Reading Niagara Systems as density input for Fluid Simulation, Unreal Engine

Опубликовано: 01 Июль 2026
на канале: Andras Ketzer
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FluidNinja 1.3 simulation could be driven by Niagara Systems, Cascade, Bitmaps and Painter.
UPDATE, 2021: drive Niagara with real time fluid simulation: https://tinyurl.com/y38rlqmp
User Manual: https://drive.google.com/file/d/1eRQt...
Documentation: https://tinyurl.com/y26whxh6
1 minute Intro video: https://tinyurl.com/y4rdptx6
4 minutes overview video:    • FluidNinja VFX Tools 1.3 - Driving Niagara...  
10 minutes on demo level contents:    • FluidNinja VFX Tools 1.3 - Niagara Demo Le...  
20 minutes on technical details:    • FluidNinja VFX Tools 1.3 - Tech details - ...  
Niagara tests playlist: https://tinyurl.com/y42b3x3h
Ninja playlist:    • FluidNinja VFX Tools Tutorials  
Ninja at UE marketplace: https://unrealengine.com/marketplace/...

1. Besides imposing constraints on particles, the baked fluid data could be used in additive / generative manner - eg. velocity field driven particles could collide with scene objects, raw density could be raymarched by actual scene lighting. Unlike classic baked VFX, our systems could respond to physics and lighting.

2. As a result of generative approach, a given system could be pushed towards stylized or realistic look via high level tweaking, no need to change the core fluid data

3. The driving data is (A) rapidly generated inside Unreal Editor and (B) it is extremely small - as opposed to VDBs or other animated volumetric data.