nDisplay Niagara particles visibility

Hello.

I am using a setup of 4 nDisplays, together with the UltraDynamicSky/Weather blueprints.
However, things such as snow/rain or even volumetric fog do not render when I try to export using the movie render sequence.

From my understanding, this is a limitation where the sprites do not render if they are powered by the GPU?
Is there a work around this? They do show on the displays in the viewport.

Thanks!

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I have the same content UltraDynamicSky/Weather blueprints but I cannot get snow particles to show up on screen. Did you ever find a solution for this?

Did you happen to find a solution @AndreiMNastasa?

Hello. Apologies, this forum doesn’t give any email notifications (that I am aware of).

I did not unfortunately…

Update. Due to the fact that I have another project coming up, of similar nature…
I have just tested the rain and snow particles in UDS, with the cave setup that comes as part of the nDisplay default project, and it works!

I’ve added some other low level particles (insects, butterflies) and those work as well.
I don’t have any fire/smoke particles to test but I assume they are okay.

As a note, this could be because the scene is very simple (default cube scene). It might act up as more detail is added but something I would need to come back with in a few months after I make progress on the project.

There is still the issue of different exposures from screen to screen, but that can be fixed with a custom mesh (one screen), instead of splitting your setup in multiple ones, and later cutting it in post. Although this depends on your setup as well.

Update number 2.

As I am getting deeper into this project I am finding out more things.

Seems like the usual Niagara emitters work at any distance without an issue. (have not tested large distances).

It also seems that Ultra Dynamic Sky weather system, only renders within the vicinity of the “Player Start”.

This does not work with animation. If you bind the NDC to the player start and animate it around, the particles don’t follow.

I guess this kind of makes sense because nDisplay is not really made for fly throughs.
A work around for this would be to get a different particle system that acts more like a normal niagara emitter.

Just wanted to add my own experience in case anyone has the same problem - this was happening for me too (using 5.1). No matter where I placed the Player Start, I would get like, a few wisps of snow every once in a while on nDisplay, but an entire blizzard on my editor instance of Unreal. I cranked the amount of snow particles up super high, to no effect. What’s weird is that the amount of snow seemed to increase when I moused over the nDisplay window. Almost like UDS was detecting activity?

Anyway, wasn’t able to get the UDS snow production-ready, so the solution for us was to use a different particle system for snow (we ended up using a Niagara system). Would be nice if this could get solved though!

For anyone checking on here. I have not tested this, but I think this could be one fix to this problem Rain Not Rendering // UDS + MRQ - #5 by TheDarkFenixKO