NiagaraFluids’ ShallowWater offers a promising alternative to buggy and complex water plugins, or third-party plugins or assets that are clunky, expensive, or have performance issues, offering a fast and realistic shallow water experience. The problem with NiagaraFluids’ ShallowWater is that the water surface area is limited. To overcome this limitation, I’d like to create a system that can represent an infinitely large water surface, such as by creating a non-rendered ShallowWater NiagaraSystem that follows the player, like “NO’s Reactive Water,” and using its RenderTargets in the water surface material. I seem to be able to export the RenderTargets, but I don’t know how to drift the contents of the Grid2DCollection (RenderTarget?) to cancel the movement of the System and the player. I’ve created a ScratchPad module like this, but nothing is happening. The AIs are useless and there are no tutorials.
I’d appreciate any help.
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You would move the render target with the player. So pass the player location in world coord to whatever you are using and use that + 1/2 of render target size to position the RT appropriately - like in any other system.
This is a good series on what MostHost_LA is talking about:
it still applies to UE5. it’s not the same as niagara, but has use of a render-target that follows the player.
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Thats good - unfortunately Epic has been breaking scenecapture2D almost constantly through engine versions. You will end up needing to adjust the scene capture settings or creating a custom PP for it. There are workarounds, just whenever you implement stuff off the tutorial don’t expect it to flawlessly work anymore.
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