I am starting Unreal from scratch, so the question might be lengthy and obscure.
The first image is the niagara effect for a jet engine thruster. I found it from the market, nice looking and not too long. The 2nd image is showing the niagara effect how it really looks like in my project. It looks like footprints made by fire which was very different compared to the 1st image. I searched for how to modify and make it like the first image. I increased the spawn rate and shortened the life time of each particle, and got what the 3rd image shows. But this still looks too long for me.
Maybe this is because of the player moving too fast(20,000 units every tick in max speed), so each particles are spawned with long distance separated. I wanted something like [Ignore playerās movement] in order to stick the particles each other.
What I eventually want is this. Fire thrusting out from the afterburner. The length of this fire needs to be handled by acceleration input(such as: No fire for accelerate input 0, longest fire for accelerate input 1).
I searched for afterburners, thrusters, jet engines made by niagara but couldnāt find anything like that. Some were about spawning particles and try to look like fire. It looked interesting but I had problems with spawning particles as above.
Because that final effect you have there is almost no particle work. Thereās only an orange and blue cylinder, with a lot of refraction. This product shows you how to do refraction with fires, so will get you most of the way
Hi there, welcome. If you want to learn more about Niagara, thereās a YT channel called CGHow that explains all Niagara emitters (older videos) and have very good tutorials on how to create custom āuser parametersā. Here is an example:
Thank you for your idea, I found I have my UltraDynamicSky assets and almost made my cylinder material. But I have couple of problems left.
I couldnāt find the static mesh editor. The internet says that the static mesh editor is gone in UE5, but the modeling mode is left. Am I doing right? Using static mesh for the cylinder, using modeling mode in the level blueprint to take off the cylinder ends and save it as a new mesh?
Since I donāt have the cylinder mesh yet, I still donāt get how to grow and shrink its length. As I press the accelerate button by keyboard or gamepad, the fire material has to grow its length from nothing, instead of appearing all of a sudden(as I release the button, the fire should shrink slowly).
Is there any way to manage the length of the material(or cylinder) using parameters?
Or handling the amount of material exposure?
Sorry for rough drawing, but this is what I want to talk about handling material exposure
Itās like leaving the cylinder stay still and only moving the texture back and forth
Donāt edit the default cylinder! Itās permanent!
I made my own cylinder with the tool.
You donāt change the size of the cylinder, this is done in the UVs of the material. Make a dynamic material instance, and you can change the green channel of the UV ( the V ) between 0 and 3.