Archive case / 001
Niagara Fluids
A real-time Niagara study exploring particle-fluid behaviour, parameter control, and visual feedback inside Unreal Engine.
VFX experiment
Unreal Engine / Niagara
Engineering question
How can exposed Niagara controls make a fluid-like effect fast to tune while preserving immediate visual feedback?
Focus
- Particle simulation
- Parameters
- Visual feedback
The technical question
What was being tested
How can exposed Niagara controls make a fluid-like effect fast to tune while preserving immediate visual feedback?
Implementation notes
What I built
- 01
Effect study
A focused Niagara system explores particle simulation and a fluid-inspired motion language inside the Unreal viewport.
- 02
Parameter control
The study treats exposed controls as the authoring surface, making behaviour easier to adjust without rebuilding the entire effect.
- 03
Visual feedback
Iteration stays grounded in what is visible in-engine rather than in an offline render or a mock-up.
System map
The working path
A compact model of the relationships this experiment was designed to make explicit.
01
Niagara system
02
Exposed controls
03
Particle behaviour
04
Viewport feedback
Evidence and limits
What this proves
The capture shows an effect study rather than a production gameplay system.
This is an effect study. The footage does not claim a production gameplay integration, target-platform budget, or shipped optimization pass.
Next iteration
Profile a representative scene, establish a particle budget, and connect the strongest controls to a gameplay event.