UE5 Niagara Crystal Attack Effect - Tutorial

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hello guys in this video we will use spline to make a crystal attack effect in network we can play it you can see the effect like this of course we can also control the direction of the effect by changing the position of the spline like this also we can make it turn okay now we have the crystal material from the last video and we add a dynamic parameter to control it in naira this is our complete Crystal material and they are not many changes to other nodes and we need to change the parameter values in material instance just set to this values and then we can get the crystal surface effect okay now let's create a network system we use the empty template and add a spawn burst in emitter update set count to 100. and we need add a new module in particle update add a spline we need two sample spline position so let's search samples plan position by unit distance workspace add a position in map set also we need to change name space to particles and module let's connect the position in Sample spline position the float u means the normalized distance of the supply zero is the start position one is the end position so we can add a normalized particle index so that the particles can correspond to the spline just add a float rename it to index in the module we can search index and we get a return normalized exact index okay save the network let's create a blueprint and add a spline yes that's what we need to use and we need a network system select the network system we just created okay now we can see it doesn't work it should fill our spline but not so let's check it let's see yes we found the error we have a name space module so we didn't set the particle position it's still zero and we need to set the particle and the module position to particle position okay let's see the network we can say it work now we can change the spline position to control the Practical position now let's add a mesh render we can use the logs static mesh in starter content and use the crystal surface material we just created oh it looks too much we need to reduce it set spawn count to 10. it looks better and now we need to make the crack flicker time and frequency random so we can use the dynamic parameter in network let's add the dynamic parameter in particle spawn and frequency speed we need a random value foreign [Music] and the flicker time we need a random value too negative 1 to 1. now we can say the correct flicker time and frequency are different also we need to change lock size make it gradually bigger so let's add some parameters in module first rename index to count and add a plot rename it to Max count and use count divide Max count its function is the same as return normalized exact index also we need to change life cycle to self and the loop Behavior to multiple Loop count and loop duration we can use the user parameter to control it let's add the integer and float integer rename it to Loop count and the float rename it to Loop duration in this way we can change it at any time in the blueprint set the loop count to user Loop count and loop iteration to user Loop duration also we need to set user parameters value 10 and 0.1 and the spawn count we also use a user parameter to control it integer parameter rename it to spawn count and set user spawn count to 10. now we can set user parameters in custom module and we need a particle index not normalized index particle index is a integer so we need to multiply Float by integer and the return particles unique ID Max count is the total number of particles so we need to use Loop count multiply spawn count and now let's set the logs sides in custom module first we need a remap range value is Count also is particle ID input mean and input Max is the first and the last particles spawned so input mean reset to zero and the input Max we set it to Max count subtract 1. output mean and output Max is a range of rock sides so we can add two float parameters for output mean and output Max and rename it to mean size and Max size connect them and the remap ranges output we need a float we name it two sides and change namespace to particle and module connect this parameter now let's add the scale mesh size in particle update and put it under the module because we need to use the parameters in the module add a vector from float we can use this float value to uniformly control mesh scale and add a multiply float set a and b to particle module sets and the parameter we control also we need to select mesh scale mode in particle spawn we select random non-uniform and we need to set custom modules Max sets and Main size so the mean size reset 3 and the max size is 10. now we can see the rock is gradually bigger but it looks like too much so we need to change the size set B to 0.1 okay it looks better now we need to set initialize mesh size make it look taller so let's set mean 0.8 0.8 and 3. and the max value is 1 1 and 3.5 okay not bad but they are all in the same direction it looks terrible so let's add some rotation for rock at the initial mesh orientation in particle spawn and set mesh orientation mode to none we need to change the rotation so at a random range vector the minimum X is negative 0.05 right same and let's say just zero Maximus X is 0.05 by 0.05 and let's say it's one okay now we have this Crystal attack effect we can put it in the level it looks good but it still lacks the effect of rising so let's add the Velocity in particle spawn and let's say access set it to ten thousands and add a drag module in particle update set the track value to 20. we can see the rating is not obvious that's because we set the particle position in custom module so we need to let the velocity control that the axis of our particle position add a practical position in mad cat and the brick position we need to use particle positions say axis X and Y axis we use the spline position let's make position and connect the okay now we can see the velocity controls the Z axis position this caused it to detach from the ground and we only need to change the position offset to fix it then the position offset sets the access to negative 500s okay this is our Crystal attack effect hope you enjoyed bye
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Channel: Alex Huang
Views: 1,220
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Id: AMMBcdjUoc8
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Length: 14min 26sec (866 seconds)
Published: Thu Aug 24 2023
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