FluidNinja LIVE

Andras Ketzer - 이펙트 - 2020/12/19

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

  • 지원 플랫폼
  • 지원 엔진 버전
    4.20 - 4.27, 5.0 - 5.1
  • 다운로드 유형
    전체 프로젝트
    이 제품은 언리얼 엔진 프로젝트 전체 폴더와 함께 환경 설정 파일, 콘텐츠 파일 및 .uproject 파일을 포함하고 있으며 새로운 프로젝트를 생성할 때 템플릿으로 사용할 수 있습니다.

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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기술적 세부사항


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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