Creating Fluid Simulation in UE5 | Inside Unreal



Next up in our exploration of UE5, we’ll be discussing fluid simulation! Niagara is jam packed with incredible features that can create stunning visuals, so come watch these magicians work as we discuss ways to bring any project to life.

ANNOUNCEMENT POST:
https://forums.unrealengine.com/t/inside-unreal-creating-fluid-simulation-in-ue5/533695

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23 thoughts on “Creating Fluid Simulation in UE5 | Inside Unreal”

  1. Around 1:10:30 you are talking about setting up the TDR (?) (modifying the registry of the gpu to optimize the work with fluid simulations). Is that something we need to do on the mac too ? I am quite impressed by the result I get on my mackbook pro 16 m1max but if I have a way to get higher fps I would be curious to know how. Thanks

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  2. Its pretty neat that its in Niagara. The lighting needs a bit of work though. Those dark edges and no GI/scattering from the fire into the smoke makes it look fake, making it look like an ugly flipbook.

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  3. 23:50 – Replacing source with fountain emitter
    I'm seeing the fluid work for the fountain in the Niagara editor but not in the game editor (I only see the sprites). The presenter doesn't confirm that it's working in the editor window, so no idea if it's something on my end.

    Anyone else having this issue?

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  4. Hello I have some questions about liquid fluid simulation. How can I set the liquid tension? And If I want to set the frame speed but I don't want to set it by the physics velocity, What should I do?

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  5. For the Product Developers: It would be great, to create a simplified User Control Panel, a GUI that allows you to change "major" parameters, that does allow you to tweak, size, speed, temperature, smoke density, etc.

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