Improving niagara lighting
realtimevfx.com
Hey everyone! I have recently been working on various ways to improve the lighting on niagara particles. I will use this thread as a repository for multiple techniques I have been messing with.This is the most recent technique I have been working on. I wanted to achieve particle normals based on a density gradient. I am using the neighbor grid 3d to save the particle counts in each cell and then I do a gradient calculation along each axis. The final vector is fed into the materials via the dynamic materials parameter and plugged into the normals slot. I can also control the delta offset for the gradient calculation, the larger the offset, the smoother/more blurred the resulting normals become. Smaller values will capture more high frequency details but can become noisy if you go too low. Enjoy, Feedback welcome!
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