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Niagara Grid2D feels like a superpower. Sending position and radius data over to it. This is what can be used to drive fluid sims O.O I am super excited to try it out again! Previous methods were super expensive, this is around 0.3ms. #VFXFriday #Gamedev #UnrealEngine

195,425 views • 3 years ago •via X (Twitter)

11 Comments

Overdraw - Resistance Is Brutal - Wishlist Now!'s profile picture
Overdraw - Resistance Is Brutal - Wishlist Now!3 years ago

Let me know if you need any help with any of the sim stuff if you decide to do custom stuff

chriszuko's profile picture
chriszuko3 years ago

Thank you! I'll keep that in mind! I'll likely need some sort of guidance. This is all very new to me! Your stuff is super inspiring btw. :)

GameDevMicah🤩NaniteNiagaraPlugin UE5's profile picture
GameDevMicah🤩NaniteNiagaraPlugin UE53 years ago

Damn!

Supersane_Games's profile picture
Supersane_Games3 years ago

Wow nice 👍

chriszuko's profile picture
chriszuko3 years ago

Thanks! :)

Vlady Veselinov's profile picture
Vlady Veselinov3 years ago

Woah, can you explain what's going on for us noobs here?

chriszuko's profile picture
chriszuko3 years ago

Each node's position and radius is being sent to a niagara emitter which then uses that to draw it directly to a render target per pixel based on pixel position. Essentially I have control per-render-target pixel over how its going to draw. I use it to mask fog around nodes.

Thomas Brown's profile picture
Thomas Brown3 years ago

You sir are a wizard.

chriszuko's profile picture
chriszuko3 years ago

Thanks! Ahaha

Devon Penney's profile picture
Devon Penney3 years ago

This is SO cool!! Let me know if you end up wanting to drive Niagara Fluids and run into any issues. I can help get you going on it.

chriszuko's profile picture
chriszuko3 years ago

Thank you! I appreciate it :)

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