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Smoke Generator



Smoke VFX often carries a sense of randomness. While I want to maintain its natural and organic appearance, I hope to incorporate some customizable features, allowing players to shape the smoke into desired forms.

Smoke Texture

To create randomized smoke based on physical principles, I utilized the fluid simulation software Embergen to produce smoke textures. It allows me to customize parameters like voxel volume, temperature, noise, and more to form the corresponding fluid. Once finished, I exported the grayscale texture and normal map into Unreal Engine.

By using Particle SubUV node, I created a sprite sheet by utilizing the two textures and produced a dynamic smoke material. This method allows the smoke to animate over the particle's lifetime, cycling through the sequence of smoke frames.

In the "Sub UVAnimation" module of Niagara, I can customize the play timing by editing curves.

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