I updated my Fab asset for creating connections, physics, and other interesting things in Niagara.
And made a trailer. https://t.co/alFVeWMq9W
Fab https://t.co/JCQ9XnlWd1
@nimlot26@UnrealEngine It would also be nice to have Niagara functions embedded within the scratchpad and module, so I wouldn't have to save the functions as a separate file.
@ZoldenGames These spiral arms can form with gravity and spiral force alone. According to my old tests, no complex fluid behaviors or formulas are needed. Just spiral force and the attraction of nearby particles to each other.
@FX_ology No. It looks like Google Translate misused the word "adjacent." Well, particles have neighbors: one neighbor in front, one neighbor behind. Two neighbors.
It's possible to have more than two neighbors to improve stifness and reduce the number of iterations.
@FX_ology Thank. You might want to consider using more than >2 adjacent particles. My asset can use 4-8, so I maintain elasticity without physics iterations at all. Because of this, my performance without iteration is 2-3x higher than yours. But I also have some drawbacks.
I have a 3070
I'll be releasing an update soon. I've expanded the asset a bit.
1. I've worked on the vines a bit.
2. I've added a feature for searching for the nearest particles along a direction using two vectors, with the option to simply specify the inverse of the first vector.
I updated my Fab asset for creating connections, physics, and other interesting things in Niagara.
And made a trailer. https://t.co/alFVeWMq9W
Fab https://t.co/JCQ9XnlWd1
1. Added a feature for searching for nearby points by direction and viewing angle. Could be useful for creating swarm intelligence algorithms. Maybe I'll make an anthill.
2. Added an alternative method for PBD collisions.
And other various fixes and improvements.
I implemented normal character collision using the Rigid Mesh data interface and added stickiness. Stickiness is especially useful for spider webs.
I also added an example of finding the shortest path for birds.
https://t.co/IPvu0Im7tA
I'm using pathfinding to avoid obstacles. I've modified the module. It now handles emitters in different local spaces properly. This allows the system to be moved around.
I'll make a few examples and update the asset on Fab.
By the way, the price has been reduced.