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Amit Mehar Profile
Amit Mehar

@amu_mhr

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Doing Niagara experiments in my free time. 💗Niagara

Pune, India
Joined June 2012
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@amu_mhr
Amit Mehar
3 years
The sample project is now available for download!
@amu_mhr
Amit Mehar
3 years
Another Blender #geometrynodes to Niagara test. This time tried recreating @lateasusual_'s volume node effect. #Niagara #UE5
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@amu_mhr
Amit Mehar
8 hours
@vanormpg Each character would probably require a unique Niagara system. Not collected any stats on the setup, but maybe it would be quicker for a lot of localized hit locations (not covering a large area as that would increase procedural mesh gen cost)
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@amu_mhr
Amit Mehar
8 hours
@HurricaneVr Niagara can read from skin cache, so no skinning required :)
@amu_mhr
Amit Mehar
1 year
#UE5.4 will add an option to access SkinCache data in #Niagara which would make reading skinned mesh data very efficient! Could make a good alternative to SceneCapture style damage rendering :) Almost 3x faster in this case (compared to 5.3, skin cache disabled)
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@amu_mhr
Amit Mehar
10 hours
@itsBaffled It's based on my NiagaraProceeduralMesh plugin. You can loop over triangles in mesh and add to procedural mesh if it passes distance/overlap check with decal positions. You can also write additional data in vertex color and texcoords to sample texture/opacity mask.
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@amu_mhr
Amit Mehar
12 hours
@PimeineDev Not yet ^^' Psychonauts 2 mentions a way to improve blending, but wouldn't work for single pass approach (I don't have a texture/surface to depth fade :p)
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@amu_mhr
Amit Mehar
12 hours
@blue_crt Do you mean blending the light on character or color of the directional light?
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@amu_mhr
Amit Mehar
1 day
@tomcannard yeah, that's the next thing on the wishlist.
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@amu_mhr
Amit Mehar
2 days
@IceMoon_Rui @virtual_method I used something like that for this effect Unfortunately that can't simulate particle interactions quite well (plus simulating in worldspace). This one is mostly based on
@amu_mhr
Amit Mehar
1 year
Tried implementing a basic rain drip effect for skeletal meshes in #Niagara #UE5
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@amu_mhr
Amit Mehar
2 days
@virtual_method @Michael_Moroz_ Thanks :) That does seem to work well!
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@amu_mhr
Amit Mehar
2 days
@virtual_method @Michael_Moroz_ If possible, can you please share what kind of logic you used for the remapping pass? I tried a couple of things but couldn't get it to look right 😔
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@amu_mhr
Amit Mehar
2 days
@virtual_method It's a direct port of the "Reintegration Tracking" fluid setup shared by @Michael_Moroz_ I am handling UV remapping in the reintegration stage, wasn't able to get the "Sim->Remap" setup work for me :p (so it might not be very accurate)
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@amu_mhr
Amit Mehar
2 days
@GhislainGir @virtual_method Looking forward to seeing your results :) I just made a small ImGui tool to bake it offline. Should be possible using Niagara but I just took the easier route :p
Tweet media one
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@amu_mhr
Amit Mehar
6 days
@volodXYZ Yes, it's a bit messy atm :p
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@amu_mhr
Amit Mehar
6 days
@turanszkij @instantiategame Are you using any kind of acceleration structure (uniform grid etc) for checking against plasma colliders, assuming there can be a lot in the scene?
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@amu_mhr
Amit Mehar
7 days
RT @GhislainGir: #UE5 #gamedev #tutorial #UETips #UnrealEngine 🥳New video is out on my YT! I go over many techniques commonly used in UE t…
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@amu_mhr
Amit Mehar
8 days
@BenVlodgi Just experimenting with rendering, no collision/traces/gameplay atm :p
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@amu_mhr
Amit Mehar
8 days
@LifeArtStudios Not sure what you mean by "swapping collisions", just teleporting the character here. Not handling anything gameplay/collision related atm.
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@amu_mhr
Amit Mehar
8 days
@virtual_method @3Dmattias If using 2 UV sets, then maybe normal mapping and simulation would need different Tangent basis? That is the issue I was facing, Unreal calculates tangents based on first UV channel (which can be non unique, for texturing), and pairing that with lightmap uvs was not working.
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