1 Introduction.
Today we're going to use the Niagara Particle System, and we're going to get the result we want by combining the particle effects with the effects materials from previous installments.
2UE stage.
First, create an empty particle system, create a new spawn burst instantaneous in the emitter update module, and change the spawn count to 50,000 or 200,000, depending on the number and size of the model.
Next, search for the local static model at the static mesh location, and add the model we want to use at the default mesh. The particles will be generated based on the model surface we provide.
Click on the Emitter State to change the Life Cycle Mode to Unified Mode. Change the loop beh**ior to be one-time and the loop duration mode to infinite. In this way, the particles will be ejected in one go.
In the initialize particle, change the lifespan to 60, change the sprite size mode to non-uniform, change the sprite size to vector 2dfrom float, and adjust the value value to control the particle size.
Turn on the effect material we made earlier and remove the nodes that control the mask and parameter set so that the appearance of the material remains the same.
Then open the Particle Rendering module and assign the material we just modified. Add curl noise force to the particle update and change the noise quality to high-quality shattering. Doing this will result in a model-based particle shattering effect.
Once that's done, you can click Run to see how it works.