Tutorial: Niagara Fluids Development

The Niagara Fluids plugin adds functionality for you to be able to construct grid based simulations. In this advanced tutorial Devon Penney introduces the mechanics of Simulation Stages, Grid Collections and how to use them in a Niagara Emitter.

https://dev.epicgames.com/community/learning/tutorials/mXXq/niagara-fluids-development

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Hi Dan,

In UE 5.0.3 there doesn’t appear to be a “Grid 3D Set Resolution”. Can you advise on what it’s replacement is?

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Nevermind. It was there when I loaded up the Niagara Fluids example content level.

Most unintuitive and messy system ever created, you spend less time study c++ to create fluid simulation than click in this no logic mess.

Hey Dan!

Thanks for all the material you’ve produced here!
Is there any chance we could get a tutorial on NeighborGrid3d?

~Mike D.
Beyond-FX

Hi Dan,

Thank you for all this interesting material.

Is there any documentation on the background physics of Fluids?

I am creating some VR scenarios for firefighter training and I need to give some more physically-based setups, so I would like to dive a little on the CFD solution used in Fluids to understand how to properly work with it. Also the units used for the parameters.

For example, the physical meaning of ‘temperature’ in Fluids, as there are no real magnitude or units, just parameters. The same for density or velocity (I guess it is expressed in cm/s). Or other more complex phenomena, like vorticity confinement (I guess the parameter is a multiplier of local rotational vectors), turbulence or buoyancy; although I can play with all these, it is hard to interpret them and simulate real world scenarios (fuel combustion, flame length, smoke production, smoke expansion etc.).

Besides, is there any way to load scalar fields as boundary conditions for simulations? For example, air temperature to simulate low-atmosphere stability. And vector fields? For example, local wind to simulate advection. That would help me a lot.

Thank you very much
David Caballero
From sunny Spain.

Check some my early experiments at YouTube channel

Hello, I’m attempting to follow your tutorial on Niagara Fluids Development, but I’m finding it difficult to progress pass the 2 minute mark of the first video as the module you used to set the grid resolution (Grid 3D Set Resolution) doesn’t seem to be present (or is renamed maybe?) in Unreal 5.1. Any chance you might know of a workaround or alternative methodology to proceed?

Thank you for your contributions!

Hello, I have the same issue with 5.1, no module called “Grid 3D Set Resolution”. I tried creating a Niagara System from one of the 3D templates (one of the gaseous ones) and no such module exists there either.

If I may ask, what was the Niagara Fluids example content level you loaded up that exposed this module? I’m hoping that one will work.

Ok, I figured out a solution (which apparently is a common process with dealing with discrepancies between UE versions). Here’s the deets in case anyone else gets stumped at this point.

Install (or compile) version 5.0.3 and create a blank project. Create an empty Niagara emitter (I just followed the steps outlined in the tutorial), and after adding the Grid 3D Set Resolution module to the emitter, double-click on it (the module name) and that’ll pop open the asset graph. Then just save it out as an asset (preferably in a folder that’s easy to find). Copy that folder with the saved asset file in it to your UE 5.1 project directory, and then open your project as per usual in UE 5.1. Then when you need to add the module to the emitter, just locate the asset in the content browser and drag-n-drop it onto the emitter in the appropriate spot. Voila, easy peasy. Apparently, this is a common tactic when snagging fields and such from previous builds, so might as well get familiar with it.

Alternatively, you can study each of the components that make up the 3D Set Resolution module, and just build it from scratch in 5.1 (which wasn’t all that bad to be honest, but if you’re C++ savvy, then it’d probably be easier / quicker to just look at the code and then write your own).

Anyway, thanks for creating this series Dan!

Thankns for the tuts , but its impossible to follow it sadly , for sur its interesting but not really portable stuff ^^ maybe next time explain the whole thing before going directly in the hard way !!

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Unfortunately 5.1.1 does not have any of the same drop down menus. So I am stuck. Oh, yes, I checked with every soul I could reach out and ask, gave screenshots, shared the video, no one could answer or figure out a solution. So, I guess I’m done, 10 minutes into the first video. You also tend to NOT explain anything, engine version, certain windows, what you’re clicking. I had to slow down the video tremendously, to see what you clicked. And a lot of times you click things and adjust things with no indication.

For those using 5.1 and unable to find the modules used in this tutorial, just uncheck the “Library Only” on top of the drop down menu.

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We really need an update in this tuto, we are at 5.5 and lots of things are waay different, impossible to follow right now