FluidNinja LIVE

Andras Ketzer - Visual Effects - Dec 19, 2020

Fast, responsive Fluid Simulation for Character and Environment VFX: sea, rivers, clouds, smoke, fire, sand, snow and foliage. Drive all dynamic systems with fluidsim.

  • Supported Platforms
  • Supported Engine Versions
    4.20 - 4.27, 5.0 - 5.4
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Links: Manual / New Tutorial Vids & New Content / All Tutorial Vids / Showreels / Twitter


Welcome to NinjaLive 1.9.54.4: modular fluidsim for UE 5.1 - 5.4 that could be used for screen-space effects

and drive world-space systems: water bodies, volumes, niagara, foliage and landscape components.


PLEASE NOTE: NINJA IS NOT A DRAG-N-DROP TOOL, LEARNING IT TAKES A WEEK.

Buy only if you are willing to invest time to learning! Start here: All-in-one Tutorial Video

Test before purchase! Download NinjaLIVE for free, at the Community Server *

(*see "Student Version" section on the left side-bar.)


Playable interactive demo showcasing Live 1.7 features: NinjaDEMO EXE + VideoCapture

For fluidsim baking, see NinjaTOOLS

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Technical Details


Features

  1. Robust: capable to track hundreds of objects and bones - including Metahuman skeletons
  2. Large scale: local fluid solver extended with global pattern generators - to render infinite fields of sand, water, fog
  3. Large distances: unreal Large World Coordinates (LWC) are supported
  4. Volumetrics: supporting all native UE Volume types: Fog, Clouds and Heterogeneous Volumes
  5. Simple-mode: track objects and draw trajectories without running fluidsim (eg. footsteps, wheeltracks)
  6. Scalable: could be optimized for low-end hardware or run a 4k sim container
  7. Modular: could be added as ActorComponent / could drive other components (niagara, volumes)
  8. Niagara: two-way data flow - drive particles using fluidsim / drive fluidsim using particles
  9. Sim buffers (density, velocity, pressure) exposed to RenderTargets
  10. Cinematics: ready for rendering via Movie Render Queue, supports Sequencer
  11. Examples included (30 tutorial levels, 20 use case levels)
  12. Compiling and packaging is tested on Windows and Android devices
  13. Important: NINJA IS NOT REPLICATED, MULTIPLAYER IS NOT SUPPORTED


Simulation Inputs

  1. StaticMeshes, PhysicsBodies (position, size and velocity)
  2. Skeletal Meshes, Metahumans (bone position and velocity)
  3. Textures and Materials (density, velocity)
  4. Niagara Particles (position, velocity)
  5. SceneCaptureCamera and Streaming video
  6. User gestures via mouse and touchscreen

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