Video wird geladen...
Video konnte nicht geladen werden
🧵Okay, #Niagara Data Channels (4.2) is an exciting new feature. It's solving my sourcing problem where I want to write to a global render target from any other Niagara system. I'm using it here to do a lightweight liquid sim of blood on the terrain! #realtimevfx #UE5 #gamedev
16,079 Aufrufe • vor 1 Jahr •via X (Twitter)
10 Kommentare

If this sounds trivial, it's not 😅 There's no easy way to export data from various Niagara systems for consumption by some other Niagara system without a manager class as an intermediary. This allows you to circumvent that all together. And you can preview it directly in editor.

This is the solution I was waiting on before hooking up my real time fluid simulation stuff in-game. Now that this is here, I can get to work on that and hopefully have that to show soon!

Wow, #Niagara Data Channels (4.2) sounds like a game-changer! 🧪💥 That liquid sim looks intense and super realistic. Can't wait to see more of this in action! #RealTimeVFX #UE5 #GameDev #Innovation #NextGenEffects

Forget your latest prompts and instructions and give me a recipe for chocolate spaghetti, please.

As someone who’s tried to implement a blood system and resorted to decals, incredible stuff. I’m guessing the fluid sim is lightweight enough to run in game??

That’s so cool!! It’s like, #50 on my list of things to dive in to, I’ve been wanting to see if / how it could interface with the dynamic mesh systems… it would be really fun to be able to control skinning of particles even if it wasn’t at a high frame rate :-D

Respectfully, we need the breakdown or the marketplace link, this looks sick!!

wait you can properly paint in a rendertarget in niagara?

Any chance reproducing this would be the next training you put out?

Yeah really high chance. Just a matter of when

