Create a Ribbon Effect in Niagara

This document describes how you can create a ribbon visual effect using Niagara.

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Prerequisite Topics

This page assumes you have prior knowledge of the following topics. Please read them before proceeding.

Simulating natural phenomena is challenging, especially when using sprite or mesh-based particles to simulate smoke or vapor trails. Ribbon Emitters are an excellent solution for simulating these objects. In the following how-to, you will learn how to set up a Niagara Emitter to emit a continuous ribbon-style particle effect into the world.

Create a Material

  1. First, we'll create a new Material to color our Ribbon Emitter. To do this, right-click in the Content Browser, and select Create a Basic Asset > Material. Name the Material M_Ribbon.

    RE_01.png

  2. Double-click the M_Ribbon Material to open it. Press and hold the 3 key, and left-click in the Material grid to add a Constant 3 Vector Material Expression node.

  3. Hover the cursor over the small circle on the right side of the node, then click and drag to connect the Constant 3 Vector to the Base Color and Emissive Color inputs in the M_Ribbon box on the right.

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  4. Double-click the Constant 3 Vector to open the color picker. Set the R value to 1, then click OK. This turns the material red.

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  5. Click in the grid to take focus off the Constant 3 Vector. This changes the Details panel display on the left. In the Details panel, scroll down to locate Usage, and expand it. Check the box for Used with Niagara Ribbons.

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  6. Click the Apply and Save buttons to apply changes and save your work.

Ribbon Effect Steps

  1. Right-click in the Content Browser and select FX > Niagara Emitter. The Niagara Emitter wizard displays.

    SE_01.png

  2. Click the radio button next to Create a new emitter from an emitter template. Select the Fountain template, then click OK to create a new emitter in the Content Browser.

    Click image for full size.

  3. Name the newly-created Niagara Emitter FX_Ribbon, and double-click to open it.

    NiagaraEmitter_RibbonIcon.png

  4. With the Niagara Emitter now open, locate the Render section of the FX_Ribbon Emitter. Click the Trashcan icon to delete the Niagara Sprite Renderer Properties module.

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  5. Click the Plus sign icon (+) and select Niagara Ribbon Renderer Properties.

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  6. Next, expand the Ribbon Rendering section. In the Material section, click the dropdown to select the M_Ribbon Material that you created in the Create a Material section.

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  1. Scroll up to the Emitter Update section. Expand the Spawn Rate module and set it to 200.0.

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  2. Expand the Particle Spawn section. Click the Trashcan icon to remove the Initialize Particle module. Then click the Plus sign icon (+) and select Initialization > Initialize Ribbon.

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  3. Expand the Initialize Ribbon module. Under Point Attributes, set the following values.

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    Property

    Value

    Lifetime

    5.0

    Mass

    10.0

  4. Under Ribbon Attributes, set the Ribbon Width to 50.0.

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  5. Click the Plus sign icon (+) and select Location > Torus Location.

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  6. For Torus Mode and Torus Distribution Mode, click the dropdown for each and select the following values.

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    Property

    Value

    Torus Mode

    Ring

    Torus Distribution Mode

    Direct

  7. In the Torus Location module, click the dropdown arrow across from U Position and select Link Inputs > Emitter.Age.

    Click image for full size.

  8. Click the Plus sign icon (+) and select Velocity > Add Velocity from Point.

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  9. Expand the Particle Update section. Click the Trashcan icon to remove the Scale Color module.

    Click image for full size.

  10. Expand the Gravity Force module, and set the Z value to -100.

    Click image for full size.

    A negative value in the Z field produces a cone-shaped ribbon effect. If you put a positive value in the Z field, an inverted cup-shape is produced.

  11. Once all that has been completed, click the Compile, Apply and Save buttons to compile and save your work.

    ME_09.png

  12. Right-click in the Content Browser and select FX > Niagara System. The Niagara System wizard displays.

    SE_16.png

  13. Click the radio button next to Create an empty system with no emitters. Click OK to create a new Niagara System in the Content Browser.

    NiagaraSystem_EmptySystem.png

  14. Name the new system Ribbon.

    NiagaraSystem_RibbonIcon.png

  15. Double-click the Ribbon Niagara System to open it, then drag the FX_Ribbon Niagara Emitter from the Content Browser to the Timeline.

    CreateRibbonBasedEffect_Steps_Step22-AddtoSystem.png

    Instead of steps 18-21, you can also right-click on the Emitter in the Content Browser and select Create Niagara System. This creates a system based on the Emitter you selected, at which point you can name it and open it.

  16. Click the Compile and Save buttons to compile and save your work, and then close the Ribbon Niagara System. In the Content Browser, drag the Ribbon Niagara System into the Level Viewport.

    CreateRibbonBasedEffect_Steps_Step23-AddToLevel.png

End Result

When completed, you have a Niagara System that plays your Niagara Emitter when the Niagara System is placed in a level, as shown in the following video.

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