![]() ![]() With the Ribbon Renderer in place, add the Initialize Ribbon module to the Particle Spawn section by clicking on the plus sign in the section header and selecting it from the drop-down menu. For this article, use the M_ElectricBeam material from the Beam Particle tutorial on the Unreal* Wiki. ![]() Add the NiagaraRibbonRendererProperties by selecting the top-right plus symbol of the Render module and, while the default settings will work, we still have to set the emitter. Since this emitter will continuously produce particles, it will run indefinitely.Ĭontinuing, move down to the Render module so we can preview our particle system as we work on it. By default the module is set to turn off the emitter once there are no particles remaining. The settings in Emitter Life Cycle affect how long the emitter runs before it turns off or resets. This value is easy to change, but it is important to know that the more ribbons spawned, the more performance the system will require. This determines how many emitter ribbons spawn every second. Next, for the Emitter Update modules, we change the Spawn Rate module SpawnRate to 150. While most modules will work on either mode, these features can only be run on the CPU. However, if we want our particle system to use more advanced features, such as lighting, scene collision, events, beams, and ribbons, we need it to be simulated on the CPU. If our particle system only uses a sprite renderer and basic scene depth collision, it is better to choose GPUSim. When making a new particle system it is important that we set the sim target according to what sort of particle system we intend to make. We will leave the Sim Target setting on the default value of CPUSim. Now that we have our clean emitter, we will need to modify some modules within it.įirst, the Emitter Properties needs to set Interpolated Spawning to true and set Local Space to true, to ensure that if our emitter is moved it still maintains the same look as if it were a static object. In Figure 3 we can see what the stack looks like after removing these modules.įigure 3. Electronic Niagara system after deleting unneeded modules. To improve the performance of any Niagara particle system it is important to keep as many modules as possible within the Spawn category to reduce frametime cost.įor the electricity effect, we can remove many modules included with the fountain emitter. Modules in the Emitter Spawn and Particle Spawn categories are run once when the system is initialized, while modules in the Emitter and Particle Update section are run once per frame. Modules are broken into categories called Emitter, Particle, and Render (shown in Figure 3 by background color). An example of how these might appear can be seen in Figure 3. Each of these modules appears in an ordered stack on the right-hand side of the editor, which will be run in order from top to bottom. The Niagara editor breaks all the functions of a particle system down into blocks called modules. With the emitter asset made, we need to open it and remove some modules we will not be using. ![]() We will modify this basic emitter to create the lightning effect to surround the laser bolts in our game. To follow this article, select the fountain basic emitter. To create a Niagara Emitter, right-click in the folder view and select Niagara Emitter under the FX submenu. This has the advantage of allowing us to mix parts of our particle system into other parts of our game. To create a Niagara particle system, first create the component emitters that will make up the particle system. This part focuses on the Niagara particle system and walks through how to make efficient and visually stunning CPU particle systems.įigure 1. SIGGRAPH demo. This article is Part 2 of a series made from the lessons learned when making the “CPU-Driven Chaos Physics: Adding Eye Candy in Unreal Engine* 4” demo for SIGGRAPH. ![]()
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