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Niagara Explosion Effect with Animated Fluid Material– Unreal Engine

Created a dynamic explosion using Niagara and a master material setup for fluid simulation.
The material uses a curve input for color and a dynamic parameter to blend smoke and flame behaviors. By adjusting these in Niagara, I can fully control the visual feel, from thick smoke to intense flames and even the flame color itself.

All driven in real-time with a flexible and optimized system.

Final Results Cinematic

Overview of the material graph used in the animated fluid shader Material.
This master material is built for flexibility. It is driven by dynamic parameters and curve-based color inputs to shift between smoke and fire visuals.

Overview of the material graph used in the animated fluid shader Material.
This master material is built for flexibility. It is driven by dynamic parameters and curve-based color inputs to shift between smoke and fire visuals.

Dynamic parameter setup inside the material.
Parameters like Fluid_Radius, Noise_Speed, and Fluid_UVNoise_Amount allow live control of distortion and motion, which is crucial for transitioning from dense smoke to flowing flames.

Dynamic parameter setup inside the material.
Parameters like Fluid_Radius, Noise_Speed, and Fluid_UVNoise_Amount allow live control of distortion and motion, which is crucial for transitioning from dense smoke to flowing flames.

UV distortion using panned noise texture samples.
The fire's motion and randomness are driven by layered UV noise, powered by sine/cosine offsets, and animated via a fluid distortion texture. This simulates chaotic fluid motion at a low cost.

UV distortion using panned noise texture samples.
The fire's motion and randomness are driven by layered UV noise, powered by sine/cosine offsets, and animated via a fluid distortion texture. This simulates chaotic fluid motion at a low cost.

Fire masks and falloff control.
Radial masks and density settings shape the base of the flame. These help define the emission and alpha regions with tunable softness and shape.
Fire textures are panned and mixed using noise speed parameters.

Fire masks and falloff control.
Radial masks and density settings shape the base of the flame. These help define the emission and alpha regions with tunable softness and shape.
Fire textures are panned and mixed using noise speed parameters.

Final output: Color, Alpha, and Opacity logic.
This part blends the fire mask with a color curve based on CurveTime, giving full control over emissive color transitions, opacity fading, and depth fade to create a polished, fluid look.

Final output: Color, Alpha, and Opacity logic.
This part blends the fire mask with a color curve based on CurveTime, giving full control over emissive color transitions, opacity fading, and depth fade to create a polished, fluid look.

Predefined color curve presets for flames and smoke.
Using color curve assets like CV_HeatedFire or CV_HeatedSmoke, I can easily swap visual styles in Material Instance by referencing different presets. This is great for reuse and stylization.

The Explosion Animation in Niagara with the original Fire colors

The Explosion Animation in Niagara with the Blue Fire colors