UE4 -Tutorial - Falling Leaves Particles! (Request)

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hi guys and girls another tutorial for you um this one was a request somebody asked for a particle system for falling leaves um so we're going to work on that uh I'm only going to be using two textures and a static mesh for this the reason I'm using a mesh is because I want a particular kind of rotation um if we weren't using a mesh the image would always be facing the camera and would only rotate on one axis and that's not what we want I want to be able to make these rotate on multiple axes so they look a bit more realistic so the textes that we're going to use are a a diffuse that I've just found on Google a normal map generated from bit map to material and then just a just a plane that I've added a couple of crimps to just so that you can never really tell that this is a flat plane while it's falling so first thing we're going to do is right click and we'll create a new material this is going to be leaf uncore just move my phone out the way cuz I just lent on it and it vibrated we'll open this up and we'll grab our diffus and our normal and drag these in we'll plug our normal straight into the normal let's just make this PL now so we can see this there you go nice normal and then we'll plug our diffuse into the base collar we're going to change the material to be a translucent default lip material and we're going to change the lighting mode from volumetric nondirectional to volumetric directional which lets us use a normal map with a translucent material so we don't have any opacity in this so we're just going to take the alpha Channel and plug that into the opacity and that should give us a nice Leaf yay it's very leafy now if we turn this into a ball real quick so you can see the way this is going to be nice and shadowy CU we're leing this liit we want the we want the light to actually affect this we're just going to click two-sided here and that's going to make the preview a little bit funky because it's going to be drawing on top of itself but that's that's okay you see that's very very funky weird and then we are going to just apply and you can save that and then we're going to make the actual um parle system and I'm just going to assign the leaf material to this plane just so that it's on there by default yeah right click particle system leave _ P we'll open this up and now we're going to right click type data new mesh data under the mesh we're going to find the leaf static mesh oh he a big you go is that material going to show up yet there it is okay now if you don't place the material on top of the static mesh then you will have to use this little box here which is override material and then go to the required and under the material find the material that you use whoops Leaf M okay so first thing we'll do is we'll head into spawn and we're going to change this spawn to a constant two because we don't we don't want too many of these we only want a couple of these at a time I'm going to go into their lifetime and I'm going to give these a just a minimum and maximum of 30 seconds I want these to persist for quite a while before they disappear their initial size is really really big right now we're going to change this to a maximum of one and a minimum of six perhaps now these shouldn't be too big in the world but we'll see in a little while the initial velocity we are going to set to be a 10 10 minus 20 then - 10 - 10 - 20 so they they'll scatter on the X and Y where are we the scatter on the X and Y with a slight random offset but the Zed is always going to be the same so they're all going to fall at about the same rate color over life we don't need so we'll delete that we're going to right click location there he is initial location we're going to give this uh an area where they can all spawn so maximum of 250 250 250 yeah no minus for that one and the minimum is going to be 2- 250- 250 and then leave the location on uh 250 so we want them all to spawn high but at random locations and they're doing that now you can see that now we're going to right click and we're going to head to orbit and we're going to get an orbit and this is going to create like a nice little windy effect so they kind of caught in the wind underneath the offset amount under the minimum maximum we're going to change these values to be 50 50 Z and then 25 25 0 o they go for I have a feeling that might be the wrong numbers that I've got written down May 55 and then 2.5 or I change the rotation amount yeah so we want to change their rotation amount down we can probably go even further down than that because we we want these to have this nice orbit effect but we don't need be anywhere near as powerful as it was just now rotation rate amount Let's uh send that down as well there you go now you can see that they are getting like a little bit of a spin to them but it's it's very very slight so we're going to head back to the offset here and we are actually going to increase this back up to 5050 and 25 25 0 so now they look like they're kind of just caught in this nice draft as you can see on them all there now we're going to right click and we're going to head to rotation initial mesh rotation what this is going to do is it's going to spawn the all in at a random Point random random amount of rotation as you can see and we going to right click rotation rate initial mesh rotation rate now you can see that these were all flying around like a lot so we're going to change this down to maybe minus one. 1.1.1 with a minimum of zero and now they're going to get this nice slight little flap so they can all rotate ever so slightly we can maybe turn that then even more to 05 depends on how how windy you'd like it to look I quite like that that's that's quite a nice amount so we'll save that real quick the bounds are fine we'll just set them just in case and now we'll drag this into to the level raise it up a little bit now you can see them falling there we go now they are still a little bit big so I'm probably going to change their size a little bit of course you can tell that they're quite obviously spawning here but that's because there's no tree uh in a actal scene you'd have a tree and you put the particle emitter inside the actual tree um so that they look like they're coming out of the tree itself yeah these are s of very big now you can see that we're in the the bounds issue here so what I need to do is just let this this little cheeky Devils play through and then set their fixed BS afterwards once these are a little bit lower um let's quickly change their size we'll say point 6.6.6 followed by3 although that's going to remove their playr so here we go yay falling now if you wanted to make these look like there's a a side Breeze we can go into acceleration we can give these a an acceleration and let's say we want these to be blowing on the Y we can say they're blowing between 50 and I 25 and 50 and now you see that they're all blowing sideways yay that may be a bit it's a bit strong really isn't it it's a little strong and then we'll give them also a bit of downwards drag whoops I say downwards and then I don't put negative values are floating away um maximum of -5 minimum of -1 and now that'll slowly fall downwards but that'll be going sideways we can see this in the Lev here I think there we are so we just let that play through for a second so we can see them that's where the bounds ends so if you're not looking at the bounds the particles will no longer render no matter where they are see that they blinking and out of existence there we are if you wanted some more leaves obviously just increase the spawn rate yay nice and cool and they're doing their thing now these are going to be flying through the level I assume let's think yeah we can see this here if we just grab this real quick yeah you can see they're flying through the level and persisting for the full 30 seconds so we can in fact give these a collision so if we right click Collision act a collision and just leave that set to kill so when they hit the floor now they should they should die set the fixed bounds go it's a nice big area now so we should be able to see this prop webly and now they'll they'll no longer disappear when they well they'll no longer just fly through the level they'll actually die when they hit the floor so they should just pop out of existence rather than flying through the floor there we go we fix the bounds and these are blowing in the wind yay cool and you can see there that none of them are flying through the floor they're ending so we're not getting any the orange squares that indicate where they are so there you have it some nice Falling Leaves hope that's been helpful for you guys thank you to the person that requested this um did already have a version of this going but I wasn't using mesh in that version I decided to change it to a mesh version because now we get this really nice shadowing on the UND side of the leaves that changes while they're rotating and stuff um and you just get a much nicer amount of rotation out of them they look a little bit a little bit sweeter yes so have fun with that one I hope that you guys can use that and I'll see you next time
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Channel: Dean Ashford
Views: 45,192
Rating: undefined out of 5
Keywords: UE4, Unreal, Engine, Unreal Engine, Student, Tutorial, Indie, Game, Dev, Particle, Leaf, Leaves
Id: aJe1ysBGbXs
Channel Id: undefined
Length: 13min 25sec (805 seconds)
Published: Sun Apr 09 2017
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