Готовый перевод The Shore / The Shore: Game
<cf>Create container material<cf>for baked data
<cf>Export data
<cf>Mark baked data for<cf>save - if looks good
FrameRange: the number of captured frames
Size Strength Hardness Type
X (width ) Y (height) Z (depth, locked)
Спрятать
След. эффект
Пред. эффект
(Extension of vector volume)
(Frames on the atlas map)
(Настройки->Сбросить прогресс)
(World size of vector volume)
(anim.textures embedded in a particle system)
(optional)
+
+ Частицы GPU
+ Package included in Ninja 1.1<cf>+ Free downloadable (link in the video description)
-
- Присесть
- Прыжок
- ЗАЖМИТЕ, чтобы использовать артефакт / НАЖМИТЕ, чтобы дать сдачи
- Взаимодействие / Поднять предмет
- Открыть инвентарь, чтобы изучить предметы.
- НАЖМИТЕ для рывка / УДЕРЖИВАЙТЕ, чтобы бежать
-Placeholder animations-
Что... Что со мной случилось?
0
0 Кг
0,05
0,228571
0/0
1
1+1
1. Pls wait until Shader Compiling finishes (only at first run)
1. Use existing bitmaps as density source (The map must be <cf> in the same folder as the preset to be accessible)<cf><cf>2. Interactively painted maps could be instantly saved as bitmaps<cf> (see the disk pictogram below) and reloaded here. Don`t forget<cf> to save the preset once bitmap input is defined
1.12
1080p
144
1440p
16
16+1
2
2. Полный экран (F11)
20
2160p
2D resolution of vector field Width Height
2D test image
2nd / 3rd capture of the same preset
2nd capture of the same preset
3
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4
42
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64
720p
8
8 слоёв
A Windows / iOS system folder for PNG image file export
Монета с высеченной на одной из сторон зловещей фразой
A folder containing all Ninja assets. By default it is <cf>/Game/FluidNinja (same as Content/FluidNinja)
A limiter for the pixel displacement amplitude. Increasing this value<cf>causes pixels to travel further with the same speed
A preset that is auto-loading at startup (pick the names from the FluidNinja "Presets" rolldown menu)
Немного надежды - это всё, что нужно нужно человеку чтобы продолжать двигаться вперёд, прежде чем он потеряет рассудок и волю. Этот берег напоминает мне о прогулках с женой.
A standard method for distorting an 8 bit color space to preserve the information content of dark areas
A.: Pre-compiled shaders (DDC) are not included in EPIC store items and should be computed locally at first run. Thank you for your patience.<cf><cf>B.: The Status bar at the upper left corner is an Output log to push notifications on saving/exporting assets.<cf>Tooltips are essential when you start experimenting with the NinjaGUI. Verbose explanation on all functions.<cf><cf>FluidNinja preset files could contain MetaData - notes, instructions or copyright information. This feature is here to support the sharing of preset files in the future. The current example files contain little information.<cf><cf>C, D.: Presets are recognized only if properly named and placed. The naming convention is to separate components_ with_underscore, plus put a DT prefix and a Module name before the actual preset name. Ninja is using the ModuleName part to match presets with their parent modules.<cf><cf>Placement: presets should be in the same (sub)folder as the module that calls them. In practice: since all Ninja modules are placed in NinjaRoot (/Game/FluidNinja), presets could be anywhere :)<cf><cf>In case of FluidNinja presets, placement also influences the scope of available input assets. <cf>A preset is looking for input in its own folder - and its subfolders. It is best to keep presets in separate subfolders with their own input data to avoid cross referencing. Check "PresetPlacementExample" 1,2.<cf><cf>Read more on presets in the Presets menu tooltip.
СВЕРХУ
Принять
Примите это предложение. Позвольте нам пройти в ваш мир!
Добавьте сюда свои заметки, инструкции, данные об авторах.
Хорошо, хорошо. Но что вы имели ввиду под "подтолкнуть вещи"
Алтарь
Усилить
Amplify field strength. Negative values also work!
An Unreal content folder exclusively scanned for presets (all other folders ignored) - practically a content filter
An Unreal content folder to save Textures, Materials and FGA templates as Uassets
An efficient method for working with Particle Systems is to control both the source (Cascade) and the target (Ninja) the same time.<cf><cf>Load a particle system in Cascade. In Ninja, pick the same particle system as density input.<cf>The particle file should be in the same folder as the preset file. Switch back to Cascade using<cf>[Shift +F1] or [Alt+Tab].<cf><cf>The dual setup is responsive: changes made <cf>in Cascade are instantly visible in Ninja.<cf>Switch back and forth, tweak parameters simultaneously using both systems.<cf><cf>When finished, save both the Ninja preset and Cascade particles, and start experimenting with baking.
An experimental option: sometimes the velocity based blending <cf>between frames is ruined by "too strong" velocity values in the<cf>area of density source (eg. emitter). To avoid this artifact,<cf>the density could be used to modulate / mask the velocity.<cf>Try both solutions. Not recommended for flowmaps!<cf>Note: this setting is NOT SAVED to presets (On by default)
An upward incrememting int value that will define the position of the particle in the grid.
И теперь, наблюдатель, ты стоишь прямо перед дремлющим богом. Я запечатал его изнутри, так освободи же его!
И теперь, пройдя через глубины, ты найдёшь свое предназначение.
И всё же твой разум остаётся не помутнённым
Эндрю, продолжай спускаться в яму. Я хочу тебе кое-что показать.
Anim speed
Animated textures, Materials and VectorFields made with NinjaTools
Apply a power function on the density map (a bit like a contrast filter).<cf>Sub 1 values brighten / flatten the map, values above 1 are increasing <cf>contrast between dark and light areas
Уверены, что хотите удалить свой прогресс и начать новую игру?
Когда я ещё был ребёнком мой отец говорил об этом острове. Он описывал его так, чтобы напугать. Он рассказывал о чёрных бабочках, блуждающих огнях и сломанных компасах.
Когда мы последний раз ступали на эту землю, она просила рассказать одну из моих историй. Историю о бушующем море. Я слышал как каждый её вздох становился короче предыдущего, и к тому моменту как я закончил рассказ пневмония забрала её жизнь...
At initialization, all modules load a preset named "Default". This can not be changed, <cf>except for FluidNinja. It is suggested to provide the name of your actual work-in-progress preset,<cf>so it is loaded by default. Also, define "FluidNinja" as the Default Modul - so the whole system<cf>starts immediately with your latest work.
BASIC<cf><cf>In this rolldown menu, you could pick particle based density templates<cf>for your preset. Only those templates are listed / visible that are<cf>located in the same folder as the preset that calls them.<cf>(eg. /Game/FluidNinja/Input/FluidPresets/Pyro)<cf>Note: subfolders are also listed, but Ninja is going to reference<cf>these with an absolute path. Trick: if you place a preset file higher <cf>in the folder hierarchy, more templates are available as input.<cf>You might want to prototype a new preset in the "Input" root,<cf>testing all kind of inputs - then move your preset to a subfolder when<cf>finalizing it. Check "PresetPlacementExample1-2" <cf><cf>Sum: you could feed your preset with particles by moving the particle<cf>uassets to the folder where your preset is. It is best to keep presets <cf>and their templates together and avoid cross referencing.<cf><cf>ADVANCED<cf><cf>By manually editing the Data Table of a given preset in Unreal Editor,<cf>you could insert reference to any template. Copy-paste its absolute path<cf>into the "Template" field of the Data Table.
СНИЗУ
Назад
Baked Ninja FluidSim
Базальт
Без рамки
Дыши. Дыши. Держись, Марта, ты нужна Элли. Ты нужна ей... Ты нужна мне
Brush
By default, you are generating density data with the interactive <cf>brush paint. By increasing the value of this param, you are<cf>injecting the brush velocity information to the sim.<cf>This feat is hinting a future ninja version (NinjaLive), where<cf>users could place interactive simulation containers in game.
CANVAS SIZE X<cf>Define the horizontal resolution of a single captured frame<cf><cf>Recording multiple frames? The output image resolution comes <cf>from CanvasX,Y and FrameRange. For example:<cf>Canvas size = 256x256, FrameRange = 16 -> The frames <cf>are recorded in a 4x4 matrix with a resolution of 1024x1024<cf>
CANVAS SIZE Y<cf>Define the vertical resolution of a single captured frame
CLF_Idle
CRF_Idle
Скорость камеры
Canvas
Capture one / more frame(s) of the loaded velocity map as FGA<cf>(FieldGridAscii) formatted data, to drive GPU particles.<cf>Depending on FGA-export / plugin settings in Config, the data is...<cf><cf> a.: saved in Unreal Editor as DataTable, that could be<cf> converted to FGA in a few steps<cf> b. exported outside UE as FGA and could be dragged back in one step<cf><cf>For more info on FGA creation check the intro slides<cf>
Capturing optimal sequences takes a lot of experimenting. Repeat the<cf>RECORD / PREVIEW process to produce versions, save only the best.
Change from Top view to Perspective Camera
Check 3D Velocity Fields
Закрыть
Colorize density data. Important: use this to to test/preview only!<cf>It is advised to bake density maps in grayscale, and colorize them<cf>later using the container materials (NinjaPlay, FlowPlay)
Config
Content examples level
Content examples: on the "Usecases" Levels<cf>Niagara update: see marketplace Manual PDF
Продолжить
Контраст
Авторы
Присесть
Статуя ктулху
DELETE PRESET<cf><cf>Instantly removes preset from list.<cf><cf>The file is preserved as:<cf>DT_RemovedPreset_[original preset name]
DUPLICATE PRESET ("Save as...")<cf><cf>Writes current settings to a new file and asks for a file name.<cf><cf>File naming: [FileType]_[ModuleName]_[PresetName]<cf> Eg.: DT_FluidNinja_Flame1<cf><cf>Note: before closing Unreal Editor, newly created preset files <cf>must be written to disk permanently via "File / Save All"
Папа? Мама? Я заблудилась. Здесь монстр!
Папочка, можно Ариэль пойдёт с нами?
Default Modul
Default Preset
Demonstrating POM / Raymarch: try to interact in Editor
DissolveAmount:
E
Элли... моя дорогая Элли... Я должен найти её.
Элли, это ты?! Элли! Стой там, я уже иду!
Enable linear interpolation between frames
Enable velocity vector based interpolation<cf>between frames
Equip Slot1
Equip Slot2
EventDispatcher
Explained in this video: https://youtu.be/-gDVyrPyvEs
Explained in this video: https://youtu.be/TUk4sytRpfA
Export FGA
Export the baked Atlas texture as PNG, <cf>to a system folder defined in NinjaConfig
External Save Path
FGA (Field Grid Ascii) is a generic, plain text format to store an array of 3D vectors. Unreal recognizes FGA files and creates a StaticVectorField object ON IMPORT. Vectorfields drive GPU particles.<cf><cf>Ninja could convert velocity data to FGA format, as an initial step to create UE vector fields. There are two methods to export the data to an actual FGA file.<cf><cf>[ A ]<cf>1. save the fluidsim velocity to a DataTable type Uasset by using the REC button in NinjaFields<cf>2. export the DataTable to external file (in UE Content Browser right click on the saved DataTable asset and choose "Export as CSV")<cf>3. remove the CSV file header (open the exported CSV file with textpad and remove the first 24 characters: [ ---,DataColumnDataRow," ]<cf>4. rename the file from CSV to FGA + make sure that the filename differs from the original datatable name, otherwise UE will try to update the original Uasset<cf>6. import / drag the renamed file to UE Content Browser<cf><cf>[ B ]<cf>A 3rd party "UE string variable to text file" export plugin is needed. Eg.: "Easy File System" or "Rama"<cf>1. install / enable the plugin (Menu/ Edit / Plugins)<cf>2. Ninja is prepared to work with these plugins. To enable plugin usage, flag the "Use plugin for FGA export" option in NinjaConfig + place the plugin`s blueprint node to:<cf>BP_Define_3rdPartyPlugin_for_VelocityFieldExport<cf><cf>From now on (when pressing the record FGA button) an external FGA file is generated, that could be instantly imported / dropped to Unreal (no need for editing)
Блок. FPS
Fakes directional light on the simulation - could give <cf>a bit of depth to smokes, emphasize edges on flames
FirstPerson
FluidNinja VFX Tools for Unreal, © Andras Ketzer, 2020
Угол обзора
GPU particles
GPU particles added
GPU particles driven by<cf>pyro3 flame derived field
Gamma correction value for exported 8 bit PNG files
Generate 3D Velocity fields
GlowRange:
H
УДЕРЖИВАТЬ - Использовать артефакт
УДЕРЖИВАТЬ - Бежать
Высок.
If an Input velocity map is defined, it could be<cf>previewed together with the GPU particles.<cf>This visualisation helps to understand how<cf>fields influence particle motion<cf>
In case if you wonder what these thumbnails are:<cf>All Ninja BaseMaterials placed on Level,<cf>to force Shader Compile in advance, before<cf>running Ninja.
Взаимодействие /<cf>Поднять предмет
Interactive brush params<cf><cf>A. Set "Input weight" to 1, to paint persistent patterns,<cf> otherwise the painted spots are fading out / dissolving<cf><cf>B. Hold [ SHIFT ] while drawing to ERASE<cf><cf>C. Use the "Clear Canvas" button to blank the drawing area
Journal entry1
Journal entry10
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Journal entry2
Journal entry3
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Journal entry5
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Journal entry7
Journal entry8
Journal entry9
Прыжок
LF_Idle
ЛКМ / A - изучить
Light direction:<cf>Blueprint driven
Light direction:<cf>Interactive <cf>
Living Particles Niagara<cf>Version 1.0a (04.10.2019)<cf><cf>HOW TO USE:<cf><cf>- First of all, you need to activate Niagara plugin in UE4 editor. Go to Edit > Plugins > FX and enable Niagara System.<cf>UE4 will ask you to restart the editor.<cf><cf>- Check for LivingParticlesDemo Map in Maps folder, you can use Q and E keys to change the Effects and H key to<cf>hide the text UI.<cf><cf>- Check the "CompleteEffects" folder for all the complete effects Blueprint Classes. Just Drag and Drop them into you Level. They designed to<cf>automatically pick the player character and assign it to the first "Affector". For now, the effect can only handle 4 "Affectors", but in the next<cf>updates, this limitation will be no longer (Check the ROADMAP section below). You can assign the other three Affectors in the Blueprint Class.<cf>For the adjustments check the Material Instance parameters, the behavior of the effects controlled mostly by them. However, spawning and<cf>rendering of the particles handled by Niagara Emitters, you can tweak parameters there.<cf><cf>ROADMAP and IMPORTANT NOTES:<cf><cf>- This Asset heavily depends on Niagara System and will improve alongside with it. In the current version (4.23) all of the effects can be simulated<cf>on GPU.<cf>- Unlimited number of Affectors will be added in the next Updates.<cf>- Morph Particle Effects of the original Living Particle Asset will be added as well.<cf>- The Asset will get more improvements and probably Content Packs in the future.<cf>- There is a "Is GPU" parameter in every Effect. If the positioning of the Affector is incorrect, try to disable/enable this bool.<cf><cf>MAIN SHADERS CONTROL:<cf><cf>Final Color - Emission color of affected particles<cf>Final Color 2 - Emission color of unaffected particles<cf>Final Power - Final brightness of the image, you need to lower this value if you using "Gamma Rendering" Mode<cf>Final Mask Multiply - Multiply result mask by this value<cf><cf>Ramp Enabled - Use ramp gradient to colorize particles<cf>Ramp - Gradient texture, located in "VFXTextures" folder<cf><cf>Distance - Affected particles distance<cf>Distance Power - Multiply distance mask by this value<cf>Offset Power - Offsetting particle towards Affector<cf><cf>Camera Fade - Fade particles when near Camera<cf>Close Fade - Fade particles when near Affector<cf>Vertex Distortion - Distort vertices of particle mesh, suitable for paper or leafs effects<cf><cf>Noise - Values for creating a noise mask, used in floor particles<cf><cf><cf><cf><cf>Support email "sinevfx@gmail.com"
LivingParticles01
LookingDirection
Низк.
MAIN MODULES<cf><cf>INTRO a minimal introduction to NinjaTools (more: online)<cf>CONFIG asset and color management<cf>NINJA the primary tool to create density and velocity maps<cf>FLOW use velocity maps to animate any texture<cf>FIELDS turn velocity maps to vector fields, drive GPU particles
Главное меню
Сред.
Музыка
NARRATION TRIGGER
NE_LivingParticles_01
NE_LivingParticles_02
NE_LivingParticles_03
NE_LivingParticles_04
NE_LivingParticles_05
NE_LivingParticles_06
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NE_LivingParticles_20
NE_LivingParticles_21
NE_LivingParticles_22
NE_LivingParticles_23
NE_LivingParticles_24
NE_LivingParticles_25
NE_LivingParticles_26
NE_LivingParticles_27
НЕТ
N_Idle
Новая игра
Ninja Root Folder
NinjaFields is also an Editor Utility. Pls select it.<cf>On the details panel, there are two available functions (as buttons): <cf>(1) is checking if there are VectorField type<cf>assets in the Content folder.<cf>(2) is placing them on NinjaTools Level for preview. <cf>The NinjaFields interactive module can visualize <cf>only these pre-placed fields.
NinjaPlay Material is reading two flipbooks<cf>(5x5 density / velocity)<cf><cf>NinjaPlay is blending between the frames,<cf>using velocity data. The velo based blending <cf>creates smooth transition while requires <cf>only a low number of stored frames
NinjaPlay Material is reading two flipbooks<cf>(8x4 density / velocity)<cf><cf>NinjaPlay is blending between the frames,<cf>using velocity data. The velo based blending <cf>creates smooth transition while requires <cf>only a low number of stored frames
Нет
Note1: FluidNinja output data is feeding the Flow and Field modules. The freshly baked simulation data should be "Marked for save" in order to be instantly available as Flow/Field input.<cf><cf>Note2: When using NinjaPaint, the new painting should be saved as texture before quitting Ninja in order to be available later.<cf><cf>Note3: Read more on FGA export on the next few pages.
Note: Shader compiling takes time at first project start<cf>Auto-rotation of main light could be switched off via the "light bulb"<cf>Tutorial video: https://youtu.be/TUk4sytRpfA
Note: frame blending is useful only at low playspeed.
Note: the light bulb is embedded in a blueprint - edit to see how it works.<cf>Spoiler: Obj.pos-Light.Pos = Direction vector, driven by a Construction Script
Note: the light rotation (on level) and the value of "light direction vector" <cf>in the Raymarch material in this setup are NOT auto-linked, they are being <cf>adjusted separately. For linking these two, see the Blueprint of the <cf>above interactive demo!
Note: the main light position and the value of "light direction vector" <cf>in the Raymarch material are NOT auto-linked (in this setup),<cf>both being adjusted separately. To link these two params <cf>see "Usecases_Additional1" level / interactive demo <cf>
Offset
Offset X
Offset Y
Offset the velocity field to give it a uniform direction
Only assets/content under the NinjaRoot folder are accessible for Ninja.<cf>If you decide to move/migrate Ninja to a different root folder, this setting must be updated... <cf><cf>1. here in the menu, in advance (before you move Ninja) or...<cf>2. manually (by editing the DataTable) after the migration.
PNG
PNG export Gamma
POM, Transparent Lit Material
POM, Transparent Material
PRESETS<cf><cf>Parameters for Ninja modules are loaded / saved as a preset. <cf>Presets are stored one-by-one as DataTable uassets.<cf><cf>Presets could reference other assets (textures, particle systems) <cf>and pull them as input for simulation. Asset refs are called "Templates".<cf>Note: Flow and Fields could pull any asset under the NinjaRoot domain,<cf>while FluidNinja presets have a limited scope to avoid cross-referencing.<cf><cf> 1. Normally, the preset contains only the name of the referenced asset,<cf> and the preset loader looks for the template in the same folder<cf> where the given preset file is located - it is recommended to keep <cf> presets and their belongings together! (Preset Packages)<cf><cf> 2. Optionally, templates could be referenced by absolute paths,<cf> (eg.: /Game/Textures/T_noise) by manually editing the DataTable<cf> of a preset file. Not recommended: absolute paths work only in your<cf> folder structure and (a.) fail at other users if the preset is shared,<cf> (b.) fail locally if you modify your folder structure + (c.) modding <cf> a shared asset will change the visual style of all dependent presets.<cf><cf>It is possible to export a preset as CSV by right clicking on it in Unreal<cf>Editor - also, CSV files could be imported as DataTables.<cf>Take advantage of this portability: we encourage you to share presets<cf>and preset packages with other FluidNinja users!<cf><cf>Presets are recognized if...<cf><cf>a./ Properly placed: in the same folder as the module that calls them<cf> Eg. /Game/FluidNinja/BP_FluidNinja looks for presets <cf> under /Game/FluidNinja/ - and its subfolders<cf><cf>b./ Properly named: [FileType]_[ModuleName]_[PresetName]<cf> Eg.: DT_FluidNinja_Flame1<cf><cf>Quick browse preset menu via keyboard up/down arrows.<cf>See Intro slides for details on preset placing and scope.
НАЖМИТЕ - Дать сдачи
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Pick a single or multiframe density map for modulating the target <cf>texture animation. Density maps are optional, FlowPlayer could <cf>work without them. <cf><cf>Density maps could be used two ways:<cf><cf>1. Mask velocity (dark areas will have lower / zero velocity)<cf>2. Mask opacity: this is NOT previewed here, like many other ops.<cf><cf>When finished with the basic setup of a FlowPlay material,<cf>save it (the disk pictograms below), quit Ninja and continue the <cf>visual dev. on the FlowPlayer material interface in the editor
Pick a single or multiframe velocity map to animate the target texture
Pick an arbitrary texture that you would like to animate<cf>via FlowMaps. <cf><cf>No baking or recording function here: already baked velo <cf>frame(s) are used to distort the target image in realtime, <cf>via a material (FlowPlayer).<cf><cf>NinjaFlow could be used two ways:<cf><cf>1. Flow is a low cost (GPU load, memory) way to create VFX.<cf>With just a single velocity frame and a single flow target frame,<cf>a swirling, animated visual could be created. <cf><cf>2. As a more advanced use, FlowPlayer could be imagined as an extra<cf>layer on top of AtlasPlay (that plays Ninja animated textures).<cf>The fluid-simulation output could be pushed to a higher level of<cf>complexity by adding an extra map that "flows together" with the<cf>animated map, while adding extra details to it.<cf>(eg. a smooth smoke as Ninja output, combined with a detailed noise)<cf><cf>Depending on the number of subframes (if the velocity input is animated<cf>or not) NinjaFlow automatically decides to save a simple or complex<cf>material (the first one is incapable to play animated textures)<cf><cf>Note: the NinjaFlow GUI is meant to link maps together and save them <cf>as a material - as the first step of VFX development. The preview is very<cf>crude here (no transparency, no velocity based frame blending, no coloring).<cf>The major part of visual dev. is based on the exported FlowPlayer<cf>material - after quitting Ninja
Pick an existing VectorField to preview<cf>Knowhow:<cf><cf>1. a velocity map (texture) goes through the FGA creation process<cf> (see details on the Intro slides)<cf><cf>2. the FGA is pulled back to Unreal and exists as a VectorField Uasset <cf> (from this point, it can be used to drive GPU particles)<cf><cf>3. VecField Uassets should be placed on Level in order to preview here. <cf> The placement is automated: in the editor, click on the NinjaFields<cf> blueprint. On the "Details" panel, there is a button:<cf> "Build Vector Field Actors for Preview". Once done, the newly<cf> generated VecFields are here to preview<cf>
Please define the number of horizontal/vertical subframes.<cf>(1x1) means it is a single image, not animated
Pls provide the number of (sub)frames of the above defined map.<cf>(1x1) means it is a single image, not animated<cf>
Preview animated Atlas textures
Push the pixels of the baked texture in a direction defined <cf>by velocity field. Larger values cause stronger displacement
Q
ВЫЙТИ
Качество
Выйти
RECORD / BAKE<cf><cf>The system starts capturing frame(s) based on current Resolution and<cf>FrameRange settings. By default, the frames are being recorded like<cf>"tiles" on a single composite image (an Atlas map): eg.: 16 frames form<cf>a 4x4 tile set.<cf><cf> 1. Ninja Simulations are Non-deterministic / influenced by rnd factors.<cf> Record many temp versions, take your time with experimenting. <cf><cf> 2. When the recording starts, a new panel pops up - to preview and<cf> manage the recorded sequence. (No need to close this panel when<cf> you start a new record session)<cf><cf> a.: Sequences are recorded to memory and automatically erased<cf> when you quit unreal. To keep one, you have to "Mark for save".<cf> This feat enables you to record many temp sequences, and mark<cf> only the best few<cf> b.: It is recommended to save a Container for your atlas image.<cf> This is a special material that plays the baked seq once you quit<cf> Ninja and could be drag-n-dropped to meshes + provides many<cf> parameters to finalize the output visuals (colors, opacity, speed)<cf><cf> 3. A trick to record non-looped sequences (eg. an explosion):<cf><cf> a.: set the particle input to repeat the non-looped input<cf> b.: stop the simulation when a cycle ended and before a new starts<cf> c.: set up all the parameters, and press record: the baking will not start<cf> until you press play (since baking is dependent on frame rendering)
RECORD FGA<cf><cf>Capture the current simulation frame / actual state of velocity field <cf>as FGA (FieldGridAscii) formatted data, to drive GPU particles.<cf>Depending on FGA-export / plugin settings in Config, the data is...<cf><cf> a.: saved in Unreal Editor as DataTable, that could be<cf> converted to FGA in a few steps<cf> b. exported outside UE as FGA and could be dragged back in one step<cf><cf>For more info on FGA creation check the intro slides
RF_Idle
Re-position particle emitters in the simulation area.<cf>The position of emitter (density source) relative to<cf>the input velocity field is very important: the outflow<cf>could change direction simply by moving the emitter<cf>on the canvas (if the velocity field is not homogen)
Record frames to a single texture VS to a sequence<cf>of separate images. The second option automatically<cf>exports a PNG sequence - while atlas mode records <cf>a Uasset
Разрешение
Вернуться
Эффекты
ПОК. FPS
STATUS<cf><cf>Ninja output log: notifications on saving/exporting assets.
STOP / PAUSE<cf><cf>Pauses the simulation at the current frame. The sim continues <cf>from this frame when Play is pressed. Ideal for freezing the sim <cf>at a nice looking frame when we are generating single frame <cf>input for flowmaps.<cf><cf>Play-Stop-Play-Stop until you catch a promising frame:<cf>then, set FrameRange to 1, and press Record. Frame captured.
Samples
Sampling X,Y
Save a basic material (FlowPlayer) with the above settings.<cf>Gives approximately the same look as you can see here <cf>in the viewports (no opacity mask, no velocity interpolation).<cf>For preview purposes only
Save a basic material (AtlasPlayer) to play <cf>the baked sequence outside Ninja<cf>
Save an advanced material (AtlasPlayer) to play and further develop <cf>the recorded anim sequence outside Ninja (in Unreal)
Save an advanced material (FlowPlayer) with the above settings.<cf>This will be the base for further visual dev, after quitting Ninja
Save current setup as material
Save painted map
Save textures with sRGB
Save your interactively brush-painted density input as a bitmap,<cf>to make it accessible for further use (otherwise the painted data <cf>is lost on quitting Ninja). Once saved: erase / blank the canvas,<cf>and go to the "Bitmap as density input" rolldown menu above,<cf>and load your freshly painted / saved map.<cf><cf>Important: to paint a persistent (non dissipating) image the<cf>"Input Weight" param must be 1. When Re-loading the painted<cf>density as bitmap, the input weight must be lowered, to avoid<cf>extreme density spots
Экран
Set the Depth (Z) spatial resolution of recorded velocity field.<cf>Depth is interpreted as an array of subframes: the tiles of an<cf>animated texture (Atlas) are stacked along the Z axis.<cf>1 is the default value - for anim textures 2-to-16 is the ideal range<cf><cf>Note: the generated vector field will have a depth even if SamplingZ=1.<cf>Z samples are meant to introduce field variations along the Z axis,<cf>and not to spatially extend the Z axis. The spatial extension on XYZ<cf>is uniform (the generated field is cuboid) and could be scaled with the<cf>parameter below
Set the Horizontal and Vertical spatial resolution of recorded velocity field<cf>32-to-128 is the ideal range
Set the UE-world unit scale of the recorded field.<cf>This setting could be adjusted later*<cf>*(The scale of the field could be changed anytime)
Set the spatial resolution of recorded velocity field,<cf>32-to-128 is the ideal range
Настройки
Начать
TEXTURE UASSET
СПАСИБО ЧТО ИГРАЛИ
Temporal sampling (Z)
The Ninja preset of this simulation is located at:<cf>Content/Fluidninja/Input/FluidPresets/DryIce
The Ninja preset of this simulation is located at:<cf>Content/Fluidninja/Input/FluidPresets/RadialSwirl
The NinjaModul that starts automatically.<cf>By default, the Intro initializes
The conversion of Ninja generated velocity data to UE VectorFields could<cf>be simplified by using an arbitrary third party plugin that could export<cf>a string variable as plain text (eg. EasyFileSystem or Rama)<cf>Ninja is prepared to work with these plugins. To enable plugin usage:<cf><cf>1. flag this setting, <cf>2. place the plugin blueprint node to:<cf>/Game/Fluidninja/BP_Define_3rdPartyPlugin_for_VelocityFieldExport<cf><cf>More info on FGA export: Intro slides
The module loaded at system startup. Available modules: <cf>Intro, NinjaConfig, FluidNinja, NinjaFields, NinjaFlow<cf>
The pixels of the flow target texture are pushed with this <cf>speed and intensity along a velocity defined trajectory
The vector field (driving the particles) is created <cf>in the same process as the fluid.sim (on the right)<cf>
This param influences the speed of dissolve<cf>(the "lifetime" of a virtual density particle)
To create content, open the "NinjaTools" Level
To recording multiple frames as a vector field array,<cf>use NinjaFields.
To set "NinjaTools" as project starting level:<cf><cf> 1. Go Edit / Project Settings<cf> 2. Maps and Modes<cf> 3. Editor Startup map
To skip Intro: go NinjaConfig and reset DefaultModul.
UE 2.23-24
URL: unrealengine.com/marketplace/fluidninja-vfx-tools
Ультра
Разблок.
Use Plugin for FGA export
Use existing bitmaps as velocity source (The map must be <cf>in the same folder as the preset to be accessible)
Use particles, textures or NinjaPaint as input.<cf>Set up and tweak the simulation on a simple UI with responsive, realtime viewports. Save input references and sim parameters as a Preset.<cf><cf>Bake the simulation to UE textures and use it in your project instantly - via generated Material Instances that embed the baked textures and provide a large set of parameters to tweak the visual style on scene / in game.<cf><cf>Export the baked data outside Unreal as PNG (Image file) and FGA (3D VectorField file)
User input needed in all asset saving situations (except for sequential image export)
VectorField
Velo.input (On) / Velo.output (Off)
Управление
Громкость голоса
WARNING<cf><cf>This preset file and the referenced template and are not in the<cf>same folder - for this reason an absolute path is used. <cf>This link could easily break when your project is re-structured <cf>or you share this preset with others.<cf><cf>Best practice: keep the referenced templates besides your preset <cf>(so we don't have to use absolute paths) and shortly describe them<cf>under the "Notes" metadata field (at the bottom).
Идти
Welcome to FluidNinja, a simple visual effects tool for Unreal Editor.<cf><cf>Bake realtime fluid simulation to animated textures, flowmaps, materials and vector fields.<cf><cf>Use and create presets. Generate fire, smoke, plasma and fluids to support character and environment effects.<cf><cf>Check the included "Usecases" level for examples.<cf><cf>Ninja is a Blueprints + Materials project, relying on Editor Scripting features. Contains no compiled code, runs on UE 4.20 and above.
When "Save Query" is on, you could define saving path for every asset<cf>being recorded. Otherwise, the system is using these defaults.
В окне
Working on the Ninja GUI is only the first part <cf>of VFX development. When finished, we have produced:<cf><cf> a. simulations, baked as textures<cf> b. advanced materials, referencing <cf> the baked textures<cf> c. vector fields to drive particles<cf><cf>Quit Ninja, and make a composite of b+c.<cf><cf>Apply the vector field to a GPU particle system. Apply the materials to blueprint components or scene actors (often a camera facing plane).<cf><cf>Use more baked components together - like a flame and a smoke + the GPU particles will form the sparks or debris. Place these elements to the same spatial position. <cf><cf>Tweak material params to set the opacity and color of baked data. Set the playspeed and velocity params. Enable refraction (think heat distortion) in the materials. <cf><cf>Try to enrich the baked data by adding in flowmaps. Match colors.
ДА
Zoom on particle emitters
[FluidNinja only]
[Fluidninja only]
already in FGA format
atlas
composite test<cf>with GPU particles
composite tests<cf>anim.textures embedded in a particle system
composition test<cf>with GPU particles
driven GPU particles
for particles
from 2D Velocity Maps
from Bitmap
from Particles
from mouse cursor (interactive)
https://youtu.be/TUk4sytRpfA
using 2D Velocity Maps
vectorfield driven GPU particles<cf>generated from "Orb" preset
Внимание! Этот перевод, возможно, ещё не готов.
Его статус: идёт перевод
Переведено на Нотабеноиде
http://notabenoid.org/book/81640/500440
Переводчики: LinkOFF, p_zombie
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