like a tutorial folder i'm just going to double click it then over in here we want to import the mesh that we've just we've created earlier so it's this galaxy taurus we can make it as nanite that's fine it doesn't really matter so we'll import it this works by the way in unreal engine 4 as well so you don't have to worry about whether or not this will work in unreal engine 4 or you know it's the same so we've got the galaxy taurus um and now we can right click in here and add a fx which is the um you know niagara system we can select the niagara system and over in here we'll do a new system from selected emitters go next we want to make it as empty we don't really need any any sort of any anything in it specifically so we'll add that and press finish and then i'll call this ns um tutorial i don't know nebula let's call it that okay and we can now double click it which will then open our system our new system that we just created and with that open we can now start adding nodes to it so we're just gonna go and press the window button to bring up a preview if you don't have it for me i generally disable the preview but uh i've just i've just brought it back in and you can see there's nothing in here now what we want to do is the first thing we can select the emitter state and have a look to see what sort of system we want so for this particular event we'll leave it to life cycle mode system and scalability to system and we want to add a spawn rate over here so let me just select it and now the spawn rate is very much dependent on what kind of an effect you know how many particles you want to have or how many times you want them to spawn so to start off with let's just go with i don't know 10 000 particles and you can see that all these 10 000 particles are actually spawning in here right now so i'm just going to pause this niagara system if you don't need it to run but that's where they've all spawned 10 000 particles uh we're going to start moving them about as we go right now they're just pointing into one place uh the next thing we've got the initialized particle which is basically this is this is the area that's going to help us set the size of the particle the color of the particle how long the the you know their life um expectancy is so in this particular case we'll just leave it at five um for the lifetime color mode will move it over to direct set uh but then just leave it like that for now and then we have the uh sprite size mode and we can put that over to uniform and then we can select how big these particles can get and then you know we're talking about planetary scale so for the time being we'll just leave it at 10 but then we'll increase this as the system develops further now the particle update is where most of the most of the you know most of our stuff is happening so particles stay you will leave it as kill particles when their lifetime is over so these particles die pretty much every five i think these are seconds if i remember correctly so every yeah every five seconds or every five frames i'm not sure exactly anyway but they die after that and this is important because if they wouldn't die then you're with these spawn rates constantly bringing more particles in basically your system would crash because you would be spawning particles forever if your lifetime for example was infinite so you got to be sure you know what you're doing when you're adding these things what if you're limiting the particles to a set amount of how many can be spawned at any given point one thing also to note is that in the emitter properties you want to select fixed bounds and change this to a gpu compute simulation so that it's uh you know it's not using the cpu to calculate this uh particle system but instead of using the gpu which will give you more performance okay so particle state is fine now the next thing we want to do is we need to set up our so you know we don't want to we don't want to bring in any forces yet like vortex or anything like that because there's nothing there to move but instead we want to bring the shape of our of our system and that comes into the particle spawn uh sorry into the uh yeah into the into the particle spawn side of things where we're going to spawn it based on a mesh so in this particular case we're just going to have to create in the scratch pad the entire system that drives this in this function of of generating our particles a lot across a mesh so we'll just we'll do that we'll do that now over in here in the particle spawn we'll click the plus button again and we'll select a static mesh location and this will have some errors and you've got this button here fixed issue so just press that and it will automatically fix the issues and you'll see that now we've got a preview mesh and a default mesh where we can actually load the galaxy that we created there's obviously some warnings in there but we don't want we don't yet want to uh so if i press compile i think the warning well the warning will not disappear until we've actually brought in some mesh but there's no point in assigning at the mesh because we haven't yet created uh the rest of the stuff that's going to drive our well actually you know what we we can bring the mesh yeah we shouldn't really be any reason why we can't uh bring the mesh over so let me just get the content browser um and if this would actually respond i can now drag the taurus in here the galaxy taurus so i've got it in there nothing really happens but that's fine if i fix now the issue you'll see there's no longer an error so that's fine one other thing we can also do is let me just drag this to one side i can actually uh let me just bring the content browser back i can drag our galaxy in here okay and as you can see this is everywhere if i press f on the keyboard but this is why it's moving so slow because i'm too close to it so i'm just going to try to get too far away honestly every time you don't look at the viewport um i actually you know what i'm gonna do is i'm going to disable these other particles yeah that's what i'm gonna do and yeah you see and that's fine okay so this is where we've got it over in here and you can see that the particles are spawning across around the mesh but unfortunately it's so small it's very small that's that's another problem so let me just try and reduce the speed of the camera that i'm moving at but this is this is a very small system um so this is what it looks like right now it's obviously going around the um the the mesh that we created which is great that's that's what we wanted okay but just imagine every time you scale the support down you'll have to account for the fact that because you've now scaled the the mesh the the the system the particles will also be will need to be scaled as well and all the vortex forces and everything else will need to be changed so um we've got our so we've got the we've got the mesh in there we're just going to go to our scratch pad and we're going to select the um the modules in here press the plus button and we can call this uh nebula okay and this is the basic setup for the scratch pad i can close this preview by the way i mean we're not going to really see anything in there that we can't see in the actual world um so one thing for this scratch pad is we need to add our uh static mesh so if only this would actually respond i can press this plus button in here and then select a static new static mesh so then this will give me some options um you'd if you want to bring more nodes in you'd be thinking well i'll just right click and type in the nodes but those nodes will only be they're very case sensitive so what i mean by this is you won't be able to get the nodes for the new static mesh specific to what that can do unless you actually start creating a node from it so if i drag a node out i can now look for random uh tri-coordinate which is something that you can only get if you're bringing it from a new static mesh or basically this from this parameter um and then from this one from um sorry from the same one the same sort of node in here we want to get the tr get try position ws this is because we're trying to um the texture that we're going to apply to our niagara sprite render will will so we will look at the color sample within the texture and we'll disperse it across the mesh and that's what we're trying to get right now we're trying to get the coordinates of the mesh the uvs of the mesh it's for for this texture to be applied across across it okay and now we just want another uh point and for this one we're just gonna go get try uv which you can see here at the bottom now we want to get the coordinates of random tri-coordinates and put them into the coordinates of each of these two points like that you leave the uv set as zero and now this position uh so we're gonna have to select the map set press the plus button add in position and then press the plus button again and add in a particles um sorry a dynamic material parameter and then you can plug the position over into the particle position and this one into the particle dynamic parameter and then you'll get this automatically sorted and this should really be it if i compile there's no error so that's great um so this is pretty much working as intended now um if we have a look again into over into the you know see this this system nothing has really changed because it's time to actually put together the material so we can see those changes the material itself will need a couple of things doing before we can proceed as well if we shift uh control space to bring the content browser or just get a content browser it doesn't really matter i'm going to go back into tutorial right click and create a material and we're going to put m underscore nebula uh we can also right click it and create a material instance and then with the material instance go into the sprite render over here um and drag that in drag the material instance in there and that's fine now we'll right click the actual material where we're going to do all of our editing with the material selected we can change this over into a translucent domain and you can leave it as default or unlit it doesn't really matter actually no it's fine just leave it as default lit i should be fine okay now we want to bring in a radio gradient um exponential okay this is what's going to help us to disperse the texture uh within our well to make mask um some some parts on the on the mesh um we then need to bring in a particle color and we'll leave this around here we need a texture so the texture i've actually i should be able to um let me just look for the texture sample i'm just going to bring a texture sample here and i'm not going to do anything with it as of yet but i am going to right click it and convert to parameter and i'm gonna just call it texture it's fine that works because we can drop any texture we want in here once the setup is done uh this actually works with any actually you want as well by the way so another thing that we want is a dynamic parameter and we'll use the first dynamic parameter and we'll plug that well actually we need to make this into a float so makefloat2 is what we need so we'll put parameter 1 in the x value which i'm just trying to do and parameter 2 in the y value um then with this done we can drag the result of these two into the uvs of the texture that we can add and multiply node over here and multiply the particle color um the rgb into the a value and the texture into the b value okay now we can control w on this multiply node to make a new copy of it and in there we can put our radial gradient exponential and then we'll take the this particle input data from here and put in the a value this goes into the opacity um and also let me just come up here we can add keep the number three on the keyboard pressed and left click on the uh on the viewport and this will bring us a nice color in here um and we'll convert that to a parameter just call it color it does i'll call it something else color okay duplicate the multiply again take the color into the a value take this multiply into the b value and put this into our emissive because these particles are always going to be emissive type colors um okay now this requires a texture by the way you know just dropping a texture in there for the sake of dropping it actually because it's a parameter you can replace that actually anything but it does require for it to have a texture in there and luckily enough if i search somewhere um let me just have a look i need a i believe i will need a content browser so content browser just trying to find a texture okay there we go so i don't know should i use that texture i'll use this one um you can find i'll show you where you can find these textures in just a bit when we get there but i'm just going to draw a drop of texture for now as i said any texture will work that's fine as long as you drop a texture into the effect um okay now i can just apply this whole thing and let's just go and find our um our um system that we've created so f to find it hopefully it's somewhere around oh we wouldn't it it's actually black okay okay that's fine uh we just need to play around with some of the colors now because we need to set the the whole thing up so let me just get over in here position my camera a bit so what you will uh what you'll notice is that as i said it's black so one thing that we can do is go into the um instance of the material that we created and then change the color go to white and press ok and now you can see that it's visible but obviously it's not looking right it's not showing us the correct colors and mainly this is to do with the sample static mesh and static mesh location because when we created this in the scratch pad it's not actually loading this specific um mesh it's just low it's just using the mesh that we've added into the default sample setting mesh so we're going to select both of these and delete them press the plus button and then you can actually search for nebula which is the one that we created and with that done uh i mean obviously you can see you can see this is a scratch pad with with that done we if we compile now um so with the nebula selected actually i think i haven't added the mesh in here so wait one second yeah so the mesh itself is not yet loaded uh this is why i need to actually add the mesh within within the new static input mesh so the after we compile nothing really i mean if we go just have to delete it again because i've got to add it so add the nebula you see nothing is showing up in here and that's because on the scratch pad we haven't actually pressed apply so when we do this loads everything from here into this panel and in our system overview now the nebula does have all these options and what we can do is we need the mesh over in here so i'm just going to type in galaxy and i believe this is yeah this is the one and then over here i can type in again galaxy and that's the one okay and now if we have a look our particles are spread on the shape that we've made and the color of the texture that is loaded so whatever texture we loaded into this material which is up here okay if i change this texture to something else and i'm not sure uh i think one of the textures was called i can let me just find some other texture as well just because i want to show you what happens if you load in a different texture so let me just have a look okay yeah so i've got a few textures in here now if i drop this texture in you can see that the the color has changed i'm gonna bring another color which is this this is like a sun texture so you can see that the the color has changed again but nothing is really happening with our with our system because it is currently uh not moving in any way so that's where we are going to start bringing in uh vortex forces and and other such you know parts of this uh well um other such forces that would help us with the shape so the first one uh one of my favorite is the curl noise force you add it in and then just press fix issue um i'm not entirely sure that i like that um that i like that texture by the way so let me just bring this texture which looks nicer okay um let me just go back into here you can see our obviously our niagara system over here on the side with the curl noise um in in place we can now start adding some strength to it some noise strength so let's try that amount as you can see it's sort of pushing all the particles away from that shape um a and then we can do the noise frequency basically helps the shape so you it just increases the the the size of the curl noise itself so if you go for smaller values like 100 the curl noise starts in a hundred places basically if you put it at 50 it starts in 50 you put it back five it starts in five places so um you can see that effect as as you're working um with it um we'll leave the baking at medium that's fine then we can add a vortex [Music] force so again press fix issue the vortex force needs power and one of the things for me on the vortex force amount is to change this or press this button over here and change this to a dynamic so let me just type in float now dynamic float why is this not showing up in here i sorry they changed it from dynamic to random so it's random range float and now you have two values you've got a zero and a one so well you've got a minimum and a maximum more like so let's just try and do a 10 000 to um 100 000 and this might be too much and you can see what's going on yeah uh yeah this is definitely this is definitely too much so let's just bring the minimum down a bit and then the maximum down a bit as well and you've you've got to as you can see now that the curl noise is being pulled inwards rather than how it used to be but one other thing that you can do to dampen this effect is to bring in a drag and what's nice about the drag is that it can help you build a nicer shape so we can leave the drag at one for now but based on you can see now that it's no longer destroying the uh the the the mesh as it well the the shape as it as it did previously um and then we can also um do a scale sprite size so if we bring in a scale um sprite size okay and we can change the scale factor to a vector2d from curve and this will allow us to create some parameters for the curve itself and what i what what i like to do is add at the point add the key to node um god this is too small let me just make this a bit bigger um i can select the first point over here and put it at zero zero zero and the other point is zero zero zero as well i think i've got another point here actually let me just bring this forward and i'll bring this over into here and then i'll add another point so you can see we've got four points the last one it's at uh it's at one and it's zero value so that's fine this one we want to put it maybe at 0.75 and then we put it at one this one we'll put it at one as well but the value is gonna be zero point two five uh something oh damn what have i done let me just let me just delete this point no actually that point was fine i think i need to delete this point i've created two curves i've only wanted to work with one curve not two so just a red one and this point i'm going to put a 0.25 and then a value of 1. so we've got 0 0 1 1. yeah this is how the scale happens but i might have i might need to go into the initialized particle and increase the size of our particles our overall size i think i may have made them too small i think actually i think i need the green value so if i select all these points yeah i'll need to do the green i'll need to do the green as well so let me just add same pretty much pretty much same curve same points and i'm going to put them at the same values as the red um so that would be time one it won't allow me to be there was already a key at the point yeah that's fine okay so we can just put this closer so you can you can drag them down if you want just as close as uh as close as the other ones and this will help us to scale the particles and uh you know have smaller particles and bigger particles at the same time which is i think it's quite nice um one thing that i'm going to do is i'm going to save the scene and log back into unreal engine because i just get i just get fps problems now and it must be because i'm doing this recording as well and we're back into the system which hopefully won't be causing any more issues with performance okay now this needs to be bigger you can see that's massive right and this needs to be bigger so let me just bring this particle away and i'm just going to really come out what's the size of that that's the side of a hundred so but it's also that the size of the shape itself is important because if the if the geometry wasn't big then it doesn't matter how big this is so i actually i've it's looking like i need to do like a thousand maybe um so yeah it's a thousand now it's quite big but as you can see there's just not enough particles to to hold the shape um so this is where we can go into our emitter um properties again and we can then go into our initialized particles over here this is the point where we're going to add a bigger amount which i think that's that's about that's that looks okay so it's a very big particle system the spawn rate may just not be enough so i'm just gonna bring that over to a two so now we've got more particles being spawned maybe a three so you know we've got three times the amount of particles that we had previously and that's great and uh you can see our forces aren't really doing anything anymore so this is the point where the maximum and minimum needs to start increasing so you can see again some uh some movement in there um maybe have a minimum that's quite the reason why i'm doing a minimum and maximum is because you can actually choose the evaluation type to every frame so now every frame that passes the system is looking to see how fast these particles should be moving at uh based on the figure between these two values so that's quite neat um let me just have a look does that look okay again i think this is very much dependent on the on this on the shape so am i moving too fast now no i think i think i should be okay right so the shape of this whole thing is very dependent based on what kind of a you know geometry you've created um so that's how this looks like let me just try and increase the curl as well uh i think the curl might be a bit too strong see when the curl is stronger than the then the vortex this sort of tends to happen we could try 50 in size so the curl isn't as uh i don't know hideously looking should i say that uh we'll just bring the vortex a bit higher maybe to a two and you can see that it's obviously pulling in words in here you've got some parameters like you could go and do like a one one kind of thing so it pulls differently you can see now it's uh it's pulling on all axises so or maybe we leave it like that now if the particle sizes is increased by the way so if we go in here into the initialized particle and we move this over to a two instead of a one your it's gonna start to blur a bit so just just uh you know bear that in mind you are going to see a bit of a blur of the particles as you make them bigger so if you want to keep them smaller that's fine at one that's also fine uh that this colored mode here is important because you could change this to let's say a 10 and then your particle will be in red but if you change everything to a 10 thinner particles are going to be brighter than usual you can see they're actually starting to emit light now which is also an interesting thing but if you put this to this to a 0.0 to 0.01 uh you've now reduced the alpha of these particles and if you put this to one one one then they're going to lose their shine a bit more actually they look to be invisible at this point well no they're not invisible but they're they're fairly low you know they're a fairly low visibility right now um but as i said you can you can also go crazy with it you just go to 100 but then the alpha won't really matter as much because you've um obviously brightened them up so much but if you put the alpha now at one then yeah this is what's gonna happen right this is how um how much you're getting there and we could um we couldn't theory let me just put 0.05 and uh we should be able to go at the spawn rate and maybe add some more so this is now having seven times the amount of particles that we did and you can see it's still moving very very good at 60 frames as i said to you if you are doing recordings and if you need to move from window to window and not have unreal engine constantly be in your view then this was going to happen performance will just degrade over time i think it's a bug to be honest i don't think it's intended and it's not definitely not because of the system you know that your computer it's just how uh things are with unreal engine 5 i guess i don't know if this is happening in 4.27 i can't say that i remember that um but yeah this is this shape is obviously different from this shape and and if we for example would go into the nebula and change this let's just type in galaxy and we'll select galaxy taurus 2 that's the that's the mesh that exists within the project file um you can see that it's resembling that but it's very bright so i'm just going to go into our initialized particles and change this to a one one one and you can see how that looks like i mean the shape of that is just a bit better but the size is still too small so you definitely want the size to go even larger now this is a very large system right this is what you would use in order to create your nebulas just like those there you know um so you could have like a planet here there is by the way there is a way so if we take this particular blueprint and let me just edit it if i then go and select the nebula and double click it you'll see that the none of the forces are actually active on it but instead i have a curl noise in the particle spawn which makes it so that it doesn't move anywhere i've also put a drag just in case but let's just do that so if we deactivate the vortex and the curl to this particular system right here okay now you see how it looks without any of these forces applied if we uh select on particle spawn we do curl noise force here fixed issue and then increase this to something like that maybe we need more i think we need more so you can see the curl noise is now affecting it and we could probably change this to a five or something i know five is not good 25 maybe so it's applying the curl noise yeah see that but the particles aren't actually moving anywhere which is very interesting isn't it um and if i go into the uh into the initialized particles and just increase the size sorry i'm trying to get there but so increase the size is it a three yeah three seems to be fine you can see how we've just created a static shape of the same niagara system that we had okay nothing in here is really moving the only movement you're seeing is actually just a spawn the spawn in and out of these systems but you know this looks quite nice for a sort of assistance you make this larger than what it is right now you can do something with it in the background of your scene and it would look quite okay um and that's pretty much it for the main system um you know the those the second system that i've got here on on this which i can i can activate only if i open the blueprint again in the niagara system that is just a copy of this but with far fewer elements being spawned and at a far bigger size so i'll just quickly do that and show you what i mean but to begin with first let's just get the curl noise out and add and reactivate this the parts that were making everything sort of move towards the center okay and very quickly copy paste well now we've got two systems this is going to be a bit heavy so i'm just going well i can't deactivate it but i can go into the spawn rate and put that to maybe a thousand you definitely want to change that very quickly because obviously we duplicated it and we're going to leave the vortex drag and so on on but then we're gonna click the um initialize particle and let's just add a one but another zero oh oh that's a bit too big i've had another nine as well i didn't need to buy the nine did i uh you can see them they're in there they're quite big and this bit too many so let's do 200 and the initialized particle i am going to really give them a bump so uh 10 10 10 okay you see they're really shiny as well now i'll do a one here and now they're really shiny yeah they're actually very nice looking and because they disappear and reappear as well you can imagine they'll just blink because of that now their size is probably a bit too big still so i'm just going to take a zero out and a one and instead of a six and now they're a bit smaller and they just make the scene come together a lot better doesn't it and you can play around with their vortex force so instead of having you know instead of making them move so quickly you can change to a one so they move slower um but just make sure there's um enough velocity there that they actually do move so maybe change this to a five oh no sorry the five that wasn't right um so maybe a two yeah maybe it's you they're still moving but not moving fast enough okay look at that that's a beautiful that's a beautiful looking system isn't it yeah look at that milky way only joking but yeah this is more like this this looks uh like a galaxy or a nebula nebula not so much nebulae is like a gas cloud so i wouldn't you know i wouldn't say that they're nebulas i would say more like galaxy but yeah that's that's how you can make them you know you can just interpret them i'm using one to sort of collapse the planet here i find that's interesting that's the thing that's the beauty about this whole process you can interpret things the way you want them but that was really it for the tutorial i do hope you found it useful i do hope you've learned something i have definitely learned quite a few things within with niagara systems just by experimenting with these things and trying to create effects that i would be happy with and i'm looking at improving them even further i've actually got a big project that i'm working on in regards to planet space generating planets and atmospheres and all sorts of things which i will share with you guys and i will show you how to make them yourselves in the future i will be planning more tutorials so just uh leave a like a comment and subscribe feed your feedback is greatly appreciated so let me know what else you want to see on this channel and i will try and make it um don't forget you can join the discord channel in the description below and then yeah you can uh you can join the discord channel and then we can talk there so yeah i'll see in the next one
Info
Channel: Arghanion's Puzzlebox
Views: 15,853
Rating: undefined out of 5
Keywords: how to make a nebula in blender, how to make a galaxy in unreal engine, galaxy in unreal engine, nebula in unreal engine, unreal engine planet, unreal engine 4 space shooter, unreal engine tutorial, how to make a space scene in Unreal Engine, how to make a space scene in Unreal Engine 4.27, how to make a space scene in Unreal engine 5, how to create a space scene in Unreal engine, how to create a space scene in unreal engine 4.27, how to create a space scene in Unreal engine 5, UE5
Id: ZwaO6jVvmaA
Channel Id: undefined
Length: 51min 36sec (3096 seconds)
Published: Fri Feb 11 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.