Niagara Noob aiming to emit smoke from animated static meshes

Hi,

as it says, Im a complete Noob to FX and Niagara. Have recently achieved what i want in an afternoon with embergen but struggling to even begin in Niagara.

what seemed intuitive and easy in embergen seems daunting and complex in Niagara but id like to learn the system [at least as much as i need to for my main use case - which is to have multiple static meshes [4 x wheels] attached to a animated cars skeletal mesh emit smoke using Grid3D_Gas_Master_Emitter as the basis and for the rotation of these meshes to effect the sim.

why not use embergen , i hear you say? well id love to , because as mentioned it was easy to get a result as a non FX guy. but dont think my company will invest in an enterprise version of it just for the occasional ‘puff’ of smoke!:wink: Obviously Unreal has the free and mammoth like Niagara in-built of course and why my company would be reticent to invest in embergen.

anyhow. I can see that the Grid3D_Gas_Master_Emitter uses a sphere to emit from by default , which can be disabled, and another emitter read in its place. I tried using a Fountain System and emitter in the hope i could replace the fountain, by specyfing a static mesh [well 4 actually] that would emit the smoke…but my lack of knowledge has led me knowhere at present. looking through various tutorials but find nothing that really matches my specific use case/scenario and is why i am reaching out on here.

would appreciate if anyone could point me in the right direction of content that relates to this scenario or generally for any insights that can help me navigate the undoubtedly capable and yet extremely daunting Niagara minefield [kabooom!]

cheers

no responses, but Im gonna post here as my own personal Niagara discovery channel!:wink:

Have some kind of solution, with adding an emitter [ParticleSourceEmitter] to Grid3D_Gas_Master_Emitter disabling its default ‘sphere’ source and reading in my added emitter.

however…since the bounds is fixed and I’ve met the ceiling of what my system can handle the sim is getting cut off. I’d like to use a dynamic bounds [since my car moves around a larger area of space] but not sure what I’m doing here to make this work…

any help would be appreciated on this.

Another thing, I’d like to know how to dampen the motion of my skeletal mesh wheel emitters and there effect on the simulation so on playback they don’t look so artificial and if I’ve streamers flapping around as the wheels rotate?:wink:

otherwise until my next Niagara noob journal post!:wink: