Unreal Engine 5.5 - Easy Spark Particle Effect: Quick Niagara Tutorial ✨⚡
CGHOW
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Unreal Engine 5.5 - Easy Spark Particle Effect: Quick Niagara Tutorial ✨⚡
11 024 просмотра · 1 год назад
CGHOW
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11 024 просмотра · 1 год назад
Learn how to create a quick and dynamic spark particle effect in Unreal Engine 5.5 with this fast-paced Niagara tutorial! Your guide, Ashif Ali, a RealtimeVFX artist and YouTuber from India, will teach you to build a stunning and performant spark effect that can be used for explosions, electricity, grinding, or magical spells. We'll use UE5's powerful Niagara particle system to create a believable, randomized spark effect that adds a professional polish to your projects.
This video is essential for game developers and VFX artists who want to master real-time visual effects. By the end, you'll have the knowledge to create and customize a variety of spark and burst effects for your games.
What You'll Learn in this Tutorial:
✅ Spark Emitter Setup: Master the essential steps to create a basic, glowing particle that feels like a spark.
✅ Randomized Motion: Discover how to add randomized, natural-looking movement and lifetime to your particles.
✅ Dynamic Collisions: Learn how to set up simple collisions to make your sparks react to the environment.
✅ Optimization for Games: I'll show you how to build this effect efficiently for optimal performance in your games.
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0:00 Intro & Final Preview: Simple Sparks Effect
0:48 Scene Setup: Using the Motion Graphics map for a quick metallic surface
1:38 Part 1: Basic Sparks Emitter Setup
1:56 Key: Velocity Alignment: Using Align Sprite to Velocity for stretching
2:10 Size by Speed: Using Scale Sprite Size by Speed to control the stretch
2:32 Emitter Shape: Disabling Shape Location to spawn from a single point
2:39 Color: Setting the orange/yellow spark color (using a specific vector value)
2:55 Collision Setup: Adding Collision module
3:50 Key: Analytical Plane Collision: Setting up a collision plane on the world Z-axis (Z=0)
4:17 Randomizing Stretch: Using Random Float for the size/stretch values
4:31 Bouncing & Randomization: Randomizing Bounce Factor and Collision Normal (for varied ricochets)
5:38 Color Randomization: Using Random Range Float on the HSV Saturation to vary color (orange → red)
5:56 Initial Movement: Adding Initial Curl Noise for random, chaotic spawning velocity
6:42 Burst Spawn: Using Spawn Probability over a short Duration to create random burst effects
7:47 Friction & Life: Increasing Friction to make sparks slow/stop after collision, and increasing Life to hold them on the ground
8:39 Part 2: Separating Sparks (Bigger & Brighter)
8:41 Duplicating the emitter, making them brighter and shorter life for high-impact visual
9:15 Light Source: Adding a Light module to the main emitter for dynamic lighting
10:07 Part 3: Custom Spark Material (M_Spark)
10:15 Setting up Additive Unlit material
10:25 Using a Radial Gradient for the basic shape
10:34 Key: Creating the Cylinder Shape: Using Texture Coordinate → Absolute → Step to create a horizontal/vertical cut-out mask
11:26 Multiplying the Radial by the Cut-out Mask to get a rounded-edge, stretched cylinder shape
11:46 Connecting Particle Color and saving the material
11:58 Applying the custom material to both emitters
12:22 Key: Pivot Correction: Shifting the material's Pivot Point on the Y-axis (using the Particle Relative Time node) to ensure the spark tip is at the collision point
12:47 Final Look & Conclusion