FluidNinja LIVE

Fast, responsive Fluid Simulation for Character and Environment VFX: lakes and rivers, clouds, smoke, fire, sand and foliage. Drive all dynamic systems with fluidsim.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    4.20 - 4.27, 5.0 - 5.1
  • ダウンロードのタイプ
    完全なプロジェクト
    この製品には、Unreal Engine プロジェクトの完全なフォルダが含まれており、Config ファイル、コンテンツのファイル、.uproject ファイルが完備されています。新規プロジェクトを作成するためのテンプレートとして利用することができます。

Manual / Live 1.8 Playlist / Tutorials / Showcase / UseCases / Twitter


Welcome to NinjaLive 1.8: modular fluidsim for UE 4 & 5 that could be used for screen-space effects

and drive world-space systems: water bodies, volumes, niagara, foliage and landscape components.


Please note: learning ninja takes a week - by going through (a) the Manual, (b) Tutorial Videos and

(c) included Levels. Buy only if you are willing to invest time to learning! Start here: All-in-one Tutorial


Playable interactive demo showcasing Live 1.7 features: NinjaDEMO EXE + VideoCapture

For fluidsim baking, see NinjaTOOLS

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テクニカルノート


Features

  1. Niagara two-way data flow: drive particles using fluidsim / drive fluidsim using particles
  2. Local solver combined with pattern generators - to render infinite fields of responsive sand, water, fog
  3. Cinematics: ready for rendering via Movie Render Queue, supports Sequencer
  4. Volumetrics: custom, lit 3D Smoke volume included + driving native UE Fog and Clouds
  5. Scalable: could be optimized for mobile devices or run a 4k sim container
  6. Simple-mode: track objects and draw trajectories without running fluidsim (eg. footsteps, wheeltracks)
  7. Modular: could be added as ActorComponent / could drive other components (niagara, volumes)
  8. Sim buffers exposed (density, velocity, pressure)
  9. Examples included (20+ tutorial levels, 10+ usecase levels)
  10. Compiling and packaging is tested on Windows and Android devices
  11. Important: NINJA IS NOT REPLICATED


Simulation Inputs

  1. Niagara Particles (position, velocity)
  2. StaticMeshes, PhysicsBodies (position, size and velocity)
  3. Skeletal Meshes (bone position and velocity)
  4. Textures and Materials (density, velocity)
  5. SceneCaptureCamera and Streaming video
  6. User gestures via mouse and touchscreen

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