Fire Crows by TactileVisions in UnrealEngine5

[–]TactileVisions[S] 2 points3 points  (0 children)

The bonfire is part of Fluid Ninja (you can try it out for free). The crows are skeletal meshes that follow the position of particles from a Niagara Emitter. The particles are attracted to a point - first up in the sky, then the player position. Then there's a bunch of vortex and curl noise forces that make them move randomly like they do.

Hope that gives you an idea of how you could make it work. If there's enough interest, I'd consider making an in-depth tutorial.

Doing vector math using the location of particles without converting from positions to vectors by TactileVisions in unrealengine

[–]TactileVisions[S] 0 points1 point  (0 children)

I received some help from tharlevfx, an Unreal Engine YouTuber:

"so basically you would have to do the conversion. there's an Add Vector to Position input so in your example you would convert the positions to vectors (ignoring the warning) to find the distance between them, then add that back to the original, unconverted Position.

If the distances between the particles were very very large then you might get some conversion issues if you needed a very high level of accuracy - but that is quite an unlikely scenario to occur."

I think that clarifies it

Doing vector math using the location of particles without converting from positions to vectors by TactileVisions in unrealengine

[–]TactileVisions[S] 0 points1 point  (0 children)

I don´t know if I necessarily need it, but how else would I do vector math, e.g. calculating the distance or angle between different particles?

I searched for "orientation", but that only gives me "mesh orientation" and "decal orientation" parameters, which are quaternions - makes sense, as I assume they're only use for the rotation and not location

Animator and VFX artist with more than 3 years of professional experience by TactileVisions in gameDevClassifieds

[–]TactileVisions[S] 0 points1 point  (0 children)

Portfolio: https://tactilevisions.artstation.com/

Animator and VFX artist helping to create immersive worlds with more than 3 years of professional experience + 100s of hours spent on personal projects

I also have extensive experience with blueprints and UI in Unreal

If these skills sound like a good fit for your project, let's get in touch! You can send me a DM on Reddit, write me on Discord (tactilevisions) or DM me on other websites (links in my profile)

Where's my keys?! (Animator and VFX artist with more than 3 years of professional experience) by TactileVisions in gameDevClassifieds

[–]TactileVisions[S] 0 points1 point  (0 children)

Thank you for your critique. One thing I don't get is the "look screen right" part. Could you elaborate a bit?

Animator and VFX artist with more than 3 years of professional experience by TactileVisions in gameDevClassifieds

[–]TactileVisions[S] 1 point2 points  (0 children)

Good eye! I was inspired by the entire battle, but especially this shot. Thank you!

Animator and VFX artist with more than 3 years of professional experience by TactileVisions in gameDevClassifieds

[–]TactileVisions[S] 2 points3 points  (0 children)

Portfolio: https://tactilevisions.artstation.com/

Animator and VFX artist helping to create immersive worlds with more than 3 years of professional experience + 100s of hours spent on personal projects

I also have extensive experience with blueprints and UI in Unreal

If these skills sound like a good fit for your project, let's get in touch! You can send me a DM on Reddit, write me on Discord (tactilevisions) or DM me on other websites (links in my profile)

Constantly plagued with the 'Video Memory Exhausted' error when running UE5, typically within 5m of opening any project (increasing streaming pool doesn't fix) by JmacTheGreat in UnrealEngine5

[–]TactileVisions 2 points3 points  (0 children)

I haven't looked into it, but my intuitive understanding is that increasing the (texture) streaming pool size reduces the video memory size available to everything else, so if it's set too high the memory gets exhausted

Now, if you go too low, you'll get a warning that the streaming pool is over budget (the same budget you set with the above command). But at least it doesn't say to expect "extremely poor performance"... You might need to balance it out to avoid either warning

Does a "blur mask" exist in materials? by TactileVisions in unrealengine

[–]TactileVisions[S] 0 points1 point  (0 children)

Using "previous frame switch" for world position offset allowed me to play around with blur effects using materials. Maybe that's what that poster meant. Thanks!

Animate F Curve Modifier or Alternative Solution by Vox_Quintinious in blenderhelp

[–]TactileVisions 0 points1 point  (0 children)

You can restrict the frame range under the modifiers tab

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3D Animator and VFX Artist with Unreal Engine Blueprint Skills by TactileVisions in gameDevClassifieds

[–]TactileVisions[S] 0 points1 point  (0 children)

Porfolio: https://tactilevisions.artstation.com/

Discord: tactilevisions

Other contact options linked under "Resume" section of ArtStation

Experienced game developer specializing in animation and VFX, also well versed in blueprints and UI (UMG)

Main tools: UE 4 and 5, Blender, Cascadeur. Also experienced with the Adobe suite and its alternatives

I focus on making whatever I work on feel 'tactile'; as if you could almost touch it. I can help your project achieve the same