

NS_Portal (Smoke Portal)
A complex portal effect using multiple emitters:
Smoke Emitter (Ring/Torus Location)
Uses Spawn Groups and Visibility Tags to differentiate particle behavior and keep system performant. Group 1: A static smoke ring that visually masks other particle layers. Group 2: A Vortex Force & Velocity-driven smoke effect, making the particles flow backward, creating a sucking motion.
A complex portal effect using multiple emitters:
Smoke Emitter (Ring/Torus Location)
Uses Spawn Groups and Visibility Tags to differentiate particle behavior and keep system performant. Group 1: A static smoke ring that visually masks other particle layers. Group 2: A Vortex Force & Velocity-driven smoke effect, making the particles flow backward, creating a sucking motion.
Spark Emitter
Sparks are placed within the same ring as the main smoke. Uses Curl Noise Force for random motion. Velocity Aligned particles ensures spark's motion is smooth and matched with forces behaviour.
Sparks are placed within the same ring as the main smoke. Uses Curl Noise Force for random motion. Velocity Aligned particles ensures spark's motion is smooth and matched with forces behaviour.
Light Emitter
Uses a Light Renderer, with the light source set to Emitter Source. This adds ambient glow, making the portal more immersive.
Uses a Light Renderer, with the light source set to Emitter Source. This adds ambient glow, making the portal more immersive.


NS_FallingLeaves (Falling Leaves with Collision)
A Niagara system that simulates falling leaves with realistic collision response. Implemented Set Particles Sprite Facing, making fallen leaves align with the ground after impact.
A Niagara system that simulates falling leaves with realistic collision response. Implemented Set Particles Sprite Facing, making fallen leaves align with the ground after impact.
Uses Make Custom Vector from Bool: If HasCollided = True, the leaves align upright (0,0,1). If HasCollided = False, they move randomly.
This creates natural-looking interactions between leaves and the environment.


M_Flipbook (Flipbook Animation for Niagara)
Apart from creating niagara systems, i have also prepared material that allows reading flipbooks inside niagara system and then two instances, one with smoke and another one with leaves.
Apart from creating niagara systems, i have also prepared material that allows reading flipbooks inside niagara system and then two instances, one with smoke and another one with leaves.

NS_Rain (Character-Based Rain)
A Simple Niagara System of Rain that's plugged as a component to the main player BP, which allows to fake the global rain maintaining reduced particle number.
A Simple Niagara System of Rain that's plugged as a component to the main player BP, which allows to fake the global rain maintaining reduced particle number.
Utilizes Kill Particles in Volume (Sphere) for optimization, removing particles that go outside a defined area.
Kill Particles with HasCollided ensures rain disappear upon impact, which again helps reduce number off unnecessary particles.
Uses a User Parameter to set the same radius for both Kill Volume and Shape Location, maintaining consistency across the system.



NS_Snow (Character-Based Snowfall)
A Niagara system that simulates realistic snowfall and could be attached to the player’s blueprint.
A Niagara system that simulates realistic snowfall and could be attached to the player’s blueprint.
Utilizes Kill Particles in Volume (Sphere) for optimization, removing particles that go outside a defined area.
Kill Particles with HasCollided ensures snowflakes disappear upon impact, which again helps reduce number off unnecessary particles.
Uses a User Parameter to set the same radius for both Kill Volume and Shape Location, maintaining consistency across the system.

