Generate ten’s of thousands of instanced mesh decals while maintaining performance.
生成成千上万个实例化网格贴花,同时保持性能。
Included Assets
This pack includes 16 CPU Niagara systems with 4 unique Niagara emitters and 6 Niagara module scripts. 4.26 includes 14 bonus GPU Niagara systems with 1 unique Niagara emitter. The Niagara Effect Type is configured, so these particles are ready for your game and require no additional setup. No fluid simulations are used. Each droplet is 24 tris, and each decal is 4 tris. The particle systems and 14 exposed parameters are controlled by the BP_Droplets blueprint.
Features:
- <35mb install size
- 16 Niagara Systems
- Aortic Spurt
- Blood Pool
- Punch Wound
- Puncture/Stab Wound
- Entrance Wound – Pistol
- Entrance Wound – Rifle
- Entrance Wound – Shotgun
- Exit Wound – Pistol
- Exit Wound – Rifle
- Exit Wound – Shotgun
- Loop – Bleeding
- Loop – Excessive Dismembered Spurt
- Loop – Mild Dismembered Spurt
- Timed – Bleeding (useful for bleeding debuffs)
- Timed – Excessive Dismembered Spurt
- Timed – Mild Dismembered Spurt
- 4 Unique Niagara Emitters
- 2 Unique Static Mesh
- 3 Textures (Splash texture from UE4 content)
- 1 Droplet Blueprint that controls 15 exposed Niagara parameters and allows you to easily spawn and clean up particle systems.
Type of Emitters: (CPU,GPU)
LODs: (Yes, Niagara Effect Type included)
No. of Materials: 4 Master, 4 Instances
No. of Textures: 3
No. of Blueprints: 1
No. of Unique Meshes: 2
包括资产
这个包包括16个Cpu尼亚加拉系统与4个独特的尼亚加拉发射器和6个尼亚加拉模块脚本. 4.26包括14个gpu尼亚加拉系统与1个独特的尼亚加拉发射器。 Niagara效果类型已配置,因此这些粒子已为您的游戏做好准备,无需额外设置。 不使用流体模拟。 每个液滴为24tris,每个贴花为4tris。 粒子系统和14个公开的参数由BP_Droplets蓝图控制。
特征:
- <35mb安装大小
- 16尼亚加拉系统
- 主动脉突
- 血池
- 打孔伤口
- 穿刺/刺伤
- 入口伤口-手枪
- 入口伤口步枪
- 入口伤口-猎枪
- 出口伤口-手枪
- 出口伤口-步枪
- 出口伤口-猎枪
- 循环出血
- 环-过度肢解的突波
- 环-轻度肢解喷
- 定时出血(用于出血减值)
- 定时-过度肢解的突波
- 定时-轻度肢解喷
- 4个独特的Niagara发射器
- 2独特的静态网格
- 3个纹理(来自UE4内容的飞溅纹理)
- 1Droplet蓝图,控制15个暴露的Niagara参数,并允许您轻松生成和清理粒子系统。
发射器类型:(CPU,GPU)
(是的,尼亚加拉效应类型包括在内)
非也。. 材料:4个主,4个实例
非也。. 纹理:3
非也。. 蓝图:1
非也。. 独特网格:2
CPU Documentation: Video
GPU Documentation: Video
Are you tired of games where the aftermath of the battle disappears before the battle is even over? Do you want to give your players a sense of permanence and satisfaction as they look around at the mess their battle created?
Look no further! This particle system is designed to provide you with flexible, realistic blood droplets. It leverages the power of instanced mesh decals and randomization to give your battles a unique and bloody feel. Make each hit count and get that extra bit of oomph with gore that has impact.
The particles are lightweight and leverage expressions and curvature control to give each droplet impact.
Main Features
- Spawn hundreds of thousand of droplet decals that can persist for as long as you like
- Lightweight blueprint actor easily allows you to spawn different systems with direct access to 14 exposed parameters with no extra setup
- Works on angled surfaces
- GPU or CPU (GPU has more limitations but can do more effects like streaking)
- Track down wounded players
- Enemy AI example, with bone-attachment examples and a line-trace blood pool spawning example
- Updated and maintained, UE5 friendly.
FAQ
Why are there floating decals?
Your collision layers/filtering has not been set up.
See this video for a quick walkthrough: Video (only needs to be done once)
I’ve set my custom collision layer, but it’s still not colliding?
You need to make sure you set the User Parameter inside the Niagara System for the collision channel
See this video for a quick walkthrough: Video (only needs to be done once)
I want to change the color of the blood, why is the particle color not affecting the decal?
Make a new material instance and set the blood colors here. Assign the new material instance to the desired systems. Particle color is not used as the blood material uses some tricks for more convincing droplet effects.
How come my GPU collision is not working?
Ensure you have distant fields enabled in your project, and use the global distant field visualizer to ensure there is enough resolution for the collision to function
See this video for a quick walkthrough: Video (only needs to be done once)
Update 4.0 Changelog
Due to some changes in the folder structure of materials, I recommend reinstalling this update from scratch.
- 4.0.1 – Content – Added new blueprint inside Blueprints->Debug which allows you to modify the particles live in the editor with construction script. This was originally removed from BP_Droplets as it caused memory bloating due to the number of references, but has been added back to easily preview parameter changes.
- 4.0.1 – Bug – Fixed some material parameter settings that caused the default splash to spawn black
- 4.0.1 – Bug – Repaired Legacy particle references and updated to support dynamic material parameters
- 4.0.1 – Bug – Fixed some material parameter settings that caused the default splash to spawn red
- 4.0.0 – Bug – Fixed some small issues with the emitters occasionally not spawning decals
- 4.0.0 – Content – Complete overhaul of the particle material system
- 4.0.0 – Content – Particles upgraded to support dynamic material parameters
- 4.0.0– Documentation – New documentation added
- 4.0.0 – Feature – Droplet color can now be set by the particle
- 4.0.0 – Feature – Emissive strength can now be controlled by the particle, fading intensity over time. This allows you to create interesting effects, like lava dripping, acidic alien blood etc.
- 4.0.0 – Feature – Roughness can now be adjusted over time, based on decal age, making fresh blood droplets wet and shiny, and old droplets being rough and dried out.
- 4.0.0 – Feature – These features can all be enabled/disabled inside the new material instances.
Update 3.0 Changelog
- 3.0.1 – BP_Droplets rewrite – BP_Droplets completely rewritten to use asynchronous loading of particles using soft references, drastically reducing initial load time when spawning the particles for the first time.
- 3.0.1 – BP_Droplets reduced blueprint reference size by 100x (300mb to 300kb). This drastically reduces the cost of spawning new droplet systems by using soft references to handle particle system selection.
- 3.0.1 – Bug Fix – Initial “pause” experienced when spawning particles for the first time should be resolved. All particles now have set bounds of -1000 to +1000 X/Y/Z instead of being infinite
- 3.0.2 – BP_FirstPerson_Modified – Added a brand new level (“DemoMap_AIExample”), where you can shoot and kill AI targets. This map is a starting point to teach you how to attach particles to bones, as well as using the linetrace function to spawn blood pools. The first-person content is modified to damage and spawn the emitters attached to the bones of the enemies.
- 3.0.2 – BP_EnemyExample – Charges at the player, can be damaged and killed. Spawns a blood pool particle on death using a line trace to find the ground position.
- 3.0.2 – Textures – Albedo noise tiling modified, normal and roughness maps added for more realistic blood droplets.
- 3.0.3 – Housekeeping: Removed redundant parameters, increased default normal size, and renamed original particles to legacy for clarity
- 3.0.4 – Bug – Fixed issue with streaks not working on GPU particles
- 3.0.4 – Bug – Fixed an input issue for the FPS demo controller
- 3.0.4 – Bug – Fixed a material reference issue
- 3.0.4 – Documentation – New documentation added
Update 2.0
- Angle-based CPU collisions – advanced Niagara module scripts now calculate the collision normal allowing decals to spawn on any surface or wall! You are no longer limited to flat surfaces!
- Collision filtering in 4.25 and 4.26 – You can now assign the particles to a custom collision channel making it one simple step to disable collision between the blood droplets and your enemies!
- Bonus GPU particle variation – A new particle type was added to 4.26, these particles use distant fields to calculate the collision and come with advanced streaking effects. These particles have limitations at long distances. See the documentation video for more information before purchasing.
Limitations
GPU particles only work with distant fields and the streaks will only appear on angles <90 degrees due to how collision validated is calculated. The GPU particle variants are only suitable for close-range or indoor situations. Long-range and accurate decals can be generated using the CPU particles and require less scene setup for a good result.
Disclaimer(VR users): Works in VR for 4.26+ projects only. Niagara Particles incorrectly render for Stereoscopic VR in 4.24 and 4.25 More info: https://issues.unrealengine.com/issue/UE-78764
CPU文档: 短片
GPU文档: 短片
你是否厌倦了在战斗结束之前战斗余波消失的游戏? 你想给你的球员一个持久感和满足感,因为他们环顾四周,他们的战斗造成的混乱?
不要再看了! 该粒子系统旨在为您提供灵活,逼真的血滴。 它利用实例化网格贴花和随机化的力量,给你的战斗一个独特和血腥的感觉。 让每个命中计数,并得到额外的一点魅力与戈尔有影响。
粒子是轻量级的,利用表达式和曲率控制给每个液滴的影响。
主要特点
- 产生数十万个水滴贴花,可以持续多久
- 轻量级蓝图actor允许您直接访问14个公开的参数,无需额外设置即可轻松生成不同的系统
- 在有角度的表面上工作
- GPU或CPU(GPU有更多的限制,但可以做更多的效果,如条纹)
- 追踪受伤球员
- 敌人AI示例,具有骨骼附着示例和线迹血池产卵示例
- 更新和维护,UE5友好。
常见问题
为什么有浮动贴花?
您的碰撞图层/过滤尚未设置。
有关快速演练,请参阅此视频: 短片 (只需做一次)
我已经设置了我的自定义碰撞图层,但它仍然没有碰撞?
您需要确保在Niagara系统中为碰撞通道设置了User参数
有关快速演练,请参阅此视频: 短片 (只需做一次)
我想改变血液的颜色,为什么颗粒颜色不影响贴花?
创建一个新的材质实例,并在此处设置血色。 将新材质实例分配给所需的系统。 不使用粒子颜色,因为血液材料使用一些技巧来获得更有说服力的液滴效果。
为什么我的GPU碰撞不起作用?
确保在项目中启用了远程字段,并使用全局远程字段可视化工具确保有足够的分辨率使碰撞发挥作用
有关快速演练,请参阅此视频: 短片 (只需做一次)
更新4.0更新日志
由于材料的文件夹结构发生了一些变化,我建议从头开始重新安装此更新。
- 4.0.1-内容 – 在蓝图->调试中添加了新的蓝图,允许您使用构造脚本在编辑器中修改粒子。 这最初是从BP_Droplets中删除的,因为它由于引用的数量而导致内存膨胀,但已被添加回以轻松预览参数更改。
- 4.0.1-Bug – 修复了一些导致默认飞溅产生黑色的材质参数设置
- 4.0.1-Bug – 修复旧粒子引用并更新以支持动态材料参数
- 4.0.1-Bug – 修复了一些导致默认飞溅产生红色的材质参数设置
- 4.0.0-Bug – 修正了一些发射器偶尔不会产生贴花的小问题
- 4.0.0-内容 – 对颗粒材料系统进行全面检修
- 4.0.0-内容 – 粒子升级以支持动态材料参数
- 4.0.0– 文件 -新增文件
- 4.0.0-功能 – 液滴颜色现在可以由粒子设置
- 4.0.0-功能 – 发射强度现在可以由粒子控制,随着时间的推移褪色强度。 这可以让你创造有趣的效果,如熔岩滴落,酸性外星血液等。
- 4.0.0-功能 – 现在可以根据贴花年龄随时间调整粗糙度,使新鲜的血滴变得潮湿而有光泽,而旧的血滴变得粗糙而干燥。
- 4.0.0-功能 – 这些功能都可以在新材质实例中启用/禁用。
更新3.0更新日志
- 3.0.1-BP_Droplets重写 – BP_Droplets完全重写为使用软引用异步加载粒子,在首次生成粒子时大大减少了初始加载时间。
- 3.0.1-BP_Droplets 蓝图参考大小减少100x(300mb到300kb)。 通过使用软引用来处理粒子系统选择,这大大降低了生成新液滴系统的成本。
- 3.0.1-Bug修复 -第一次产卵粒子时经历的初始”暂停”应该得到解决。 所有粒子现在都设置了-1000到+1000X/Y/Z的边界,而不是无限
- 3.0.2-BP_FirstPerson_Modified – 增加了一个全新的水平(”DemoMap_AIExample”),在那里你可以射击和杀死AI目标。 这张地图是一个起点,教你如何将粒子附加到骨骼,以及使用linetrace函数生成血池。 第一人称内容被修改为伤害并产生附着在敌人骨骼上的发射器。
- 3.0.2-BP_EnemyExample – 对玩家的指控,可以被损坏和杀死。 在死亡时生成一个血池粒子,使用线迹找到地面位置.
- 3.0.2-纹理 – 反照率噪声平铺修改,法线和粗糙度地图添加更真实的血滴。
- 3.0.3-内务管理: 删除了冗余参数,增加了默认的正常大小,并将原始粒子重命名为遗留粒子
- 3.0.4-Bug – 修正了条纹在GPU粒子上不起作用的问题
- 3.0.4-Bug – 修正了FPS演示控制器的输入问题
- 3.0.4-Bug – 修正了一个重要的参考问题
- 3.0.4 – 文件 -新增文件
更新2.0
- 基于角度的CPU碰撞 – 先进的尼亚加拉模块脚本现在计算碰撞法线允许贴花产生在任何表面或墙壁! 你不再局限于平面!
- 4.25和4.26中的碰撞过滤 – 您现在可以将粒子分配到自定义碰撞通道,使其成为一个简单的步骤来禁用血滴和敌人之间的碰撞!
- 奖金GPU粒子变化 – 在4.26中添加了一种新的粒子类型,这些粒子使用遥远的场来计算碰撞,并带有高级条纹效果。 这些粒子在长距离上有局限性。 购买前,请参阅文档视频了解更多信息。
限制
GPU粒子仅适用于较远的场,由于碰撞验证的计算方式,条纹只会出现在角度<90度。 GPU粒子变体仅适用于近距离或室内情况。 可以使用CPU粒子生成远程和准确的贴花,并且需要较少的场景设置以获得良好的结果。
免责声明(VR用户):仅适用于4.26+项目. Niagara粒子在4.24和4.25中错误渲染立体VR更多信息: https://issues.unrealengine.com/issue/UE-78764
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