x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

How do i prevent particles from entering a water volume?

Hi there,

We have a VR scene with a river and a waterfall, the waterfall has a particle splash fx at the bottom. This all looks great but the problem is that the floating water mist particles float through the watersurface and continue their journey underwater, and this obviously does not look like it's supposed to look. I have spent many hours trying to fix this but so far I haven't found a solution so I need some help. I'm hoping I'm missing a simple setting somewhere, so if anyone can point me in the right direction, that would be great!

http://imgur.com/QUvmyui

Product Version: UE 4.7
Tags:
more ▼

asked Jul 03 '15 at 09:19 PM in Rendering

avatar image

Illusionweaver
21 3 7 10

avatar image Illusionweaver Jul 05 '15 at 06:25 PM

anyone? I'm stuck here

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi Illusionweaver -

The quickest solution would be to add a kill box in your emitters which exists below you water and will kill off particles which enter it. (You could also use a Kill Height, with Floor checked true.)

A more elegant but more setup intensive would be to add a volume aligning with your water volume and in your emitters setup a Float Parameter in your Alpha Control then in a BP setup a relationship with Particle COllide with Volume to begin a fade of the Particle itself to 0. You could also go so far as to have the size of the particle also be controlled here so that the particle both increases in size and fades out to show mist dissipating.

Thank You -

Eric Ketchum

more ▼

answered Jul 16 '15 at 03:53 PM

avatar image

Lovecraft_K ♦♦ STAFF
36.7k 702 260 735

avatar image Illusionweaver Jul 16 '15 at 04:07 PM

Thank you Eric, will try that out!

avatar image ostinelli Feb 06 '19 at 05:27 PM

Hey Eric, What is "Particle COllide with Volume"?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question