WEBVTT 1 00:00:05.125 --> 00:00:08.925 Realistic Common Niagara and particles 2 00:00:23.575 --> 00:00:26.525 Hello, this is Hyunsang Park 3 00:00:26.525 --> 00:00:28.875 In this Unreal VFX 4 00:00:28.875 --> 00:00:32.275 we will get to know about Niagara effect system 5 00:00:32.275 --> 00:00:36.375 Niagara is a particle system of Unreal 6 00:00:36.375 --> 00:00:40.975 which is an upgraded system from cascade 7 00:00:42.025 --> 00:00:45.425 Technical artists use Niagara 8 00:00:45.425 --> 00:00:47.575 to generate additional functions 9 00:00:47.575 --> 00:00:50.925 without the help of programmers 10 00:00:50.925 --> 00:00:53.225 in this Niagara system 11 00:00:53.225 --> 00:00:56.325 there are various modules 12 00:00:56.325 --> 00:00:58.675 that can control colors and movements 13 00:00:58.675 --> 00:01:02.025 Explaining them all would be difficult 14 00:01:02.025 --> 00:01:03.975 but through examples 15 00:01:03.975 --> 00:01:07.325 I have constructed the lecture focusing 16 00:01:07.325 --> 00:01:09.726 on the main features 17 00:01:10.526 --> 00:01:14.276 First, in the first lecture of Unreal VFX 18 00:01:14.276 --> 00:01:18.676 we will learn about Niagara and particle 19 00:01:19.126 --> 00:01:23.476 Niagara is an asset that makes various visual effects 20 00:01:23.476 --> 00:01:26.676 using the format of particle 21 00:01:26.676 --> 00:01:28.876 This particle system 22 00:01:28.876 --> 00:01:33.276 has the characteristic of being controlled according to time 23 00:01:33.276 --> 00:01:36.026 In this lecture we will learn 24 00:01:36.026 --> 00:01:38.926 how to attract the users' attention 25 00:01:38.926 --> 00:01:43.026 through the fancy movements and color changes of the particle 26 00:01:43.026 --> 00:01:47.026 Concept of Niagara 27 00:01:47.026 --> 00:01:48.676 Before we get into the lecture 28 00:01:48.676 --> 00:01:51.726 let's first learn about the project settings 29 00:01:51.726 --> 00:01:55.376 You will normally choose Third Person 30 00:01:55.376 --> 00:01:57.976 from this Game category 31 00:01:57.976 --> 00:02:00.876 and make sure it contains 32 00:02:00.876 --> 00:02:04.026 blueprint and stater content 33 00:02:04.026 --> 00:02:06.676 Then name the project 34 00:02:06.676 --> 00:02:08.726 and click on the Create button 35 00:02:08.726 --> 00:02:11.276 Even if you already 36 00:02:11.276 --> 00:02:15.076 created a project without 37 00:02:15.076 --> 00:02:17.326 a starter content on Third Person 38 00:02:17.326 --> 00:02:21.026 you can click on the Add button from the content browser 39 00:02:21.026 --> 00:02:24.976 and select the Add Feature or 40 00:02:24.976 --> 00:02:26.376 Content Pack 41 00:02:26.376 --> 00:02:29.576 Then you can add the needed 42 00:02:29.576 --> 00:02:33.326 starter content from Content 43 00:02:33.326 --> 00:02:37.526 and Third person from Blueprint 44 00:02:37.526 --> 00:02:39.326 So these two 45 00:02:39.326 --> 00:02:43.276 we will start off from this form of project 46 00:02:43.276 --> 00:02:47.476 with starter content and third person for the remaining lectures 47 00:02:47.476 --> 00:02:51.676 What you will learn through this lecture 48 00:02:51.676 --> 00:02:54.126 is an asset called Niagara 49 00:02:54.126 --> 00:02:57.226 Niagara is an asset 50 00:02:57.226 --> 00:03:00.526 provided by Unreal Engine that creates effect 51 00:03:00.526 --> 00:03:02.576 Basically effect refers to 52 00:03:02.576 --> 00:03:05.376 if a person is walking on sand 53 00:03:05.376 --> 00:03:06.826 there will be dust 54 00:03:06.826 --> 00:03:10.777 Similarly, if you light something in fire or use magic 55 00:03:10.777 --> 00:03:12.227 there will be sparks 56 00:03:12.227 --> 00:03:15.477 Or if a bullet hits a wall 57 00:03:15.477 --> 00:03:20.027 then there will be smoke and debris 58 00:03:20.027 --> 00:03:23.577 It is an asset suitable for these things 59 00:03:23.577 --> 00:03:26.777 It doesn't just show 60 00:03:26.777 --> 00:03:29.127 the animations on the UI 61 00:03:29.127 --> 00:03:31.227 according to the users' action 62 00:03:31.227 --> 00:03:33.927 it rather does the visual reaction 63 00:03:33.927 --> 00:03:36.927 to the users' action 64 00:03:36.927 --> 00:03:42.077 Niagara has various options 65 00:03:42.077 --> 00:03:45.377 like changing colors or creating movements 66 00:03:45.377 --> 00:03:47.427 There are such features 67 00:03:47.427 --> 00:03:49.077 and there are again composed with 68 00:03:49.077 --> 00:03:53.277 various options or parameters 69 00:03:53.277 --> 00:03:55.677 Of course professional effectors will 70 00:03:55.677 --> 00:03:58.677 be able to make use of every single one of these 71 00:03:58.677 --> 00:03:59.977 but if you're not one 72 00:03:59.977 --> 00:04:02.877 it is one of the fields that are very difficult to study 73 00:04:02.877 --> 00:04:04.927 So what I recommend is 74 00:04:04.927 --> 00:04:07.077 through marketplace 75 00:04:07.077 --> 00:04:09.277 you get Niagara asset or 76 00:04:09.277 --> 00:04:11.877 other effect assets 77 00:04:11.877 --> 00:04:14.777 and edit them and then use it 78 00:04:14.777 --> 00:04:19.377 Also you could use the asset as is 79 00:04:19.377 --> 00:04:23.277 but changing different options little by little 80 00:04:23.277 --> 00:04:26.627 to modify it to your liking 81 00:04:26.627 --> 00:04:28.927 will be a good way of learning 82 00:04:28.927 --> 00:04:31.127 In terms of learning Niagara 83 00:04:31.127 --> 00:04:33.527 when you search things up on 84 00:04:33.527 --> 00:04:35.577 the internet 85 00:04:35.577 --> 00:04:38.177 or in marketplaces, actors 86 00:04:38.177 --> 00:04:42.277 You can search VFX or effect 87 00:04:42.277 --> 00:04:44.527 or the original name of the asset 88 00:04:44.527 --> 00:04:47.277 Niagara 89 00:04:47.277 --> 00:04:49.877 Also these effects itself 90 00:04:49.877 --> 00:04:51.827 are usually composed of small grains 91 00:04:51.827 --> 00:04:54.427 called particles 92 00:04:54.427 --> 00:04:59.427 so they are usually called particle effect or particle system 93 00:04:59.427 --> 00:05:04.227 Not only in Unreal but in most 3D or 2D 94 00:05:04.227 --> 00:05:07.977 these particle systems for special effects 95 00:05:07.977 --> 00:05:10.977 have their own system 96 00:05:10.977 --> 00:05:14.127 Before Niagara 97 00:05:14.127 --> 00:05:17.128 Unreal used a system called Cascade 98 00:05:17.128 --> 00:05:20.928 Ultimately, Niagara and Cascade are both 99 00:05:20.928 --> 00:05:26.028 assets to express small grains called particles 100 00:05:26.028 --> 00:05:29.828 Especially everything that's provided by starter content 101 00:05:29.828 --> 00:05:32.128 is Cascade 102 00:05:32.128 --> 00:05:35.078 But compared to Cascade 103 00:05:35.078 --> 00:05:37.228 Niagara is way more advanced 104 00:05:37.228 --> 00:05:41.128 and has many features that can not only edit modules 105 00:05:41.128 --> 00:05:43.678 but also expand them 106 00:05:43.678 --> 00:05:46.828 So it's a much better system to create 107 00:05:46.828 --> 00:05:50.378 interaction that has animation data 108 00:05:50.378 --> 00:05:54.078 and blueprint data connected 109 00:05:54.078 --> 00:05:57.778 When you look at these assets 110 00:05:57.778 --> 00:06:02.028 in starter content particles 111 00:06:02.028 --> 00:06:07.578 you will see this P_Fire, let's click on that 112 00:06:07.578 --> 00:06:10.078 It says Cascade here 113 00:06:10.078 --> 00:06:13.428 Double click, and you see a very old UI 114 00:06:13.428 --> 00:06:17.478 It's the UI used in Unreal 4 and even 3 115 00:06:17.478 --> 00:06:20.878 You can see this fire effect 116 00:06:20.878 --> 00:06:24.678 and also smoke and tiny sparks 117 00:06:24.678 --> 00:06:26.878 On the right, there are various settings 118 00:06:26.878 --> 00:06:29.078 called Emitter 119 00:06:29.078 --> 00:06:31.978 That is where 120 00:06:31.978 --> 00:06:34.878 each of the modules are 121 00:06:34.878 --> 00:06:38.478 And there are many options 122 00:06:38.478 --> 00:06:40.078 for each of them in the detail window 123 00:06:40.078 --> 00:06:44.228 But you'll be able to spot some characteristics 124 00:06:44.228 --> 00:06:47.878 Even though they are the same features 125 00:06:47.878 --> 00:06:52.828 the orders are different, like this one has location on the top 126 00:06:52.828 --> 00:06:54.928 this one has size here 127 00:06:54.928 --> 00:06:59.228 and velocity or initialize option is on the bottom 128 00:06:59.228 --> 00:07:01.728 with other things in the middle 129 00:07:01.728 --> 00:07:03.328 Like this, the order 130 00:07:03.328 --> 00:07:06.378 are all different 131 00:07:06.378 --> 00:07:09.728 This can be a disadvantage of Cascade 132 00:07:09.728 --> 00:07:12.528 It does work even though 133 00:07:12.528 --> 00:07:14.578 the orders are all over the place 134 00:07:14.578 --> 00:07:17.628 and everything everywhere 135 00:07:17.628 --> 00:07:22.779 but it could be a little difficult if you're to 136 00:07:22.779 --> 00:07:25.079 edit this when this is someone else's work 137 00:07:25.079 --> 00:07:28.379 These information are more organized 138 00:07:28.379 --> 00:07:31.179 in terms of orders in Niagara 139 00:07:31.179 --> 00:07:33.879 which helps you understand 140 00:07:33.879 --> 00:07:35.729 these assets easier 141 00:07:35.729 --> 00:07:40.729 We'll then learn how this particle system 142 00:07:40.729 --> 00:07:43.329 regardless of Niagara or Cascade 143 00:07:43.329 --> 00:07:46.229 how it generally works 144 00:07:46.229 --> 00:07:49.879 This Flame window 145 00:07:49.879 --> 00:07:52.129 that you see over here 146 00:07:52.129 --> 00:07:56.429 is what we call the Emitter 147 00:07:56.429 --> 00:07:59.929 and the more detailed parts in the Emitter 148 00:07:59.929 --> 00:08:02.829 are what's called modules 149 00:08:02.829 --> 00:08:06.229 If could be Require module, Spawn module 150 00:08:06.229 --> 00:08:09.029 or Initial Size 151 00:08:09.029 --> 00:08:11.129 All these are modules 152 00:08:11.129 --> 00:08:13.979 These modules eventually 153 00:08:13.979 --> 00:08:18.379 are used to control the movements of the particles 154 00:08:18.379 --> 00:08:20.429 What's unique here are 155 00:08:20.429 --> 00:08:22.529 the ones like Lifetime 156 00:08:22.529 --> 00:08:26.879 Not only Niagara but most particle systems 157 00:08:26.879 --> 00:08:30.929 in any software all are affected greatly 158 00:08:30.929 --> 00:08:33.229 by lifetime, time 159 00:08:33.229 --> 00:08:37.729 and there is something you must remember 160 00:08:37.729 --> 00:08:41.779 For Static Mesh that we generally use 161 00:08:41.779 --> 00:08:44.779 3D Static Mesh 162 00:08:44.779 --> 00:08:48.179 or Skeletal Mesh for animation 163 00:08:48.179 --> 00:08:50.429 once there is level allocated to it 164 00:08:50.429 --> 00:08:54.029 it remains until we request for 165 00:08:54.029 --> 00:08:55.929 particular deletion 166 00:08:55.929 --> 00:08:59.529 This goes the same for other actors like Light 167 00:08:59.529 --> 00:09:03.429 or else, so not just 3D objects 168 00:09:03.429 --> 00:09:07.079 But on the other hand, these particle systems 169 00:09:07.079 --> 00:09:09.279 have predetermined lifetime 170 00:09:09.279 --> 00:09:12.529 We call this Lifetime 171 00:09:12.529 --> 00:09:14.779 and this refers to 172 00:09:14.779 --> 00:09:19.429 the lifetime of each particle, each small grain 173 00:09:19.429 --> 00:09:23.579 So when it comes to particle control 174 00:09:23.579 --> 00:09:25.879 controlling the time well 175 00:09:25.879 --> 00:09:29.930 is a very important factor in creating good effect 176 00:09:29.930 --> 00:09:32.780 To give you a brief explanation on the structure 177 00:09:32.780 --> 00:09:35.230 particle systems 178 00:09:35.230 --> 00:09:39.180 like Niagara or cascade 179 00:09:39.180 --> 00:09:41.880 they are all types of particle systems 180 00:09:41.880 --> 00:09:43.880 and within these particle systems 181 00:09:43.880 --> 00:09:46.930 there are various Emitters 182 00:09:46.930 --> 00:09:49.780 And in each of these Emitters 183 00:09:49.780 --> 00:09:53.230 there are various modules 184 00:09:53.230 --> 00:09:55.480 But it's difficult to understand 185 00:09:55.480 --> 00:09:58.380 unfamiliar concepts 186 00:09:58.380 --> 00:10:03.330 so I use the metaphor of factories for particle systems 187 00:10:03.330 --> 00:10:07.530 but this factory does not manufacture 188 00:10:07.530 --> 00:10:10.330 industrial goods like desks or computers 189 00:10:10.330 --> 00:10:13.830 it makes fresh food that has shelf life 190 00:10:13.830 --> 00:10:16.230 So Lifetime would be the shelf life 191 00:10:16.230 --> 00:10:18.580 It's a fresh food factory 192 00:10:18.580 --> 00:10:20.980 and in the manufacturing lines of this factory 193 00:10:20.980 --> 00:10:23.180 for example milk 194 00:10:23.180 --> 00:10:25.680 there will be lines that make white milk 195 00:10:25.680 --> 00:10:28.530 and others that make chocolate flavored ones 196 00:10:28.530 --> 00:10:30.430 or strawberry flavored ones 197 00:10:30.430 --> 00:10:34.880 You can think of Emitters as each of those lines 198 00:10:34.880 --> 00:10:40.180 and what composes the ingredients and mixes them 199 00:10:40.180 --> 00:10:43.930 and packaging are all managed by 200 00:10:43.930 --> 00:10:46.730 the modules of the Emitters 201 00:10:46.730 --> 00:10:50.980 So at the end, we create particles 202 00:10:50.980 --> 00:10:53.580 So when you learn particle 203 00:10:53.580 --> 00:10:57.730 you can think of the particle system as a factory that makes fresh food 204 00:10:57.730 --> 00:11:00.480 that has shelf life 205 00:11:00.480 --> 00:11:03.630 and through the Emitters we can make 206 00:11:03.630 --> 00:11:06.380 various fresh food, products 207 00:11:06.380 --> 00:11:08.080 and you can remember those foods 208 00:11:08.080 --> 00:11:12.230 as what we call the particles 209 00:11:12.230 --> 00:11:15.880 I think this will help you understand 210 00:11:15.880 --> 00:11:18.080 this system that you might feel unfamiliar 211 00:11:18.080 --> 00:11:22.130 Niagara effect production 212 00:11:22.130 --> 00:11:25.930 Let's first make Niagara 213 00:11:25.930 --> 00:11:28.280 Create a new folder on the Content folder 214 00:11:28.280 --> 00:11:31.430 A VFX folder 215 00:11:31.430 --> 00:11:34.581 And here, click on the Add button or 216 00:11:34.581 --> 00:11:37.581 right click on the blank space on the right 217 00:11:37.581 --> 00:11:40.331 and select Niagara system 218 00:11:40.331 --> 00:11:42.531 We would usually 219 00:11:42.531 --> 00:11:46.581 select from all these presets or templates 220 00:11:46.581 --> 00:11:49.731 and begin from that 221 00:11:49.731 --> 00:11:52.431 but also on the very bottom 222 00:11:52.431 --> 00:11:56.531 there is Create Empty Niagara System 223 00:11:56.531 --> 00:11:59.881 When you click on that, you can create 224 00:11:59.881 --> 00:12:01.631 an empty Niagara system 225 00:12:01.631 --> 00:12:04.381 Let me name this Niagara system 226 00:12:04.381 --> 00:12:08.381 VFX_Fire 227 00:12:08.381 --> 00:12:10.731 We're going to make fire 228 00:12:11.281 --> 00:12:14.381 I'll open the editor by double clicking the asset 229 00:12:14.381 --> 00:12:18.381 On Niagara editor, there are three big parts 230 00:12:18.381 --> 00:12:22.381 of the screen 231 00:12:22.381 --> 00:12:25.731 First, preview is a window where 232 00:12:25.731 --> 00:12:27.631 you can see the movement or shape of the particle 233 00:12:27.631 --> 00:12:30.131 and under that is the window 234 00:12:30.131 --> 00:12:32.781 with the options for various parameters 235 00:12:32.781 --> 00:12:35.631 And on this graph window 236 00:12:35.631 --> 00:12:37.981 you can add Emitters 237 00:12:37.981 --> 00:12:40.881 or modules 238 00:12:40.881 --> 00:12:43.781 Timeline under that shows 239 00:12:43.781 --> 00:12:46.231 how the particles move with time 240 00:12:46.231 --> 00:12:50.381 and also is used to control the speed 241 00:12:50.381 --> 00:12:53.231 When you choose each of the modules 242 00:12:53.231 --> 00:12:55.581 you can choose 243 00:12:55.581 --> 00:13:00.931 from various options 244 00:13:00.931 --> 00:13:02.881 on the detail window on the right 245 00:13:02.881 --> 00:13:05.831 I will explain about the menu bar 246 00:13:05.831 --> 00:13:09.331 on the top later on according to the features needed 247 00:13:09.331 --> 00:13:13.381 Now let's right click on the graph window 248 00:13:13.381 --> 00:13:16.131 and click on Add Emitter 249 00:13:16.131 --> 00:13:18.181 Then you'll see 250 00:13:18.181 --> 00:13:22.081 the template window 251 00:13:22.081 --> 00:13:24.081 that we saw when we were making the Niagara asset 252 00:13:24.081 --> 00:13:28.631 From the various templates on Niagara 253 00:13:28.631 --> 00:13:31.181 there is Empty Emitter 254 00:13:31.181 --> 00:13:33.281 It's an Emitter without anything right now 255 00:13:33.281 --> 00:13:37.481 Let's click on this and click the Add button 256 00:13:37.481 --> 00:13:40.682 Then on the very right, a blue node 257 00:13:40.682 --> 00:13:44.182 This blue node shows the user's parameter 258 00:13:44.182 --> 00:13:48.782 or the module window for the whole Niagara system 259 00:13:48.782 --> 00:13:51.882 There's the Emitter window and on the right 260 00:13:51.882 --> 00:13:56.482 there are various modules in brown that 261 00:13:56.482 --> 00:14:01.132 let's us make movements or each sparks 262 00:14:01.132 --> 00:14:04.982 How the effect shows will differ little bit 263 00:14:04.982 --> 00:14:09.332 but similar to cascade, we will 264 00:14:09.332 --> 00:14:14.532 place these various Emitters in this particle system 265 00:14:14.532 --> 00:14:16.832 to crate one effect 266 00:14:16.832 --> 00:14:19.932 so remembering this structure 267 00:14:19.932 --> 00:14:23.782 will help you adapt quickly into Unreal, Unity 268 00:14:23.782 --> 00:14:26.082 or other situations as well 269 00:14:26.082 --> 00:14:27.882 Also in Niagara 270 00:14:27.882 --> 00:14:32.382 there is this additional feature 271 00:14:32.382 --> 00:14:35.032 where you can manage separate Emitters 272 00:14:35.032 --> 00:14:39.132 So after you add a Niagara Emitter on FX 273 00:14:39.132 --> 00:14:43.032 with the add asset button 274 00:14:43.032 --> 00:14:46.432 let's also do Create Empty Niagara Emitter 275 00:14:46.432 --> 00:14:47.832 like this 276 00:14:47.832 --> 00:14:53.532 Name it VFX_Emitter_Fire 277 00:14:53.532 --> 00:14:58.082 and you can also put it in a different Niagara system 278 00:14:58.082 --> 00:15:00.732 Of course this Emitter won't 279 00:15:00.732 --> 00:15:03.232 show anything now 280 00:15:03.232 --> 00:15:05.582 but eventually like this 281 00:15:05.582 --> 00:15:07.882 Niagara will control these Emitters 282 00:15:07.882 --> 00:15:10.232 through the Niagara system 283 00:15:10.232 --> 00:15:11.682 and that these Emitters can 284 00:15:11.682 --> 00:15:15.532 exist as independent assets 285 00:15:15.532 --> 00:15:17.032 That's what you'll have to remember 286 00:15:17.032 --> 00:15:19.682 This Emitter that I made for explanation 287 00:15:19.682 --> 00:15:23.232 I will select and click on delete to remove it 288 00:15:23.232 --> 00:15:26.232 If you look at the Emitter here 289 00:15:26.232 --> 00:15:28.282 there is this update area 290 00:15:28.282 --> 00:15:31.382 Spawn area, Particle Update area 291 00:15:31.382 --> 00:15:36.382 The areas of Emitter is clearly separated 292 00:15:36.382 --> 00:15:39.132 unlike Cascade 293 00:15:39.132 --> 00:15:41.082 and Emitter update literally means 294 00:15:41.082 --> 00:15:43.482 the factory setting 295 00:15:43.482 --> 00:15:46.533 For example the production life that 296 00:15:46.533 --> 00:15:48.833 produce 10 per a minute 297 00:15:48.833 --> 00:15:51.083 It's the area that does those factory setting 298 00:15:51.083 --> 00:15:55.333 and Particle Spawn and Update, put simply 299 00:15:55.333 --> 00:15:57.833 are the product settings 300 00:15:57.833 --> 00:16:01.583 Will it be white milk, or chocolate flavored milk 301 00:16:01.583 --> 00:16:04.883 So the areas that control the Emitter are 302 00:16:04.883 --> 00:16:09.933 largely separated into factory setting area and product setting area 303 00:16:09.933 --> 00:16:13.383 and each items in those 304 00:16:13.383 --> 00:16:16.733 are what we call modules 305 00:16:16.733 --> 00:16:19.783 You can also add different things 306 00:16:19.783 --> 00:16:22.233 to this module by clicking on the plus button 307 00:16:22.233 --> 00:16:24.983 Those we will work on later on 308 00:16:24.983 --> 00:16:28.133 and first, if we made an asset 309 00:16:28.133 --> 00:16:29.683 we must name it 310 00:16:29.683 --> 00:16:32.733 So we'll right click on the name area 311 00:16:32.733 --> 00:16:34.283 and rename it 312 00:16:34.283 --> 00:16:37.183 It goes the same on the detail window here 313 00:16:37.183 --> 00:16:40.633 You can change the name by double clicking 314 00:16:40.633 --> 00:16:43.433 We'll change the name from Empty 315 00:16:43.433 --> 00:16:45.683 to Fire 316 00:16:45.683 --> 00:16:48.483 The name is especially important later on when 317 00:16:48.483 --> 00:16:50.833 we export these modules 318 00:16:50.833 --> 00:16:53.933 that are made 319 00:16:53.933 --> 00:16:57.583 We can export these Emitters 320 00:16:57.583 --> 00:17:00.983 so if you change the name in advance 321 00:17:00.983 --> 00:17:04.483 you will be able to export the Emitter modules you want 322 00:17:04.483 --> 00:17:06.833 and use them 323 00:17:06.833 --> 00:17:09.383 First let's learn the characteristics 324 00:17:09.383 --> 00:17:13.583 of Fire that we're going to create 325 00:17:13.583 --> 00:17:17.183 It's not just a still image 326 00:17:17.183 --> 00:17:19.533 but a moving video 327 00:17:19.533 --> 00:17:21.883 of a flame, then we could think of 328 00:17:21.883 --> 00:17:25.483 flames lighting up like this 329 00:17:25.483 --> 00:17:27.783 These movements of the flame 330 00:17:27.783 --> 00:17:31.083 or how it dies off and such 331 00:17:31.083 --> 00:17:33.983 Looking at the changes 332 00:17:33.983 --> 00:17:35.783 and sketching them out 333 00:17:35.783 --> 00:17:39.233 helps a lot to think about 334 00:17:39.233 --> 00:17:42.083 how you'll change the shape of it 335 00:17:42.083 --> 00:17:47.233 So to explain some properties of flame 336 00:17:47.233 --> 00:17:52.034 first it keeps on moving 337 00:17:52.034 --> 00:17:53.884 It sways with wind 338 00:17:53.884 --> 00:17:57.084 It also separates and vanishes 339 00:17:57.084 --> 00:17:59.034 For now in my drawing 340 00:17:59.034 --> 00:18:01.284 it's in green 341 00:18:01.284 --> 00:18:05.284 but usually they are red 342 00:18:05.284 --> 00:18:09.884 especially on the outer layers 343 00:18:09.884 --> 00:18:12.484 and towards the middle 344 00:18:12.484 --> 00:18:15.184 it has orange or bright yellow colors 345 00:18:15.184 --> 00:18:17.934 Another property of fire is 346 00:18:17.934 --> 00:18:22.234 that it has a rough range 347 00:18:22.234 --> 00:18:24.684 A flame of this size won't get much bigger 348 00:18:24.684 --> 00:18:27.584 unless it catches on some other object 349 00:18:27.584 --> 00:18:32.634 Of course there will be some changes as it waves 350 00:18:32.634 --> 00:18:36.884 but roughly it will stay within 351 00:18:36.884 --> 00:18:41.784 a certain range 352 00:18:41.784 --> 00:18:44.634 It also has the shape of 353 00:18:44.634 --> 00:18:48.684 being wider on the bottom where it starts 354 00:18:48.684 --> 00:18:53.534 and getting narrower as it goes up 355 00:18:53.534 --> 00:18:57.434 So to simplify these it will look like this 356 00:18:57.434 --> 00:19:00.684 It goes from bottom to up 357 00:19:00.684 --> 00:19:06.484 and changing colors from bright yellow to red 358 00:19:06.484 --> 00:19:09.634 Having a certain range 359 00:19:09.634 --> 00:19:15.684 but also getting narrower as it goes up within the range 360 00:19:15.684 --> 00:19:18.834 We will break down these properties 361 00:19:18.834 --> 00:19:22.834 and create each of them 362 00:19:22.834 --> 00:19:24.884 Before you create the effect 363 00:19:24.884 --> 00:19:29.284 knowing the properties of what you're trying to create 364 00:19:29.284 --> 00:19:31.234 is very important 365 00:19:31.234 --> 00:19:33.184 in terms of expression 366 00:19:33.534 --> 00:19:36.234 First, Emitter Update 367 00:19:36.234 --> 00:19:38.384 Emitter Update 368 00:19:38.384 --> 00:19:42.084 Like I mentioned, if this whole thing is a factory 369 00:19:42.084 --> 00:19:45.534 Emitter is a production line 370 00:19:45.534 --> 00:19:48.784 For production lines, how much production there is in a day 371 00:19:48.784 --> 00:19:50.234 is very important 372 00:19:50.234 --> 00:19:55.734 and just like that, we can also set how many will be created per second 373 00:19:55.734 --> 00:19:58.835 Click on the Emitter Update Plus button 374 00:19:58.835 --> 00:20:00.685 and add Spawn Rate 375 00:20:00.685 --> 00:20:05.285 Then we'll add 30 for the Spawn Rate value 376 00:20:05.285 --> 00:20:07.035 If we put 30 here 377 00:20:07.035 --> 00:20:09.835 as you can see on the preview window 378 00:20:09.835 --> 00:20:14.685 There are round particles 379 00:20:14.685 --> 00:20:16.885 but it looks like one 380 00:20:16.885 --> 00:20:19.835 This is numerous particles 381 00:20:19.835 --> 00:20:22.135 layered on top of each other 382 00:20:22.135 --> 00:20:23.785 If you activate the particle counts 383 00:20:23.785 --> 00:20:27.485 on show here 384 00:20:27.485 --> 00:20:29.685 you will be able to see the particle amount 385 00:20:29.685 --> 00:20:34.135 in numbers like on my screen 386 00:20:34.135 --> 00:20:36.685 that are in the preview window 387 00:20:36.685 --> 00:20:39.735 So we have made the particle generate 388 00:20:39.735 --> 00:20:44.535 30 per second through the Rate value 389 00:20:44.535 --> 00:20:46.785 It's creating 30 particle per second 390 00:20:46.785 --> 00:20:51.485 but the total particle count says 150 391 00:20:51.485 --> 00:20:54.935 So the number of particle actually created are 150 392 00:20:54.935 --> 00:20:58.085 Where this 150 comes from is 393 00:20:58.085 --> 00:21:02.535 from the Emitter State right above it 394 00:21:02.535 --> 00:21:07.835 Emitter State means the running time of the production line 395 00:21:07.835 --> 00:21:12.085 and Spawn Rate refers to the production amount 396 00:21:12.085 --> 00:21:15.085 The factory needs to determine the running time 397 00:21:15.085 --> 00:21:17.785 and if you select Emitter State 398 00:21:17.785 --> 00:21:20.385 the Life Cycle Mode 399 00:21:20.385 --> 00:21:23.435 is on system and not on self 400 00:21:23.435 --> 00:21:26.985 This means that I don't manage it one by one 401 00:21:26.985 --> 00:21:30.485 but that it will follow the factory's default setting 402 00:21:30.485 --> 00:21:33.435 and the factory's setting says 403 00:21:33.435 --> 00:21:37.835 the Loop Duration is 5 seconds 404 00:21:37.835 --> 00:21:40.185 All these time mentioned here 405 00:21:40.185 --> 00:21:42.835 are in seconds 406 00:21:42.835 --> 00:21:47.485 The repetition of Loop behavior 407 00:21:47.485 --> 00:21:48.985 is set as infinite 408 00:21:48.985 --> 00:21:53.985 It produces for 5 seconds and re-runs every 5 seconds 409 00:21:53.985 --> 00:21:56.585 So in creating particle 410 00:21:56.585 --> 00:21:59.535 the Emitter Update area here 411 00:21:59.535 --> 00:22:03.285 plays a very important role 412 00:22:03.285 --> 00:22:07.336 Of course there is the Rate method 413 00:22:07.336 --> 00:22:09.386 which has fixed per second production 414 00:22:09.386 --> 00:22:13.286 there is also Burst that creates 415 00:22:13.286 --> 00:22:16.586 tens of thousands at once 416 00:22:16.586 --> 00:22:18.336 which is another method 417 00:22:18.336 --> 00:22:20.386 You can choose 418 00:22:20.386 --> 00:22:22.886 according to what you want 419 00:22:22.886 --> 00:22:24.886 and for now 420 00:22:24.886 --> 00:22:28.886 we'll work with the Rate method that creates 421 00:22:28.886 --> 00:22:31.586 certain amount every second 422 00:22:32.036 --> 00:22:35.836 Now we'll create particle motility 423 00:22:35.836 --> 00:22:39.086 Now the particle is still 424 00:22:39.086 --> 00:22:42.736 but it must move up for it to look like flames 425 00:22:42.736 --> 00:22:45.786 To do that, at first 426 00:22:45.786 --> 00:22:47.936 to let it move at a persistent speed 427 00:22:47.936 --> 00:22:50.536 you can click on plus on the Spawn area 428 00:22:50.536 --> 00:22:53.736 and click on Add Velocity 429 00:22:53.736 --> 00:22:55.836 We are setting the speed 430 00:22:55.836 --> 00:22:59.636 Here it shows an alert on the detail window 431 00:22:59.636 --> 00:23:02.936 and you'll see Fix issue buttons 432 00:23:02.936 --> 00:23:05.136 Before, on Cascade 433 00:23:05.136 --> 00:23:08.786 even if the modules didn't match each other 434 00:23:08.786 --> 00:23:11.086 there wasn't a way to know 435 00:23:11.086 --> 00:23:14.536 But on Niagara, if there's a problem 436 00:23:14.536 --> 00:23:18.686 or modules missing 437 00:23:18.686 --> 00:23:21.586 it reports the error and 438 00:23:21.586 --> 00:23:23.786 tells you what's wrong 439 00:23:23.786 --> 00:23:27.186 What we're adding here is 440 00:23:27.186 --> 00:23:30.536 the first item, Solve Forces And Velocity 441 00:23:30.536 --> 00:23:33.436 Click on Fix issue here 442 00:23:33.436 --> 00:23:37.586 and the error will be solved as you can see 443 00:23:37.586 --> 00:23:40.486 and additionally we didn't add it here 444 00:23:40.486 --> 00:23:44.186 but with Fix issue, you can see that 445 00:23:44.186 --> 00:23:47.836 the Solve Forces And Velocity item is added 446 00:23:47.836 --> 00:23:49.236 to the Update items 447 00:23:49.236 --> 00:23:51.486 The speed that the particle moves up 448 00:23:51.486 --> 00:23:54.386 is now set on 50 unit up 449 00:23:54.386 --> 00:23:59.236 on Velocity 450 00:23:59.236 --> 00:24:04.986 and you can change the speed 451 00:24:04.986 --> 00:24:09.187 of how many units you want it to move per second 452 00:24:09.187 --> 00:24:12.037 If we set the Z axis 453 00:24:12.037 --> 00:24:16.737 the direction upwards as 100 454 00:24:16.737 --> 00:24:19.587 then it shows that it's going up 455 00:24:19.587 --> 00:24:22.587 towards the top of the screen 456 00:24:22.587 --> 00:24:25.537 Let me change the view mode to Wireframe 457 00:24:25.537 --> 00:24:28.737 from Lit 458 00:24:28.737 --> 00:24:33.037 Then you can see on the screen that 459 00:24:33.037 --> 00:24:36.887 these rectangles are going up 460 00:24:36.887 --> 00:24:39.787 And you can also see that even if you see it from closer 461 00:24:39.787 --> 00:24:43.687 or from the bottom by right clicking 462 00:24:43.687 --> 00:24:47.487 that the squares are always facing me 463 00:24:47.487 --> 00:24:50.887 We call this Billboard 464 00:24:50.887 --> 00:24:56.037 Billboard means that it always faces the camera 465 00:24:56.037 --> 00:24:59.637 without us having to set a rotation value 466 00:24:59.637 --> 00:25:02.487 This object, this mesh, wherever it is 467 00:25:02.487 --> 00:25:04.287 if there is a camera, it will always 468 00:25:04.287 --> 00:25:07.237 face the camera and this type of asset 469 00:25:07.237 --> 00:25:09.187 is called Billboard 470 00:25:09.187 --> 00:25:11.137 So the way in which 471 00:25:11.137 --> 00:25:13.787 the basic round image that we saw 472 00:25:13.787 --> 00:25:16.987 being round images put into these squares 473 00:25:16.987 --> 00:25:21.187 is the common way 474 00:25:21.187 --> 00:25:24.687 of particles 475 00:25:24.687 --> 00:25:29.337 This way, even when we have a lot of particles 476 00:25:29.337 --> 00:25:33.837 we can create the image that we want relatively easily 477 00:25:33.837 --> 00:25:36.637 Now back to Lit mode 478 00:25:36.637 --> 00:25:41.437 let's put a color to them 479 00:25:41.437 --> 00:25:44.587 Adding colors, from the beginning 480 00:25:44.587 --> 00:25:49.787 on the Initial Particle item's detail window 481 00:25:49.787 --> 00:25:52.737 you can set the color through color mode 482 00:25:52.737 --> 00:25:55.687 and if you do Unset on Direct set 483 00:25:55.687 --> 00:25:57.787 it means that there won't be anything designated to it when it starts 484 00:25:57.787 --> 00:26:00.187 The default value is white 485 00:26:00.187 --> 00:26:03.237 and if we change the color, it shows red 486 00:26:03.237 --> 00:26:05.637 White, or green 487 00:26:05.637 --> 00:26:09.037 like this change the color 488 00:26:09.037 --> 00:26:13.587 but flames don't have just one color 489 00:26:13.587 --> 00:26:16.688 Let me roughly mark the colors here 490 00:26:16.688 --> 00:26:18.988 It starts off yellow 491 00:26:18.988 --> 00:26:21.438 Then it proceeds to orange 492 00:26:21.438 --> 00:26:24.888 and then it turns red and the very edges 493 00:26:24.888 --> 00:26:26.988 This is how it's usually seen 494 00:26:26.988 --> 00:26:30.338 Following the movement direction 495 00:26:30.338 --> 00:26:33.688 having a gradient of color from the beginning point 496 00:26:33.688 --> 00:26:36.438 to the end point 497 00:26:36.438 --> 00:26:40.288 To do that, we must use the Update item 498 00:26:40.288 --> 00:26:43.388 instead of Spawn 499 00:26:43.388 --> 00:26:47.288 Spawn here is the initial, default value 500 00:26:47.288 --> 00:26:50.288 and this is the changing value 501 00:26:50.288 --> 00:26:54.588 The change could be that of colors 502 00:26:54.588 --> 00:26:57.038 or that of direction, speed 503 00:26:57.038 --> 00:26:58.538 and many other things 504 00:26:58.538 --> 00:27:01.788 So as time passes and it goes up 505 00:27:01.788 --> 00:27:05.238 the color should change so to do that 506 00:27:05.238 --> 00:27:08.538 click on the plus button on Particle Update 507 00:27:08.538 --> 00:27:11.488 and add Scale Color 508 00:27:11.488 --> 00:27:15.038 Scale Mode on Scale Color 509 00:27:15.038 --> 00:27:17.638 is a method to express the 510 00:27:17.638 --> 00:27:19.388 changing aspects 511 00:27:19.388 --> 00:27:20.888 The simplest form 512 00:27:20.888 --> 00:27:26.138 would be changing the RGBA Linear Color Curve 513 00:27:26.138 --> 00:27:28.838 and you'll see the numbers 514 00:27:28.838 --> 00:27:31.088 turning into a Gradient Map 515 00:27:31.088 --> 00:27:34.588 that is visualized 516 00:27:34.588 --> 00:27:38.038 So let's express the colors here 517 00:27:38.038 --> 00:27:42.338 What above is you can see when you double click that it chooses the color 518 00:27:42.338 --> 00:27:46.638 and below is alpha, so transparency 519 00:27:46.638 --> 00:27:49.638 Let's start from the color first 520 00:27:49.638 --> 00:27:52.438 From bright yellow, our end point is 521 00:27:52.438 --> 00:27:55.238 changing it to red 522 00:27:55.238 --> 00:27:58.788 Click on Ok and on the very top 523 00:27:58.788 --> 00:28:01.488 it looks like a light saber 524 00:28:01.488 --> 00:28:03.738 but the yellow particles 525 00:28:03.738 --> 00:28:07.688 change into red 526 00:28:07.688 --> 00:28:10.388 But generally when creating flames 527 00:28:10.388 --> 00:28:13.138 there are other colors commonly used 528 00:28:13.138 --> 00:28:15.488 so let me explain a little more about them 529 00:28:15.488 --> 00:28:19.288 Between yellow and red 530 00:28:19.288 --> 00:28:22.538 and it shows when you click on it 531 00:28:22.538 --> 00:28:25.438 We usually use orange here 532 00:28:25.438 --> 00:28:29.038 Let's drag the red a little more 533 00:28:29.038 --> 00:28:32.138 And it does not end at red 534 00:28:32.138 --> 00:28:34.438 but let's click one more time on the edge 535 00:28:34.438 --> 00:28:36.988 to add and double click 536 00:28:36.988 --> 00:28:42.339 to end off with a dark brickish color 537 00:28:42.339 --> 00:28:43.839 So a total of four colors 538 00:28:43.839 --> 00:28:48.639 Bright yellow, orange, red, dark red 539 00:28:48.639 --> 00:28:52.089 We have four levels of colors 540 00:28:52.089 --> 00:28:56.439 but these are colors that I randomly picked 541 00:28:56.439 --> 00:28:59.239 bur rather these are the common color combination 542 00:28:59.239 --> 00:29:04.139 used in particle examples 543 00:29:04.139 --> 00:29:07.889 The reason why it's getting blurry as it goes up 544 00:29:07.889 --> 00:29:10.489 is because of the transparency here 545 00:29:10.489 --> 00:29:13.089 The background not showing 546 00:29:13.089 --> 00:29:16.439 can be solved by clicking on Show Environment 547 00:29:16.439 --> 00:29:20.339 on the preview setting window to see how it looks on a bright environment 548 00:29:20.339 --> 00:29:22.989 and another thing, the transparency 549 00:29:22.989 --> 00:29:25.739 you can check how it's managed 550 00:29:25.739 --> 00:29:28.589 If you want to control the transparency 551 00:29:28.589 --> 00:29:31.389 with a little more detail 552 00:29:31.389 --> 00:29:32.639 you can do this 553 00:29:32.639 --> 00:29:35.989 This is also a common combination 554 00:29:35.989 --> 00:29:37.889 of alpha values 555 00:29:37.889 --> 00:29:41.739 It's not ideal if we can visibly see the particle 556 00:29:41.739 --> 00:29:43.839 being generated at the starting point 557 00:29:43.839 --> 00:29:47.089 so we usually set the alpha value as 0 558 00:29:47.089 --> 00:29:51.439 Then it goes immediately to 100%, 1 559 00:29:51.439 --> 00:29:52.889 you can double click on it 560 00:29:52.889 --> 00:29:55.789 And closer to the middle 561 00:29:55.789 --> 00:29:59.339 also double click on the semitransparent value 562 00:29:59.339 --> 00:30:02.089 and set this as 1 as well 563 00:30:02.089 --> 00:30:05.439 Now you can see, unlike colors 564 00:30:05.439 --> 00:30:09.739 the colors are relatively evenly distributed 565 00:30:09.739 --> 00:30:14.039 while alpha values are more 566 00:30:14.039 --> 00:30:16.639 extreme in its values 567 00:30:16.639 --> 00:30:20.489 These settings are used a lot 568 00:30:20.489 --> 00:30:23.539 in other particles as well 569 00:30:23.539 --> 00:30:25.489 So it would be nice if you keep this in mind 570 00:30:25.489 --> 00:30:30.340 You can also control how much it shows by 571 00:30:30.340 --> 00:30:34.790 dragging the location like this 572 00:30:34.790 --> 00:30:38.340 So eventually we have this particle 573 00:30:38.340 --> 00:30:42.340 going upward and as it goes up 574 00:30:42.340 --> 00:30:46.390 the colors changes little by little 575 00:30:46.390 --> 00:30:49.190 Now, the movement of the particle itself 576 00:30:49.190 --> 00:30:52.490 in terms of color seems similar 577 00:30:52.490 --> 00:30:55.890 to a candle light or a flame 578 00:30:55.890 --> 00:31:00.340 but the movement is too uniform just going up 579 00:31:00.340 --> 00:31:02.540 so the movement is very awkward 580 00:31:02.540 --> 00:31:06.890 So let's set the range it moves in 581 00:31:06.890 --> 00:31:08.490 and create the details 582 00:31:08.490 --> 00:31:12.190 First click on plus on Particle Spawn 583 00:31:12.190 --> 00:31:14.440 and click on Shape Location 584 00:31:14.440 --> 00:31:17.340 Then it says Sphere by default 585 00:31:17.340 --> 00:31:21.290 As you can see each particle grains 586 00:31:21.290 --> 00:31:26.090 are moving upward in a bit wider range, scattered around 587 00:31:26.090 --> 00:31:29.640 This can be managed by changing the Sphere's radius 588 00:31:29.640 --> 00:31:34.190 as we change it from the default value 100 to 0 589 00:31:34.190 --> 00:31:37.440 it shows the same movement from what we initially had 590 00:31:37.440 --> 00:31:40.640 but as we widen this 591 00:31:40.640 --> 00:31:43.540 Let me make it even wider than 100 592 00:31:43.540 --> 00:31:46.190 Then you can see like this 593 00:31:46.190 --> 00:31:51.090 the range has widened and in the virtual space called Sphere 594 00:31:51.090 --> 00:31:54.290 it is Spawned randomly 595 00:31:54.290 --> 00:31:59.590 so it goes up scattered like this 596 00:31:59.590 --> 00:32:03.240 but if this is too wide 597 00:32:03.240 --> 00:32:05.240 or moves completely randomly, that would be a problem 598 00:32:05.240 --> 00:32:09.640 so we must control it to an appropriate size 599 00:32:09.640 --> 00:32:13.790 Let's change the Primitive type to Cylinder 600 00:32:13.790 --> 00:32:17.390 and narrow the range a little 601 00:32:17.390 --> 00:32:21.590 Height value 10 602 00:32:21.590 --> 00:32:24.690 and radius at 30 603 00:32:24.690 --> 00:32:28.340 Then compared to the straight movement 604 00:32:28.340 --> 00:32:31.740 it looks a little more like a flame 605 00:32:31.740 --> 00:32:34.541 It changed a little 606 00:32:34.541 --> 00:32:39.691 And there are some texture on the edges 607 00:32:39.691 --> 00:32:41.641 adding to the shape 608 00:32:41.641 --> 00:32:46.891 making it closer to a flame than before 609 00:32:46.891 --> 00:32:48.741 Basically cylinder 610 00:32:48.741 --> 00:32:51.791 is a circular tube 611 00:32:51.791 --> 00:32:56.791 so the particles are randomly generated within that range 612 00:32:56.791 --> 00:32:59.391 Take a look at initial Particle 613 00:32:59.391 --> 00:33:03.041 and you'll see the lifetime is 5 614 00:33:03.041 --> 00:33:05.841 You can think of this as the shelf life 615 00:33:05.841 --> 00:33:09.491 Each particles have the lifetime of 5 seconds 616 00:33:09.491 --> 00:33:10.691 and are spawned 617 00:33:10.691 --> 00:33:13.941 If we change this to 50 618 00:33:13.941 --> 00:33:17.291 then it is given the lifetime of 50 seconds 619 00:33:17.291 --> 00:33:20.641 so it goes way higher up 620 00:33:20.641 --> 00:33:22.591 But the reason it doesn't look red is 621 00:33:22.591 --> 00:33:25.891 because before it turns red 622 00:33:25.891 --> 00:33:29.291 the particle generation is over in the timeline 623 00:33:29.291 --> 00:33:32.141 and let's turn this back to the default value 5 624 00:33:32.141 --> 00:33:34.791 Going towards the bottom here 625 00:33:34.791 --> 00:33:38.441 you can see Sprite Attributes among the things 626 00:33:38.441 --> 00:33:41.091 that set the particle settings 627 00:33:41.091 --> 00:33:43.991 The Renderer that we're using now 628 00:33:43.991 --> 00:33:47.691 What shows the drawing on the screen 629 00:33:47.691 --> 00:33:50.741 uses Sprite Renderer 630 00:33:50.741 --> 00:33:53.191 so on Initialize Particle here 631 00:33:53.191 --> 00:33:57.291 you can use the options of Sprite Attribute 632 00:33:57.291 --> 00:34:00.241 to set the particles' sizes or rotation 633 00:34:00.241 --> 00:34:02.341 and edit them 634 00:34:02.341 --> 00:34:05.441 Here, Mesh Attribute or Ribbon Attribute 635 00:34:05.441 --> 00:34:09.091 will be affected if a separate Renderer is added 636 00:34:09.091 --> 00:34:10.791 but even if we change these here 637 00:34:10.791 --> 00:34:12.841 there is only Sprite Renderer 638 00:34:12.841 --> 00:34:15.191 so these won't be affected 639 00:34:15.191 --> 00:34:18.241 So go to Uniform on Sprite Size 640 00:34:18.241 --> 00:34:20.491 and set the size as 10 641 00:34:20.491 --> 00:34:22.691 then you can see that it's a little smaller now 642 00:34:22.691 --> 00:34:25.441 And if we change it to 50 643 00:34:25.441 --> 00:34:27.591 each particles are 644 00:34:27.591 --> 00:34:30.691 way denser like this 645 00:34:30.691 --> 00:34:35.491 But the particles only go up 646 00:34:35.491 --> 00:34:38.592 and the range is very uniform, which makes it look awkward 647 00:34:38.592 --> 00:34:41.642 So now we'll 648 00:34:41.642 --> 00:34:46.242 make it get narrower as it goes up 649 00:34:46.242 --> 00:34:50.042 by adding a module on the Update item 650 00:34:50.042 --> 00:34:54.142 What was set at Initialize is the value when it begins 651 00:34:54.142 --> 00:34:58.992 and Update means the change during the lifetime 652 00:34:58.992 --> 00:35:01.442 We are using Sprite 653 00:35:01.442 --> 00:35:04.692 so search Sprite here 654 00:35:04.692 --> 00:35:08.642 then there is this module called Scale Sprite Size 655 00:35:08.642 --> 00:35:11.792 We'll add this, a size module 656 00:35:11.792 --> 00:35:15.192 Then the default value is small like this 657 00:35:15.192 --> 00:35:19.692 and then the Scale goes from 0 to 100, 100% 658 00:35:19.692 --> 00:35:23.092 It's set to go from 0 to 100% 659 00:35:23.092 --> 00:35:27.342 and I'll just make the window larger so it's easier to see 660 00:35:27.342 --> 00:35:31.642 So 0 here refers to the beginning point 661 00:35:31.642 --> 00:35:35.092 when each particles start 662 00:35:35.092 --> 00:35:37.942 and the X axis here is time 663 00:35:37.942 --> 00:35:39.392 and 1 here 664 00:35:39.392 --> 00:35:43.042 doesn't mean 1 second but 100% 665 00:35:43.042 --> 00:35:46.492 We had our particles at initialize 666 00:35:46.492 --> 00:35:49.242 set at 5 seconds 667 00:35:49.242 --> 00:35:51.392 So here, 1 means 668 00:35:51.392 --> 00:35:54.142 when 5 seconds pass from 0 669 00:35:54.142 --> 00:35:57.492 so that 100% of time has passed 670 00:35:57.492 --> 00:36:01.392 During that time, the change in Scale value 671 00:36:01.392 --> 00:36:04.442 is expressed on the Y axis 672 00:36:04.442 --> 00:36:08.442 So the X axis is time, and Y axis is value 673 00:36:08.442 --> 00:36:10.742 Similarly on Scale Color 674 00:36:10.742 --> 00:36:13.392 it was time passing as we go to the right 675 00:36:13.392 --> 00:36:17.342 So in most particles, the horizontal, X axis 676 00:36:17.342 --> 00:36:20.642 means time 677 00:36:20.642 --> 00:36:22.792 These each values 678 00:36:22.792 --> 00:36:26.042 These triangular shapes 679 00:36:26.042 --> 00:36:28.092 are called key 680 00:36:28.092 --> 00:36:34.092 This is about the time, X axis, and Scale value, Y axis 681 00:36:34.092 --> 00:36:35.692 There are these two 682 00:36:35.692 --> 00:36:39.342 So click on one point 683 00:36:39.342 --> 00:36:42.592 and it shows X axis and Y axis 684 00:36:42.592 --> 00:36:45.943 So right click here 685 00:36:45.943 --> 00:36:49.993 and add key to add value 686 00:36:49.993 --> 00:36:53.043 or you can drag it to change the value as well 687 00:36:53.043 --> 00:36:56.743 If you change it like this, the change will be sudden 688 00:36:56.743 --> 00:36:59.993 then slower after than 689 00:36:59.993 --> 00:37:03.143 If you don't need it, right click and Delete 690 00:37:03.143 --> 00:37:06.493 or use the Delete key on the keyboard 691 00:37:06.493 --> 00:37:08.993 to remove Key values that you don't need 692 00:37:08.993 --> 00:37:11.843 So let's change the graph shape a little 693 00:37:11.843 --> 00:37:15.393 Add a key by clicking on Add Key 694 00:37:15.393 --> 00:37:19.043 and we'll put that a little before where it reaches 100% 695 00:37:19.043 --> 00:37:22.143 The max doesn't have to be 1 696 00:37:22.143 --> 00:37:24.593 it could be twice as well 697 00:37:24.593 --> 00:37:28.243 It's in scale, so it can be twice as big 698 00:37:28.243 --> 00:37:30.693 When it goes out of the range of the graph 699 00:37:30.693 --> 00:37:34.293 you can click on this zoom button 700 00:37:34.293 --> 00:37:37.593 on the very left 701 00:37:37.593 --> 00:37:42.593 to see the graph better 702 00:37:42.593 --> 00:37:46.643 And make it come back to 0 at the end 703 00:37:46.643 --> 00:37:50.343 Setting it to slowly get narrower 704 00:37:50.343 --> 00:37:54.243 These tiny bubbles in the beginning 705 00:37:54.243 --> 00:37:57.893 are kin of awkward, right? 706 00:37:57.893 --> 00:38:03.793 So in the beginning, we can put about 0.7 to 0.8 707 00:38:03.793 --> 00:38:09.093 so that they overlap and the movement looks like this 708 00:38:09.093 --> 00:38:11.243 Let's set it like that 709 00:38:11.243 --> 00:38:13.893 Now with these changes 710 00:38:13.893 --> 00:38:15.893 to make it look a little smoother 711 00:38:15.893 --> 00:38:20.143 you can right click and set the Key value as Auto 712 00:38:20.143 --> 00:38:24.293 then the graph will turn into a curved shape 713 00:38:24.293 --> 00:38:28.693 to make the expressions smoother 714 00:38:28.693 --> 00:38:33.043 So with the handle you can also choose how 715 00:38:33.043 --> 00:38:35.893 sloped the curve is 716 00:38:35.893 --> 00:38:37.493 With these settings 717 00:38:37.493 --> 00:38:40.893 it looks more like a flame 718 00:38:40.893 --> 00:38:45.143 Let's put this in world 719 00:38:45.143 --> 00:38:46.893 First save it 720 00:38:46.893 --> 00:38:50.394 and drag the flame that we made onto world 721 00:38:50.394 --> 00:38:53.644 and we can see the flame 722 00:38:53.644 --> 00:38:56.794 The flame is vanishing towards the top, natural 723 00:38:56.794 --> 00:38:59.944 If we change a value 724 00:38:59.944 --> 00:39:03.494 For example on initialize Particle 725 00:39:03.494 --> 00:39:06.644 we change the Lifetime to 3 seconds 726 00:39:06.644 --> 00:39:10.344 then that is shown in world as well 727 00:39:10.344 --> 00:39:13.044 Now let's use Material 728 00:39:13.044 --> 00:39:17.294 to create a more detailed flame 729 00:39:17.294 --> 00:39:18.794 Let's do that 730 00:39:18.794 --> 00:39:21.944 Material used in particle 731 00:39:21.944 --> 00:39:23.994 are also done using material editor 732 00:39:23.994 --> 00:39:27.694 and connecting it to a Renderer 733 00:39:27.694 --> 00:39:29.894 This time, let's make a Material 734 00:39:29.894 --> 00:39:31.694 on the content browser 735 00:39:31.694 --> 00:39:37.344 Then name the Material M_FireFX 736 00:39:37.344 --> 00:39:40.994 and tap enter to open the Material Editor window 737 00:39:40.994 --> 00:39:44.694 Usually the most basic setting of the Material Editor window 738 00:39:44.694 --> 00:39:48.394 is set to be suitable for 3D object creation 739 00:39:48.394 --> 00:39:51.994 We're going to change the settings a little bit 740 00:39:51.994 --> 00:39:53.794 so that it suits effect better 741 00:39:53.794 --> 00:39:57.144 First, let's change the Blend Mode from Opaque 742 00:39:57.144 --> 00:40:00.944 Masked, Translucent, or 3D object 743 00:40:00.944 --> 00:40:03.294 to Additive type 744 00:40:03.294 --> 00:40:06.994 This characteristic, like Sprite that we previously saw 745 00:40:06.994 --> 00:40:12.894 is what makes these semitransparent objects 746 00:40:12.894 --> 00:40:15.294 look brighter as they are overlapping 747 00:40:15.294 --> 00:40:17.644 with each other 748 00:40:17.644 --> 00:40:21.644 Translucent things getting brighter and brighter as they overlap 749 00:40:21.644 --> 00:40:24.294 Because particles 750 00:40:24.294 --> 00:40:28.094 are emitting light, they are flames 751 00:40:28.094 --> 00:40:30.294 It is to show that effect 752 00:40:30.294 --> 00:40:32.894 and in addition to that, Shading Model as well 753 00:40:32.894 --> 00:40:35.094 would not need to be affect by light 754 00:40:35.094 --> 00:40:36.694 because it is lighting up by itself 755 00:40:36.694 --> 00:40:40.744 So we'll change the Shading Model to Unlit 756 00:40:40.744 --> 00:40:43.344 Then on the master node on the right 757 00:40:43.344 --> 00:40:46.994 we can see that only Emissive Color and Opacity 758 00:40:46.994 --> 00:40:49.644 are activated 759 00:40:49.644 --> 00:40:51.594 Here, we're going to add a texture 760 00:40:51.594 --> 00:40:53.744 with Texture Sample 761 00:40:53.744 --> 00:40:56.094 Search Texture Sample 762 00:40:56.094 --> 00:40:57.845 and there is a texture called simple 763 00:40:57.845 --> 00:41:00.595 that is not in the default starter content 764 00:41:00.595 --> 00:41:03.495 I'm going to provided this for you 765 00:41:03.495 --> 00:41:04.845 to download it 766 00:41:04.845 --> 00:41:07.795 and you'll just have to drag this texture file 767 00:41:07.795 --> 00:41:11.145 into the content browser window 768 00:41:11.145 --> 00:41:13.995 So select this texture 769 00:41:13.995 --> 00:41:15.995 and connect it to the 770 00:41:15.995 --> 00:41:17.945 Texture Sample node here 771 00:41:17.945 --> 00:41:19.495 Then the texture is sent 772 00:41:19.495 --> 00:41:23.945 Usually for 3D objects, we use it just like this 773 00:41:23.945 --> 00:41:26.645 But for particle 774 00:41:26.645 --> 00:41:31.845 you must add this thing called Particle Color 775 00:41:31.845 --> 00:41:34.195 We had changed the color value 776 00:41:34.195 --> 00:41:38.395 through modules 777 00:41:38.395 --> 00:41:41.445 What delivers the changing color values 778 00:41:41.445 --> 00:41:44.695 from the module to the Material is 779 00:41:44.695 --> 00:41:46.895 this Particle Color module 780 00:41:46.895 --> 00:41:51.645 so you must connect these two with Multiply 781 00:41:51.645 --> 00:41:53.995 to bring the proper 782 00:41:53.995 --> 00:41:57.395 color or transparency expressions 783 00:41:57.395 --> 00:41:59.895 We have learned how to make 784 00:41:59.895 --> 00:42:02.345 the most basic Particle Color 785 00:42:02.345 --> 00:42:04.095 and now let's save this 786 00:42:04.095 --> 00:42:08.245 and put it into Sprite Renderer 787 00:42:08.245 --> 00:42:13.245 Select M_FireFX from content browser 788 00:42:13.245 --> 00:42:15.945 and click on the arrow 789 00:42:15.945 --> 00:42:18.145 Then the shape looks 790 00:42:18.145 --> 00:42:21.845 a little more like a flame 791 00:42:21.845 --> 00:42:25.395 If there were no Particle Node 792 00:42:25.395 --> 00:42:28.545 Let's remove the Particle Color Node 793 00:42:28.545 --> 00:42:30.295 If this was the case 794 00:42:30.295 --> 00:42:34.245 no matter how much we change using the Scale Color 795 00:42:34.245 --> 00:42:37.245 there is no change in color 796 00:42:37.245 --> 00:42:40.395 So if you want to change particle color 797 00:42:40.395 --> 00:42:43.195 through module 798 00:42:43.195 --> 00:42:46.245 you must create a Particle Color Node 799 00:42:46.245 --> 00:42:50.695 that can deliver the module's values 800 00:42:50.695 --> 00:42:53.895 Now with the Material on the particle 801 00:42:53.895 --> 00:42:56.945 compared to when we first started 802 00:42:56.945 --> 00:42:59.345 Let me turn off the modules 803 00:42:59.345 --> 00:43:03.446 I'll turn off Color, Shape, and Scale 804 00:43:03.446 --> 00:43:07.896 then it looks like a light saber 805 00:43:07.896 --> 00:43:11.846 but now with Scale and Color 806 00:43:11.846 --> 00:43:15.796 it has become more like a flame 807 00:43:15.796 --> 00:43:18.846 If we look at it closer for long 808 00:43:18.846 --> 00:43:21.146 we used too simple structure of a particle 809 00:43:21.146 --> 00:43:23.296 using texture to create it 810 00:43:23.296 --> 00:43:25.846 so the particle's shape 811 00:43:25.846 --> 00:43:28.596 seems a bit monotonous 812 00:43:28.596 --> 00:43:31.296 So now we'll learn 813 00:43:31.296 --> 00:43:33.896 how to solve this problem 814 00:43:33.896 --> 00:43:38.396 We usually call this sequence texture 815 00:43:38.396 --> 00:43:42.046 but the concepts might be a little difficult to understand from here on 816 00:43:42.046 --> 00:43:44.096 Click right 817 00:43:44.096 --> 00:43:48.146 and create Material 818 00:43:48.146 --> 00:43:51.846 and name it M_FireFX_SubUV since 819 00:43:51.846 --> 00:43:55.096 we're going to use the feature SubUV 820 00:43:55.096 --> 00:43:57.896 Open the Material window and do the same as before 821 00:43:57.896 --> 00:43:59.396 with Additive on Blend Mode 822 00:43:59.396 --> 00:44:01.696 and Unlit for Shading Model 823 00:44:01.696 --> 00:44:05.596 but when creating node, instead of Texture Sample 824 00:44:05.596 --> 00:44:09.896 we'll search SubUV 825 00:44:09.896 --> 00:44:12.596 and there is Particle SubUV 826 00:44:12.596 --> 00:44:15.746 Select that, and it's the same for putting texture in 827 00:44:15.746 --> 00:44:18.346 It's the same with general Texture Sample 828 00:44:18.346 --> 00:44:21.696 But what's different is 829 00:44:21.696 --> 00:44:25.696 You see the options are also very similar 830 00:44:25.696 --> 00:44:28.446 I'll show you the differences a bit later on 831 00:44:28.446 --> 00:44:31.146 For both of these 832 00:44:31.146 --> 00:44:36.946 we'll select with Shift, and T_Fire_SubUV texture 833 00:44:36.946 --> 00:44:40.846 This is a texture provided by starter content 834 00:44:40.846 --> 00:44:42.996 Let's add that 835 00:44:42.996 --> 00:44:45.396 So it's added to both of them 836 00:44:45.396 --> 00:44:48.746 First, to SubUV, use Multiply 837 00:44:48.746 --> 00:44:52.646 Let's move this Texture Sample away since it's just for explanation 838 00:44:52.646 --> 00:44:56.246 We'll multiply the color values with 839 00:44:56.246 --> 00:44:58.896 Particle Color Node 840 00:44:58.896 --> 00:45:02.996 and also connect the alpha values 841 00:45:02.996 --> 00:45:04.796 with Multiply as well 842 00:45:04.796 --> 00:45:09.097 So RGB to Emissive, and Opacity to Opacity 843 00:45:09.097 --> 00:45:11.447 Now looking at this on a flat surface 844 00:45:11.447 --> 00:45:14.147 you can see that the texture is 845 00:45:14.147 --> 00:45:18.397 planned out like a grid 846 00:45:18.397 --> 00:45:20.097 Let's first save this 847 00:45:20.097 --> 00:45:21.947 and on Renderer 848 00:45:21.947 --> 00:45:25.547 we'll register the SubUV that we just made 849 00:45:25.547 --> 00:45:29.697 instead of FireFX that uses a single image 850 00:45:29.697 --> 00:45:33.947 First register the M_Fire_SubUV 851 00:45:33.947 --> 00:45:37.247 then you'll see this very grid-like shape 852 00:45:37.247 --> 00:45:41.497 with a weird texture 853 00:45:41.497 --> 00:45:45.547 On the bottom here, there's this SubUV 854 00:45:45.547 --> 00:45:48.847 and there's this item called image size 855 00:45:48.847 --> 00:45:53.197 Let me show you the texture that we're going to use first 856 00:45:53.197 --> 00:45:56.397 On the texture item on starter content 857 00:45:56.397 --> 00:45:58.247 Let's go down 858 00:45:58.247 --> 00:46:00.447 It's this T_Fire_SubUV texture 859 00:46:00.447 --> 00:46:01.697 Double click on that 860 00:46:01.697 --> 00:46:04.747 and it shows these many images 861 00:46:04.747 --> 00:46:10.747 Six horizontally and six vertically, 36 images in total 862 00:46:10.747 --> 00:46:13.447 are planned out in a grid 863 00:46:13.447 --> 00:46:15.097 Generally texture 864 00:46:15.097 --> 00:46:18.997 means showing this whole page 865 00:46:18.997 --> 00:46:22.397 but SubUV divides the texture into n pieces 866 00:46:22.397 --> 00:46:25.897 It cuts these all into n pieces 867 00:46:25.897 --> 00:46:31.147 and make it look like they are just in one page 868 00:46:31.147 --> 00:46:34.897 So if where we start is number 0 869 00:46:34.897 --> 00:46:38.847 it will go to the right which is frame 5 870 00:46:38.847 --> 00:46:41.447 then back to the very left of the next row 871 00:46:41.447 --> 00:46:44.097 and go from frame 6 horizontally 872 00:46:44.097 --> 00:46:48.997 and then back here, in a zigzag motion 873 00:46:48.997 --> 00:46:53.047 It goes from frame to frame 874 00:46:53.047 --> 00:46:56.597 almost like an animation 875 00:46:56.597 --> 00:46:58.697 so when we're using SubUV 876 00:46:58.697 --> 00:47:01.547 we must let the particle know 877 00:47:01.547 --> 00:47:03.597 how many pages of images we're using 878 00:47:03.597 --> 00:47:05.697 So the image size 879 00:47:05.697 --> 00:47:09.597 we'll let it know that there are 6 horizontally and 6 vertically 880 00:47:09.597 --> 00:47:12.397 then it will first show the first frame 881 00:47:12.397 --> 00:47:15.998 which is the image on frame 0 882 00:47:15.998 --> 00:47:18.648 And we must make this flow like an animation 883 00:47:18.648 --> 00:47:21.498 from one frame to another 884 00:47:21.498 --> 00:47:26.648 Over time, from frame 0 to frame 35 885 00:47:26.648 --> 00:47:28.698 you need to go through a total of 36 frames 886 00:47:28.698 --> 00:47:31.098 so we'll add SubUV Animation on 887 00:47:31.098 --> 00:47:35.348 update, not Spawn 888 00:47:35.348 --> 00:47:39.098 Add that and by default it's set to flow linearly 889 00:47:39.098 --> 00:47:41.198 from the beginning to the end 890 00:47:41.198 --> 00:47:45.398 and you can also set the beginning and end frame 891 00:47:45.398 --> 00:47:46.648 What's important here is 892 00:47:46.648 --> 00:47:49.398 what Renderer we're going to use 893 00:47:49.398 --> 00:47:51.898 to make this animation 894 00:47:51.898 --> 00:47:55.398 Click on Sprite Renderer 895 00:47:55.398 --> 00:47:58.148 and select the Renderer 896 00:47:58.148 --> 00:48:00.248 currently added to the Emitter 897 00:48:00.248 --> 00:48:04.498 then you'll see the image flow like this 898 00:48:04.498 --> 00:48:06.548 If this doesn't properly show up 899 00:48:06.548 --> 00:48:09.698 you can try changing the Spawn Rate value to 1 900 00:48:09.698 --> 00:48:13.548 to see the movements like this 901 00:48:13.548 --> 00:48:17.298 Let me put it back to 30 902 00:48:18.398 --> 00:48:20.948 There is an important reason 903 00:48:20.948 --> 00:48:22.898 in using these features 904 00:48:22.898 --> 00:48:26.098 Of course these days the effect systems are so good 905 00:48:26.098 --> 00:48:30.798 so not only just having the Rate value at 30 or 300 906 00:48:30.798 --> 00:48:34.348 but also like 3,000 is possible 907 00:48:34.348 --> 00:48:36.298 Although it won't look pretty 908 00:48:36.298 --> 00:48:38.148 you can scatter 3,000 particles even 909 00:48:38.148 --> 00:48:42.498 But this causes a problem in real time engine 910 00:48:42.498 --> 00:48:46.348 When what happens? When Particle count increases 911 00:48:46.348 --> 00:48:49.048 Of course it deters the performance 912 00:48:49.048 --> 00:48:51.198 But can we know how any particles 913 00:48:51.198 --> 00:48:54.048 there are in a flame? 914 00:48:54.048 --> 00:48:58.148 It will only be possible to create a flame 915 00:48:58.148 --> 00:49:01.848 with countless amounts of particles 916 00:49:01.848 --> 00:49:05.048 But in videography, this is commonly done 917 00:49:05.048 --> 00:49:08.098 In the videography field, they put 918 00:49:08.098 --> 00:49:12.498 crazy amounts of particles and render them for hours 919 00:49:12.498 --> 00:49:16.598 to create a single complete flame image 920 00:49:16.598 --> 00:49:18.798 but in real time we can't 921 00:49:18.798 --> 00:49:21.399 use that many particles like in videos 922 00:49:21.399 --> 00:49:24.399 so conversely, we pre-render 923 00:49:24.399 --> 00:49:27.899 video tools, 3D tools and what is that? 924 00:49:27.899 --> 00:49:30.799 These sequence textures 925 00:49:30.799 --> 00:49:32.699 are pre-rendered 926 00:49:32.699 --> 00:49:36.049 So the rendered results 927 00:49:36.049 --> 00:49:39.499 are turned into sequence texture like these 928 00:49:39.499 --> 00:49:42.249 Each and every one of them rendered 929 00:49:42.249 --> 00:49:46.249 planned out to create a whole page 930 00:49:46.249 --> 00:49:50.749 so that the detailed image using 931 00:49:50.749 --> 00:49:55.399 millions of particle is somewhat depicted 932 00:49:55.399 --> 00:49:58.249 So the lack of particles 933 00:49:58.249 --> 00:50:00.999 compared to videography 934 00:50:00.999 --> 00:50:04.399 is resolved by these sequence textures 935 00:50:04.399 --> 00:50:08.699 After using sequence texture it might look 936 00:50:08.699 --> 00:50:11.599 a bit awkward since there's too many overlapping 937 00:50:11.599 --> 00:50:13.549 So you can adjust the value 938 00:50:13.549 --> 00:50:17.499 according to the effect 939 00:50:17.499 --> 00:50:20.649 Increase of decrease the spawn rate 940 00:50:20.649 --> 00:50:24.999 to make the flame look a little more dynamic 941 00:50:24.999 --> 00:50:26.899 That will also be another way 942 00:50:26.899 --> 00:50:29.649 Like this, particle is 943 00:50:29.649 --> 00:50:32.799 composed of very diverse modules 944 00:50:32.799 --> 00:50:35.749 So through this lecture 945 00:50:35.749 --> 00:50:38.149 I hope you got to understand 946 00:50:38.149 --> 00:50:41.699 the Niagara system 947 00:50:41.949 --> 00:50:45.449 In this lecture, we created a flame effect 948 00:50:45.449 --> 00:50:50.549 to practice the main modules of the Niagara system 949 00:50:50.999 --> 00:50:53.299 You might have felt this during the practice 950 00:50:53.299 --> 00:50:57.099 but when using particle systems like Niagara 951 00:50:57.099 --> 00:51:00.399 change and time are important 952 00:51:00.399 --> 00:51:04.149 so please remember that you must think of these 953 00:51:04.149 --> 00:51:06.999 when creating an effect 954 00:51:07.749 --> 00:51:12.099 Then we'll wrap up this lecture by looking back at what we've learned 955 00:51:12.099 --> 00:51:13.449 Thank you 956 00:51:14.349 --> 00:51:15.949 Concept of Niagara 957 00:51:15.949 --> 00:51:19.349 Niagara Effect provided by Unreal Engine Niagara is used for particle and Emitter production and uses time control option 958 00:51:19.349 --> 00:51:20.099 Niagara effect production 959 00:51:20.099 --> 00:51:21.499 Flame particle production Use Spawn Rate to set particles produced per second Use Emitter State to set particle production time 960 00:51:21.499 --> 00:51:22.199 Motility production Add Velocity from Particle Spawn to make particle move up 961 00:51:22.199 --> 00:51:22.899 Add SolveForcesAndVelocity module for speed or power 962 00:51:22.899 --> 00:51:24.349 Color applicatoin Add Scale Color module to change color Use RGBA Linear Color Curve for color information 963 00:51:24.349 --> 00:51:25.499 Adjust movement range Set default size on Particle Spawn and set production time, size, colors through Initial Particle 964 00:51:25.499 --> 00:51:26.049 Use Scale Sprite Size to make the shape of flame that gets narrower towrds the top 965 00:51:26.049 --> 00:51:27.149 Fire effect material produciton Set Blend Mode type as Additive so the property of becoming brighter as particles overlap is added 966 00:51:27.149 --> 00:51:27.699 Add Texture Sample node and register T_Fire_Simple.png 967 00:51:27.699 --> 00:51:28.799 Sequence Texture Effect production Use Sequence Texture to express animation in particles 968 00:51:28.799 --> 00:51:29.350 Adjust Spawn Rate value to create natural flames