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FluidNinjaLive用户手册
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Unreal插件帮助文档 流体模拟 特效制作 游戏开发 FluidNinjiaLive是一款极为强大的Unreal插件,用来制作流体模拟包括云雾烟流水海洋火焰等。
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FluidNinja LIVE Manual
Latest version: 1.8.4.0 for UE 4.26 - 4.27
1.8.5.1 for UE 5.03
1.8.5.1 for UE 5.1: see Chapter 4
All-in-one tutorial video: LINK
New features: Chapter 29 & 30
New videos: LINK
NinjaLive is providing real me, responsive fluid simulaon inside Unreal
For baking fluid simulaon, see NinjaTools
Document updated: 28 October 2022
Support: andras.ketz[email protected]
Twier: hps://twier.com/FluidNinjaLIVE
Homepage: unrealengine.com/marketplace/fluidninja-live
Document share URL:
hps://drive.google.com/file/d/1I4dglPjeXLcNkSGxGok8sQCy59qgYcF9
Contents
1. Step-by-step Guides & Tutorial Videos
2. Introducon
2.4 NinjaLive vs NinjaTools
3. Locaon, Size, Versions
5. Usage
6. Core Funcons
6.1 NinjaLiveComponent
6.2 NinjaLive
6.3 Actor Details vs Actor Component Details
6.4 Preset Manager, Presets
6.5 Simple Painter Mode
7. Memory Demand, Performance
9. Merging NinjaLive to your Project
10. Sengs
10.1 NinjaLive Actor
10.2 NinjaLive Actor Component
10.3 Adding NinjaLiveComponent to your own Actors
10.4 Other ways to add Ninjalive to Actors
10.5 Interacon: seng up objects to trigger sim response
11. Ulies: viewport widget, possess nearest pawn
14. Packaging, Compiling, Android
17. Opmizaon
20. Niagara
23. Sequencer & Movie Render Queue
24. Volumetrics
25. Detail Maps
26. Controlling Ninja in real me
27. Mapping sim on 3D mesh surfaces
28. Moving in WorldSpace
29. New features: Live v1.7
30. New features: Live v1.8
Moved to external PDFs:
18. Changelog & Updates LINK
19. Known Issues & FAQ LINK
21. NinjaLive UI LINK
22. Fluidsim tech.descripon LINK
1. Step by Step guides in this Manual
Topics Chapter
Merging NinjaLive to your project 9
Adding NinjaLive Component To Your Own Actor Classes 10.3
Linking Niagara and Ninja 20.3
Cinemacs Rendering via Movie Render Queue 23.3
Linking Volumetrics And Ninja 24.4
Reconfiguring a sim container to use 3D sim mesh 27.1
How to disable Dynamic Asset Lookup: in the FAQ doc i005
Tutorials on YouTube
Topics URL
Tutorial videos playlist LINK
Live 1.8 specific videos LINK
UseCase videos playlist LINK
All-in-one tutorial video LINK
Merging NinjaLive to your project LINK
Changing default (planar) TraceMesh to Custom Mesh LINK
Use TraceMesh to detect overlap (instead of InteraconVol.) LINK
User defined line-tracing source (instead of Camera) LINK
Render Buffers & Output Materials LINK
Sim ling / wrapping LINK1 , LINK2
Painng persistent Flow paerns (2D, Fog, Clouds...etc) LINK
Using Sequencer to animate Objects and Sim Params LINK
Character FX related videos:
Adding NinjaLiveComponent to Your Character LINK
SimDetails, CameraFacing, SingleTargetMode LINK
Reposioning TraceMesh, adding Custom Sockets LINK
Mulple fluidsim components in a single character LINK
Hands: two dedicated sim components tracking all fingers LINK
2. Introducon
FluidNinja LIVE is providing real me, responsive fluid simulaon for PC and Console
developers, inside Unreal. Following a 5 minute setup ( see Chapter 9 ), responsive fluid
simulaon Actors could be placed on level. Live ActorComponent could be added to user
defined Actors and drive other Components (eg. Niagara, VolumeSmoke, Fog). Live is easy
to customize, features Preset based sim management and user editable Output Materials .
All-in-one tutorial video: LINK
2.1 Inputs
Niagara Parcles (posion, velocity), StacMeshes, PhysicsBodies (posion, size and velocity),
Skeletal Meshes (bone posion and velocity), Textures and Materials (density, velocity)
SceneCaptureCamera, Streaming video, User gestures (via mouse and touchscreen)
2.2 Level & game design
Live offers LOD, Proximity based Sleep/Wake and Memory Pooling - supporng a design
approach with mulple sim containers placed on level and aached to characters.
Live 1.7 comes with complete World-Space support, driving Volumes, Niagara parcles,
Landscape Materials and Foliage - enabling users to drive all dynamic systems with fluidsim.
2.3 Rendering
Live uses 2D fluid simulaon, combined with technology that makes it behave like a volume.
A. Camera Projecon is using a volume to track objects in the sim area, mapping 3D
posional and velocity data to the 2D sim using Line Trace from the camera - or from
a user defined point.
B. ScreenSpace: in case we are running the sim on a camera facing plane, viewers could
walk around the interacon volume, while the paerns generated by overlapping
objects appear in the correct spaal posion.
C. World Space: a 3D ineral frame of reference is supported. In case the sim area is
moving (eg. aached to a pawn or vehicle), fluid density "lags behind", velocity and
acceleraon is properly handled. The moving direcon of overlapping objects is also
captured, tapping into simulaon velocity.
D. HeighFields: sim density and pressure could be used to drive true 3D volumes as a
height-map, while sim velocity drives the flow of volumetric noise. Alternavely, the
height could be used to distort geometry (eg. water) or for Parallax Occlusion Mapping.
E. Raymarching: level placed light sources could generate dynamic self shadows on the 2D
fluid or in the 3D volumes.
In the end, we have dynamic fluid in 3D - with the GPU demand of a 2D sim.
2.4 NINJALIVE vs NINJATOOLS
Both FluidNinja projects are focusing on fluid simulaon inside UE. FluidNinja LIVE is for
interacve fluidsim. FluidNinja VFX TOOLS is for baked, non-interacve fluidsim . The
same visual aesthecs could be achieved with both projects - the main difference is,
that TOOLS runs "standalone": it is an editor tool to generate game assets, it is NOT
running together with the game and it is opmized to BAKE fluidsim to simple, looped
sequences and materials that play these sequences.
LIVE and TOOLS could be used separately, or combined. For example: having a church
interior with hundreds of candles definitely needs a baked soluon - while having a
flaming ball on the player character's hand or making a portal that interacts with the
player might need a responsive sim soluon.
3. Locaon & Size
NinjaLive is a compact Unreal Project - its feature set could be ulized in games by merging ,
see Chapter 9 . It is based on standard Unreal assets (Blueprints, Materials), does not contain
C++ code / pre-compiled elements / third party content. Cooking, compiling and packaging is
tested for Windows PC, Apple PC, Android Mobile and iOS mobile. Compiled demo: LINK
Live blueprints are annotated , visually organized and cross referenced with links, to help
developers understand and modify them. Example screenshots: BP1 , BP2 , BP3
The project is located in a single folder: /Content/FluidNinjaLive
Funconal core is 30 Megabytes. Removable Tutorials 120 MB, UseCases 190 MB. The two
most important files, NinjaLive (Actor class) and NinjaLiveComponent (ActorComponent class)
are 2 MB and 7 MB, respecvely.
4. Versions
NinjaLive is developed in separate branches to ensure compability with different UE versions.
Check the version of your NinjaLive project at: /Edit /Project Sengs /Project /Descripon
UE 4.20 - 4.22 branch Latest NinjaLive version: 1.0.1.0
UE 4.23 - 4.25 branch Latest NinjaLive version: 1.6.23.0
UE 4.26 - 4.27 branch Latest NinjaLive version: 1.8. 4 .0
UE 5.03 branch Latest NinjaLive version: 1.8. 5 .1
UE 5.1 No official ninja release unl UE 5.1 is a preview
● UE 5.1 introduces new class reference nodes / legacy UE 5.03 nodes are deprecated
● Consequently: NinjaLive for UE 5.03 does not work under UE 5.1
● Soluon: we have created a separate NinjaLive branch for UE 5.1
● Since UE 5.1 is preview: we can not officially release a separate ninja dev. branch:
the marketplace does not allow devs to release data for preview UE versions
● In case you really need NinjaLive for UE 5.1: email AK (andras.ketz[email protected])
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