Labo Aquaria

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Morphing with render target texture in Niagara (2)
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    This is the way of setting Morph target.

     

     


     

    [Niagara Emitter]

    Put a new Module you set on "Particle Update".

    Now, you won't see your screen like this picture as I mentioned before.
    This "Niagara Module Script" will be let us make later anyway, and now I'm gonna explain each parameter below.

    1. Put the render target texture you set on EndTex.
    2. "MovingRate" affects the particle position "MidPosition".
    3. "MovingTextRate" affects "EndPosition".

    4. Put the another render target texture you set on SampleTex.
    5. "ScalingRate" affects the particle scale "MidScale".
    6. "ScalingTextRate" affects "EndScale".

     

     

    Ex. When you want to emphasize "EndTex" rather than "SampleTex".

    MovingRate: 0;

    MovingTextRate: 140;

     

     

    [Niagara Module Script]

    Let's edit Niagara Module Script.

    First, we're gonna need 6 parameters in MapGet to calculate particle color and new position. 

     

    Particles.Vector

    • Particles.BeginningPosition
    • Particles.Range
    • Particles.BeginningScale

    Module.float

    • Module.MovingRate
    • Module.ScalingRate

    Module.TextureSample

    • Module.SampleTex

    And also 3 parameters are needed in MapSet.

    • Particles.MidPosition
    • Particles.MidScale
    • Particles.MidColor

     

    Next, Put new "Map Get" and "Map Set" in the same node graph and set new parameters in it.

     

    Particles.Vector

    • Particles.BeginningPosition
    • Particles.Range
    • Particles.BeginningScale

    Module.float

    • Module.MovingTextRate
    • Module.ScalingTextRate

    Module.TextureSample

    • Module.EndTex

    And also 3 parameters are needed in MapSet.

    • Particles.EndPosition
    • Particles.EndScale
    • Particles.EndColor

    1. Use "Sample Texture 2D" to set up particle color with each particle position and texture. First, set range of particle position of beginning as UV(0-1) with "Remap Range".

     

    2. Particle position"MidPosition" is made with 3 values that contain color range(R:0-1 + G:0-1) , vector "BeginningPosition" and any scale "MovingRate".

     

    3. Particle position"EndPosition" is made with 3 values that contain color range(R:0-1) ,"BeginningPosition" and "MovingTextRate".

     

    4. Set up particle color with each particle position and texture same as the way of 1.

     

    5. Particle Scale "MidScale" is the value that is added "BeginningPosition", color: R+G and any scale "ScalingRate".

     

    6. Particle scale "EndScale" is the value that is added "BeginningPosition", color: R and "ScalingTextRate".

     


     

    [Niagara Emitter]

    Put a new Module you set on "Particle Update".

    We're gonna make this "Niagara Module Script" later, and now I'm gonna explain this module below.

    It's used for morphing from "BeginningPosition" to "NoisePosition" and to "EndPosition" with each parameter.

    Click a triangle button and choose any types is the way that its parameter turn "float" into "Curve".

    Case of Curve


    1. Choose "Float from Curve" and adjust curve.
    2. If you may want to adjust curve in unnormalized time, you can turn "NormalizedAge" to any value like "Engine's realtime".

     

     

    [Niagara Module Script]

    We're gonna need parameters in MapGet to decide final Particles position, scale and color. 

     

    Particles.Vector

    • Particles.BeginningPosition
    • Particles.MidPosition
    • Particles.BeginningScale
    • Particles.MidScale
    • Particles.EndPosition
    • Particles.EndScale
    • Particles.NoisePosition

    Module.float

    • Module.MorphRate
    • Module.MorphEndRate
    • Module.NoiseRate

    Particles.LinearColor

    • Particles.MidColor
    • Particles.EndColor

    And also 3 parameters are needed in MapSet.

    • Particles.Position
    • Particles.Scale
    • Particles.DynamicMaterialParameter

    1. Set up new position that is in between "BeginningPosition" and "MidPosition".
    2. Set up new scale that is "BeginningScale" and "MidScale".

    3. Set up new position that is in between the position of 1 and "EndPosition".
    4. Set up new scale that is between the scale of 2 and "MidScale".

    5. Set up new position that is in between the position of 3 and "NoisePosition".

    6. Set up new color between that is "MidColor" and "EndColor".

     


     

    Ex. When you want to emphasize "EndTex" rather than "SampleTex" .

    MorphEndRate:  0.5<;

     

     

    Ex. When emphasizing extent of scale.

    MorphRate: 0<;

     

    Ex. When emphasizing noise.

    NoiseRate: 0<;

     


     

     

    [Render]

    Turn sprite renderer to "NiagaraMeshRendererPropaties" and put a mesh as particle Mesh. 

     

     

     


    Next, We're gonna finally edit BluePrint.

    Thank you.

    | UE4 | 15:32 | comments(0) | - |
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