Real Time FX in Unreal Engine | Raffi Bedross | Skillshare

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Real Time FX in Unreal Engine

teacher avatar Raffi Bedross

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

9 Lessons (59m)
    • 1. Skillshare introduction niagara

      0:47
    • 2. Creating your first niagara system

      6:22
    • 3. Initialize Particles

      6:02
    • 4. Dynamic input curve

      6:19
    • 5. Burst particles

      7:58
    • 6. Starting creating the Missile effect

      3:45
    • 7. Creating the Trail

      10:22
    • 8. Add the glow efffect at the start and end

      7:19
    • 9. Adding capsule explosion

      10:05
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About This Class

In this Class you are going to learn the fundamentals of Niagara in unreal engine.

Niagara is the new particle system in unreal engine and it is a replacement for the older particle system.

Niagara gives you powerful functions and tools to create very complicated effects without writing any code.

Meet Your Teacher

I am FX TD Artist and visual effects instructor.

I like to make tutorials to help students to learn visual effects.

See full profile

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Transcripts

1. Skillshare introduction niagara: Hello everyone. In this class you are going to learn the fundamentals of the new particle system in Unreal Engine it called Niagara system. Niagara is so powerful particle system allowing you to create very complicated effects without coding. We are going to explore the user interface of Niagara, how the emitters work, how to use the timeline, understand the dynamic inputs, which are essential tool for creating powerful and complicated effects. After that, we are going to create a fire missile effect using trades and events. At the end of this class, you will have solid knowledge about Niagara system. This will allow you to watch and understand other tutorials online. So let's get started. 2. Creating your first niagara system: Let's start creating our first Niagara emitter. I'm going to the content browser and I'm going to right-click and I'm going to the FX. And then I'm going to click on Niagara system. And here you can click on Next. And here you can see bunch of templates ready for you to use. So I'm going to click on Fontan, and I'm going to click on Plus icon. As you see, we added the emitter to the emitters to add. And here you can find it. And I'm going to click on Finish. Now the Negro system created. And I'm going to double-click on that to enter there. Here you can see the preview. You can see your particles here. And here you can see your system overview. Here you can create your emitters. You can have multiple emitters and one system. And here you can see we have the selection. So if I select the particle, I can see the attributes for that particle or the emitter. And here you can see the preview scene settings. Here you can see we have the environment. For example, I can show the environment. I can turn it off. I can change the color of the background and so on. If you don't see the preview scene settings, you can go simply to Window and then click on Preview scene settings until you can see the timeline. And here we have the curves. So let's talk a little bit just about the system. So the system works like a container for the emitters. So let's say you have bunch of emitters and each one has a color. You can control the color of the emitters at once. In the Niagara system, instead of going and changing the color for each emitter. So it works like a container for that. And if you see the bar, the green bar, so let's talk about that. So if I move the green bar somewhere here, now, you may think if I move the time slider there, we cannot see the particles, but this is not how it works. You need to select that or the emitter and go to the selection. Let's select the spore, sorry, the emitter state. And here you can see we have the loop delay unit to turn it on. And you need to turn the lifecycle to self and then turn it on. So now as you see, we cannot see the particles till the time slider get over the green bar. So it's little bit confusing the first time, but you will get used on it. Let's talk about the navigation in the Viewport here. So if you go to the arrow there you can see we have the orbit mode. This is works as orbits, so you can use your mouse, for example, the left mouse button as you see, I'm rotating the camera and the middle for banning. The right most button for zoom in and zoom out. Can change that to unreal default shortcut by turning that off. So now you can hold the right mouse button and use the EQ, w and so on. And just talk about the buttons there. So here you can see we have the play, we have next frame, and we have the key. If we have a key and we have to the end, if you click on that, this is going to the end, and this is the working area. So if I click on that, now as you see, I get this green line, sorry, the red line at the place of the time slider. So now if I hit play, as you see, it jumps back. We need to reach to the red line until you can change the end. Arrange for example to 20. And this is the working area. You Saudi the view range. You can change that a two. You can have multiple emitters. So let's create another one. You can right-click and click on Add emitter. And for the first time you may not see these templates. There. You need to go to View Options and turn on Show blogging content and show engine content to, in order to see you them, turn them on. You will see them here too. So let's go and add emitter. And I'm going to add empty one. And I'm going to turn off the fountain for now. And let's create our own emitter. First of all, I'm going to the emitter update. Click on that, and let's type spawn. And I'm going to choose spawn rate. And another thing I need to do, I'm going to particle update and I'm going to add, solve this important soil forces and velocity. And another thing we need to add is gravity. As you see, we get an error. You need to move the gravity above the soil. Or you can click on fixed issue is going to move it up for you. We don't have any particularly it. We need to go to spawn rate and change that for example, 250. Now we have some particles and falling down. You can see your particles here above if you select your emitter, or you can see them here in the viewport. If you don't see this information, you need to go to show and click on particle counts in order to show them, I like to turn it on and we can go to particle update and add force, any force you want. Let's add vector noise force. And again, fixed issue to move it up. And you see we have some noise on the particles. Let's increase that. So now we have the particles falling. In the next lessons we are going to talk more about these attributes. So don't worry about them for now. So you can click on Save and Draghi there, and here we have it. 3. Initialize Particles: Let's go ahead and explore more parameters in the emitter. So I'm going to initialize particle. And here you can see we have the lifetime mode, we have the direct set, and the lifetime is five, this is five seconds. So if I said that to one, the particles will leave just 1 second before they die. And we can go ahead and change that to random. And this is going to give a random value to each particle. Some of the particles will have 1 second of life and some of them will have to. You can change that to any value you want. Now you will see we have random death for the particles. If I zoom out, you can see some particles dying faster than the others. So let's go ahead and change that to direct, set and set that. Let's see 22. And in the color mode you can see here we have the onset. So if I click on that, you see here we have direct sets. So if I click on direct set, you have color of white. I can change that to read or any color I owned. And you have the Alpha 2 to control the opacity of the particles. And let's go ahead and change that to random arrange. This is going to give random color for each particle. Read. Okay? As you see, we have some red, some white. It's pretty obvious how it works. So, and the other one is the random hue and saturation. And you can guess that from the name to. Let's go ahead and change that to direct a set and R. Now let's say you want to change the color of the particles based on their age. Let's say you want them to burn rate and then dy green for example. So we need to do another trick here. So I'm going to click on the plus icon there, and I'm going to add color. And now you see we have just a color. And I can change that. And you'll notice this color override the initialize a particle. Let's set it to red, for example. So now if I change the initialized particle color there, nothing going to be changed because the color here overwriting the initialized particle color. So now let's say we want to make them, as we talked before, we make them born in red color then die with green color. So we can go ahead to this little arrow. I'm going to click on that and type color. I'm going to choose color from curve. So if I click on that, as you see, we have a bar here. So I'm going to change the color. Of course I'm double-clicking here to read. And then I'm going to change this one to green. And you see we don't see the green color because the alpha here is 0. So I'm going to double-click on that. As you see, the opacity is 0. So I'm going to set that to one. And I would like to delete the middle, Stop, remove the stop. So now as you see, we have red to green. But in the viewport, we don't see any change. As you see, it's all red and this is because we are under the particular spawn. So this module is executed at the born or at the first frame when the particles are born. So we need to move that the color we need to move that under the particle age. So if I click and drag it there, now you see we can see the change because the particle update is executed on each frame. But in the particular spawn, this is executed when the particle just born. So this is important to understand. If I move it there, as you see, it's red because the execution of the color happens at the first frame, just at the first frame. So let's move it there. And let's go ahead and click on the initialize article. And you see we have the mass mode. We can change that to a random. Now the particles have different masses. So if I increase that, some of them will fall faster than others as you see in the viewport. And here we have the sprite size mode. So if I click on that and said that uniform, now the particles take the number 10. So if I said that to 20, it's bigger now. And we can change that, of course two random uniform. You can change the size of the Sprite randomly here. And you can see here we have non-uniform. So you have the x and the y for the sprite to make them longer. And you have, of course, the rotation and the sprite UV mode. We're going to talk about them later. And here you see we have the mesh. We don't have image now because the sprites are just a material. So if I double-click on the material there, you can see here we have the material and this is the review of the material. If I click on the plane, you see it's just simple. A circle. 4. Dynamic input curve: Let's take a look at one of the most powerful dynamic inputs in your graph, which is the float from curve. You'll understand what I'm talking about in a moment. So let's go ahead to the particle update and I'm going to add sprite size. So scale sprite size. So I'm going to click on that. And here you see we have the x and y, can scale it on x or y. But I'm going to link them. So I can do that in very simple way. List type, float. So you see here we have vector to the front float. So now if I click on that, now it's one value. I don't have to change both of them, as you see, they are scaling on both x and y at the same time. Now we can go ahead and add another dynamic input and called float from curve. Float from curve. So now as you see, we have two points. So the first is when the particles are born and the second one when they die. And here you'll notice the curve linked to the normalized age, denormalized age is from 0 to one. And this is the difference between the age at normalise age. Basically the normalized age make it easier for us to use it in Yara. So basically remapping the value of the age from 0 to one instead of typing H because you know the ages from, for example, 0.123511. So basically we are mapping that value from 0 to one. This is the main difference between them. So I'm going to select the first and I'm going to sit the value to 0. And by the way, if I click on this icon, I can see my curve here in the Curve Editor. So you don't have to work here. This is bigger. So I'm going to select the second one and I'm going to change the value. For example, let's say 26. As you see, the particles are born with a scale of 0 and dying at the scale of 6. We can do a little bit more here. So I can hold Shift and left mouse button there. I can add another point. If you want to believe that you can simply right-click and delete that. Sorry, we don't see the delete button here. So just simply select that and hit Delete on the keyboard. So now I'm going to change the last point to 0. I want to make it 0 again. And the second. It's three, let's set it to five. And you see the curve is sharp. We can right-click and choose Auto or you can hit number one on the keyboard. So I'm going to click on Auto. Now, it's smooth. I'm going to select the first one. Again, right-click auto, or you can simply click here. So now as you see, the particle starts at 0 scale and then comes to six and then dies at 0. And this is early so powerful in the diagram. So you see you can make really complicated effects just with the curve. So let's see another example. So I'm going to select the vector noise force. So this is just a force, noise force on the particles. So we can apply the curve here too. So I'm going to click there and type again and float From curve. And now we can make some change there. Let's select the second and I'm going to increase that value till I see the effects. Let's click on the icon to see it here. Okay? So now as you see we have two points. We can remove the second one by clicking on the I icon here. And this one. Or do you can go to the sprite and click on that to remove it from the Curve Editor. We won't just to see the noise force. So now we can add another point here. So I'm going to hold shift and click there. And let's select both of them and click on auto. And I'm going to change this value down. And if I move that up, as you see, we get more noise at the bottom. So I'm going to move it just a little bit. So now you understand how the curve works. This is really released so powerful. So basically the vector noise starts at 0 and then slowly comes to value of 300 and then going up. So this is how you can make some effects like the fire effect. We can move it further. And we can play with the scale curve. Basically, this is just a multiplier with the curve, so I can increase that as you see, we get more noise effect at the bottom blade. So you see, so, so powerful. You can hold if here, if you want to see your curve f, Now you can see it. 5. Burst particles: In this lesson, we're going to take a look at the burst effect. So let's first of all create new paragraph system and mt plus finish, and then call it burst. And let's double-click on that. So let's go to the emitter update and at spawn, burst instantaneous. So this is going to emit particles at the first frame, just at the first frame, and then we'll stop. So I'm going to set that to 50. As you see, they are not moving because we don't have any force on them, but the particles are there. Let's go now to the particle spawn and we need to add a velocity just to push the particles from that point. So I'm going to type AD and select the Add velocity from point. As you see, we have an error and this is because we don't have the sole forces there. So I'm going to click on the particle update and type solve. And I'm going to choose soul force and velocity, as you see the year or a gun. Now if I hit Play, you see the particles are being pushed in the space. Let's zoom out a little bit so we can see it. And another thing as you see when I move the time slider, we still have this point. I don't want to see that even if you move that just a little bit there, I think this come to fix the issue. No. Then fix the issue. So we need to go to the emitter state and then turn cell phone and then click on loop delay. And I'm going to change that to ones because I want the burst happens just onetime as you see now if I move the time slider back, we don't see the point in the viewport. Let's move it a little bit. So now let's go ahead and select the Add velocity from point. And then I'm going to increase the velocity strength. So as you see the problem now is that when I hit play, all the particles are moving at the same time. I want to add some variation between them. I can do that in very simple way. We can add Dynamic Input called random range flood. So I'm going to set that to 1500 and the other one to one hundred, ten hundred. And so now some particles will have more velocity than others as you see. And this is more interesting. So let's see it. Cool. And another thing I'm gonna do cannot change the life time to two. Or we can add. Another random, random arrange float to make some particles die faster than others. Said that the 1.2 and this 1.20, It's up to you. So now some politics will die faster than others. Let's hit play. I think I'm going to increase the velocity point just a little bit more. So let's set it to 100,700 and this one to 1000 to a 100. Okay? Now we have one issue. The particles keep going in the space so we need to burst them fast and then slow down. So this is cool for the explosion effect. So we can do that by creating a drug. This is going to slow down the particles in the space. Let's move it up. Now we have just one issue. The Dirac field is affecting the particles when they born till they die. I don't want the Dirac field has any effect on the particles at the first time. So I can do that by using the curve. So first of all, let's see if I said that to three, as you see, just to show you what the drug field does. So as you see, slowing it down. But we can use our useful tool, float from curve. And I want the Dirac field has no effect at the first, so I'm going to set that to 0. And after 1 second, I want to have like 2.5 of value F to frame the curve. And now the particles will burst first and then slow down. Let's see it. Let's move that point a little bit more to four. Let's see it. As you see it's slowing down. We can add 1 here, Shift and click there. And I'm going to hit one on the keyboard to smooth that. I'm going to change it just a little bit. Let's see it again. Zoom out. And I can go ahead and increase that a little bit more here to, for example, to eight. As you see, it's better than before. Let's move that up a little bit more. You see it? Cool. As you see it's slowing down very fast. And I like how it does the effect. And its improve it a little bit more. As you see the particles bursting from 1, we can add a sphere here. So we can go to particle spawn and add location. We have the sphere location. So now as you see, the particles are emitted from a sphere in the space. I think this is better. I am going to decrease the size of the sphere. So as you see, we don't see the sphere, but if you come over the bounds, you can see it. So now if I decrease the size, so let's turn it off. It's decreased a little bit more. And let's hit Play called the Dirac field is too much here. So I'm going to decrease that just a little bit more. Let's see it called. So this effect is very useful for explosion or a splash effects. 6. Starting creating the Missile effect: Let's start creating simple missile effect. I'm not going to use any texture or materials. All will be done in Niagara. So let's get started. So I'm going first of all, right-click effects at the agora system. And let's hit Next. And I'm going to choose simple sprite burst. So I'm going to click on that plus finish, and I'm going to call it and Jaeger, our system missile. And let's double-click on that to open it. It's docket above. As you see, it's simple particle. And if you look at the emitter, you can see we have a spawn burst, instantaneous, and we have just one particle, and as you see, it's fading. So I'm going to remove the color. As you see it's fading because we have the curve on the scale alpha. So it's fading based on this curve. But I'm going to remove the scale color for now. And now we need to add a velocity. So I'm going to do a spawn a particle or you can go to the particle update to. So I'm going to click on the plus icon and I'm going to add a velocity. And I'm going to add the velocity on y. So I'm going to change that, for example, to 20, as you see, it's slow. So I'm going to change that to 500. And let's zoom out a little bit. And let's increase that a little bit more. 700. Okay, so let's go now to the initialize a particles. And I'm going to change the life to 0.7. As you see, it dies after 0.7 and we can increase the velocity a little bit more fuel, want it to. Okay. So now let's hit stop. And I'm going to add a color for that. So I'm going to be a particle update, and I'm going to click on the plus icon. I'm going to add a color. And now let's change the color to something yellow. And I'm going to increase the V value here to 20. To add a glow on that. You can increase it a little bit more if you want to, 50. As you see, we have a glow on the sprite. And let's go to the initialize a particle. And I'm going to change the sprite size mode to non-uniform. So now I can control the x and y at the same time. So if I increase that as you see, it's 30 to 70. And I'm going to increase that to 50. 80 tests some shape. So now let's hit Play. We can increase the lifespan a little bit more, 0.8 to make it live longer. 7. Creating the Trail: Now let's start creating the trail. Let's first change the name to capsule. And in the previous lesson, you'll notice I added the color under the particle update and I didn't change the color from the initialize a particle because if you set the color here, so this will add the color when the particles are born and you cannot change it later. But if you add it after the particle update, you can change the color over time or based on their age. For example, if you click on the arrow and you can add color from curve. And now you can change the color over a time. For example, I can set it yellow, and then I can change that, for example, to read. So as you see starts yellow and red in case you are wondering why I added the color after the particle update. Let's undo that. Okay, so now let's create the trail. First of all, I need to go to the particle update and I'm going to type generate location event. We need to know and the location of the particle in the space. And as you see it, I get an error. If I go to Niagara, look, you'll notice here it's a written the before particles ID parameter can be used. The requires persistent IDs option has to be activated in the emitter properties. So if I go to the emitter properties, you'll notice here we have a requires persistent. So if I click on that, the IR gun. So now let's right-click and go to add emitter. Don't forget to click on the View option. Show engine content. I show blogging content in order to see these emitters. So I'm going to click on the empty Niagara emitter. And first of all, I'm going to add solve and force and velocity. So I'm going to click on particle update, solve forces and velocity. Or you can hold Alt on the keyboard and click on the soul forces and velocity and move it up there. So we duplicated that is the same. So now we need to click on the Add event handler. So I'm going to click on the plus. As you see, we get new notes here. So I'm going to click on the plus again there. And I'm going to type receive, receive location event. Because we created generate location event, we need to receive location event. We need to know where the particle is in the space. And now if I go to the timeline, we don't see any particle. We need to go to the event handler properties and change the source. We need to tell the emitter from which emitter you want to create the particles, we need to. Uh, tell it from the capsule and foreign denote called location event. This is the location event and we need the execution mode set to spawned a particles. This is important. And now if I scroll, we still don't see any particle. We need to increase the spawn number. As you see now we get the particles. And you'll see we have some particles generated from the capsule. And I'm going to do receive location. I'm going to introduce the spawn account again there too. For example, 160. As you see, we get some particles. And I'm going to the initialize a particle and I'm going to change the sprite size to random uniform. And you'll see we have some particles at a radius five and some of them at radius 10. And now we need to add a noise. So we need to go to the particle update and add vector noise force. And you see we have an error. We need to move it before the soul forces and velocity. And I'm going to change that, for example, to 800. As you see, the particles of the trail stays in the space long time. So I'm going to initialize a particle and I'm going to change that to one, or we can add a random lifetime. This is more interesting. So some of them will die after the zero-point second, and some of them will die after 0.30 seconds. This will add a touch, beautiful touch on the tray. It's collapsed. The working area. As you see, the trail is generated on a straight line. We can make it more interesting by going to particle update and AD curve noise. Let's move it up. And now you can see if I increase the noise strength. And the cut is the noise frequency. Now as you see, we are breaking the straight line of the trail as you see. And this will add more fun to the trail. So now let's play. As you see, it's more interesting. We have some waves on the trade. Now let's change the color. So I'm going to again to a particle update and add color. And now I'm going to click on the arrow. And type color from curve. I'm going to change the color over time or over the particle normalized age. So the upper point represents the color, and the bottom points represents the opacity or the Alpha. So if I double-click on that and decrease the opacity, as you see, the articles now faded in the viewport. So they starts at 1 opacity and when they die, die at 0 opacity, as you see from the end of the trail, they are fading. And the same for the color. So I want them to start a yellow. And I can increase the veto 30, for example, to add a little bit of a glow on the particles. And let's remove this one because I don't need that. And when they die, I want them to die at a red color. And we can move it to the left. As you see, we now see the red color on the end of the trade. I don't want to add a glow by increasing the V for the red because I don't want to pay the attention on the end of the trail. We need the audience or the player focus on the capsule. So that's why I don't want to add a glow at the end. And now let's go to the spawn number and increase them. We can increase that from here too. We can increase the vector noise a little bit more. 1, 0, 0, 0, 0, 0. Now we have nice trail. If you want, you can increase the sprite size. Do you want to do I'm going to leave it at 10. Let's hit Play. We can decrease the lifetime max to 0.6. I want them to die little bit earlier. Let's go ahead and increase a little bit more the spar number and the receive location to I think the Galois too strong now because we increase the particle count. So you can go to the color and change that, for example, to 15 or 10. It's up to you. And another thing I want to mention that we need to go to the emitter properties and check the local space. This is very important when we check it on. So the emitter will be the same and doesn't matter where you place it in the viewport. So this is important to check it on, and let's name this one to trade. 8. Add the glow efffect at the start and end: Let's start at the glow effect when the particles are born and when they die. We can do that in very simple way. So let's right-click Add emitter, and I'm going to add simple sprite burst. And let's call it yellow. Start. First of all, I'm going to the scale color, as you see, we have the Alpha. So the Alpha starts at one and then goes back to 0. I want to reverse that. So I'm going to set that to 0. And at time 0 and the value of the Alpha 2, 0, 2. And I'm going to hold Shift on the keyboard and click somewhere here to add another point. And I'm going to set this value to about 0.025. I am not guessing these values because I tried that before. And I'm going to right-click and choose Auto to make the curve smoother. And the same for this one, auto. And now I'm going to hit F on the keyboard to frame the curve. And for the second, I'm going to set the time to 035. And the value, of course, it's 0 because I want to fade the particle. So as you see now it's fading quickly. And I'm going to decrease the value of the curve a little bit. It's so strong. So we're going to change that later. So let's add sprite size. I want to control the size of the glow. So I'm going to link these two values, its x and y. So I'm going to connect them. Float vector to the front float. So now it's one value. And now I'm going to add a curve. The reason I chose the vector to the forearm float because I want to control the x and the y size at the same time. That's why I connected them. So let's now set the first value to 0 and now add another point shift and click there. And I'm going to said that about three. And let's see. I think the value is good. As you see, the sprite starts at a scale of 0 and then grows up. And then I'm going to set the other value to four. So it comes to three and then slowly going to four. I think it's nicer as you see from three to four. And for the time, I want to change the time to about 0.05 because I want to grow it very fast. See, it's good. Let's move the time slider there and click Set, play back int to current. I think it's a pretty good. Okay, so now let's change the color and the initialized particle. I can change the color from here. See, I think I'm going to sit a little bit on orange. Let's hit play. We have nice glow. So now let's say I want to add the glow when the particles are dead. So I can do that in very simple way again, just, I want to go to the capsule because you remember we have the capsule. So you want to emit the glow effect when the capsule dice. So I can do that by going to the particle update, generate death event. And before I click on that, as you see, I already generated one here. Let's delete that. Let's do it again. Generate death event. So now if I go to the galore, start and I'm going to duplicate that by holding Control and W. And let's call it yellow int. And now it's a little bit different than what we did before. In the glow start, we need to click on Add Event Handler. And I'm going to click on the Plus. I'm going to type receive death event because we curated the generate death event. That's why we need to create receive death event. And in the event handler, we need to go to the source and capsule and death event. And now let's see. We still don't get the effect because we need to generate the particle. I'm going to set that to one. And I'm going to change the execution mode to spawned articles. As you see now when the capsule dies, we get the glow effect. Now we can change the parameters here, for example, the scale. We can set the scale to four, and this one to five. You can change the color to if you wanted to go there and change it. A little bit more red color. As you see, we can create really complicated effects with events. And if event and the location event. 9. Adding capsule explosion: Let's improve the effect more by adding an explosion when the capsule dies at the end. Before I do that, I wanna mention few tips. So if I go to the viewport and drag and drop the emitter. And if I move the emitter up, and let's scroll down and click on the four solo just to update the scene, I am clicking here to update the scene. So as you see the glow happening at the ground and doesn't follow where I place the emitter. And that's why I told you before to check the local space. So now if I check that on and go back there and update the scene, you see the glow following the emitter. And doesn't matter where I placed the emitter. And that will work correctly. So, and another thing I want to mention, you see here we have the spawn burst instantaneous. And in the glowing, we don't need that because we already emitting the particles from the event. So if I turn that off, we still see the glow effect. So this is important because we have the event. That's why we don't need that. When we duplicated the Galois start, we didn't delete the spawn burst instantaneous, so you need to delete that to avoid any issues later. So now let's add an explosion at the end. So we can do that again with the event. So first of all, I'm going to add emitter. By going, I'm going to add an empty one, empty meter. And let's call it explosion. And I'm going to hold Alt on the keyboard and move the salt force and velocity there. And again, I'm going to use the same death event. So we don't have to create again the death event because we already have that in the capsule. We want to exclude the capsule when it dies. So we already have the death event. So I'm going again there and click on Add event and receive death event. And let's go to the execution mode, spawn particles and death event. And again, I'm going to increase the spawn numbers, for example, let's say to a 100. And I'm going to add a force velocity, force, vector, noise force. Let's move it up. Let's increase that. As you see the particles pushed in all directions, I'm going to do. Set the uniform sprite size to, say eight. We can choose a random and sit in between 47 or eight. It's good. And if I hit Play, see it. As you see the explosion happens. See? So I think the vector force is too much 3000 and I'm going to kill the particles randomly. After zero-point, five-second, 0.8. Let's see that. I want the particle slow down after they exploded. So we can do that by creating a drag force. I think I'm going to increase the force amount a little bit more to 4 thousand. And I'm going to decrease the lifetime maps to 0.60.3. It see it again. Let's change the color so we can understand the effect better. So let's go and add color. Let's change it to something orange or red. As you see when the particles are pushed away from the center, we still get a noise on them. So they are moving up and down as you see. And this is a little bit ugly. So the only way to fix that is to go to a vector noise. And then we need to add a curve. Float from curve. I want to add the vector noise force at the beginning and then make it 0. So let me choose 4 thousand. Now, if, and I'm going to move that to 0.15 seconds. And let's see it now. Okay? So now we need to increase that to about, say, 12 thousand. As you see now we are pushing the particles without getting that ugly noise on them. And I wish there was a naught without the noise. So what the vector noise force does, it's pushing the particles away from the center. But the problem is we get that noise at the end. So the only way to remove the noise is giving big value at the first frame and then making it 0 and the last frame. So that's why we get rid of that noise or jitter effect on the particles. Go right. Nice. You can add the same effect at the beginning tool. So you can just duplicate that and remove the received death. And you need to at the burst continuous emitter here. So let's see local space. Ok, save it. Let's see that. Okay, cool. Let's improve the effect a little bit more by going to the trail. What is the trade? The trail? I'm going to decrease the sperm particles. Let's go there to spawn number crease, that. There is another way to create the explosion without getting that noisy or jitter effect on the particles. So let me show you that. So I'm going to the vector noise. So we are going to create the same vector noise force without the curve. So let's delete that. I'm going to the particle spawn. And remember when I create the module, in the particular spawn, the module will be executed just when the particles are born. So I'm going to click on plus and then factor noise force as before. But now we are creating that in the particle spawn. As you see, we get an error here. So if I click on the fix issue, notice what's going to happen here. So if I click on fixed issue, as you see, the Niagara added another module for you called apply initial forces. So just ignore that and leave it on. And now if I go to the vector noise and say that, let's say 250. And now without creating a curve, this force will be applied just when the particles are born. So you don't have to create the curve like before. So now if I hit Play, you'll see we get the explosion without the noisy effect on them. Just, I wanted to show you this trick too. So remember a vector noise force under the particle spawn. Then you need to create, apply initial force two. So this two modules linked together.