这里是Unreal Engine的Niagara特效笔记记录。

Core Knowledge

Structure of Niagara

  • Niagara System: A container that can be spawned or placed in the world (So you must create a Niagara System to contain the Emitters)
  • Niagara Emitter: Emits and controls particles

A Niagara System can contain multiple Niagara Emitters.

Create Niagara System/Emitter: Right click in Content Browser -> FX -> Niagara System + Niagara Emitter

Stages in Niagara Emitter

  • Emitter Spawn
  • Emitter Update
    • Lifecycle mode, loop behaviour
    • Scalability
    • Number of particles to spawn, spawn time
  • Particle Spawn
    • Initial size/location/color of the particle
    • Lifetime of the particle
  • Particle Update
    • Particle movement/scaling/fading (all the changes you want to have during the particle lifetime)
  • Render
    • Sprite Renderer
    • Mesh Renderer
    • Ribbon Renderer

Spawn:

  • Event BeginPlay
  • Runs once when spawn

Update:

  • Event Tick
  • Updated every frame

Emitter Update

Spawn Burst Instantaneous

Emitter State

Particle Spawn

Initialize Particle:

  • Set the particle size mode/location/color

Particle Update

Particle State: Kill particles when lifetime (Initialize Particle defines the lifetime, while Particle State determines the behavior when particle approaches the lifetime)

Scale Color: Define colour behaviour of the particle (fading, scaling …)

Sprite

Definition: In video games, a sprite is a 2D graphical image or animation that is integrated into a larger scene to represent characters, objects, or special effects. (In short, it’s a 2D camera-facing plane)

So even if it looks like a sphere or some 3D stuff, it’s only because it’s always facing the camera when you rotate it. (It’s only a dot)

VFX Library

Techniques & Tips

Change to GPU Sim
In Niagara System object -> Select “Properties” -> Sim Target -> Select “GPUCompute Sim”

Troubleshooting

Inspirations

References