Niagara 3d Fluid not appearing as expected, Mac.

Testing niagara 3d fluids, on my mac. The emitter works. but the smoke renders black, and won’t receive any lights?
Also I noticed when testing an example of the 3d gas explosion. I don’t see anything at all, even in preview.
I’m relatively new to this, so looking for some guidance. I’m thinking maybe this is mac related, or some settings I’ve not activated.
cheers
Ben

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having the exact same issue. fine in 5.2 hoping for some info on this

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Same issue here on 5.3.1. No color, just black

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noticed fluid smoke sim works as expected on intel Mac but not M2 where it remains black and unaffected by lighting. anyone have any idea what’s going on here? perhaps there’s a system setting for M2 Mac OS?

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i’m having the same problem. M2 Macpro. I guess it only works with Nvidia?

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I just switched from my 2019 Mac, to a M3. It was working fine on the old Mac, too. And now, just black smoke. Looked every where for solutions, and have no information on how to fix this still.

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Having the same issue, Macbook Pro M1 Max.

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same issue. M3 silicon. black smoke!

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Hey, did you ever figured this out?

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no still trying to find information. it’s incredible how hard that is. it’s as if it’s a secret

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New M3 Max and trying a particle sim today and have this issue. Ever get it solved?

no solution, but it works on older Mac, sadly had to use Cascade system for my recent work.

I’m using 5.4.2 on M1 Mac this issue is still unfixed.
Epic seem not to care

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m3 same issue. black smoke/fire, sometimes colour pixels appear

Working on Unreal 5.4 Niagara Fluid seems to be working up to a degree as I am just getting black particles. Is this an issue with the software? Mac, please advise. Or when will there be a fix for this?

I’ve had the same issue on an M1 Mac.
I had put it down to a lack of raytracing hardware.
The internal lighting and shadowing use that hardware.

Particularly as Mac users with discrete GPUs don’t have this issue.
Don’t suppose that helps very much – sorry.

If folks with M2 or later are having this issue then it would be down to Epic’s incomplete implementation the Metal API

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Same here. M1 Max … any updates on this?