Wow that fluid stuff looks amazing, but it's worthless without skm collision
I see (Except for how you can place a niagara emitter on UV coordinates but other than that i get it, it's not all that different from what I did in the semen experiments i talked about
here), there was an interesting thread about this
You must be registered to see the links
on the unreal forums, note particularly the posts by Raskolnikow(
hGosling, he was 100% using this for his semen effect which is the best i've ever seen), as he was trying to achieve the same things we are, but notably that thread is mostly focused on c++ which we have not touched on. I believe
You must be registered to see the links
is the first fully working function that can find the UV Coordinate on a mesh from a hit result, and further down are various improvements and alternatives. It's a
very interesting thread. You unfortunately cannot replicate this functionality without c++.
And I look forward to seeing your material, because I've wanted to create a semen material but i'm just not much of a material expert so it always comes out real bad for me
And I could share some more info on niagara, there seems to be a real lack of good free introduction tutorials for it online (I only learned cuz I paid for it lol); the comparison between spawn&update vs beginplay&event tick was very helpful for me to feel like i had at least some idea of what was going on which is why i shared that one.
This is a good one though, if a bit dense, it's 300 seconds, but it'll take you a bit more than 300 seconds to fully absorb the knowledge shared in it (might need to watch it twice):
Also
You must be registered to see the links
as a follow up (albeit with an outdated UI) where just one effect is created, but it shows the general niagara effect creation process rather well, you set a renderer and number of particles you want and so on, then you toss in new modules (often forces) and tweak them to change the behavior until it behaves the way you want. And although it didn't show float from curve, it showed vector from curve which is the same thing but with 3 curves instead of one.
As a general VFX creation tip, use random range values a lot, it will make your effects look more organic, like lets say you want to scale your sprites, instead of just setting it from 50 units to 10 units, set it instead to a range between 8 and 15 or something along those lines so each particle can be a bit different in size, and the same applies for forces, instead of static values, use a random range value for basically as many things as you can, only avoid it when you have a particular reason not to use it honestly.
And if you ever want to try your hand at scratch pad (save this for until you have a fairly decent understanding of how to create vfx already, scratch pad is kinda only for very advanced particle effects), the thing that's most likely to trip you up is namespaces, you gotta put everything in the correct namespace or you'll get errors and nothing will work.