UE Niagara特效记录
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”