
NinjaLIVE is realtime, responsive fluid simulation for Unreal. Dev @AndrasKetzer. For baking tools, see @FluidNinjaVFX
Joined February 2020
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Following three years of development, FluidNinja LIVE-2 released - free to download at the community server
#FluidNinja #UE5 #realtimeVFX #VFX #gamedev
Andras Ketzer retweeted
Lord of Frenzled Flame(elden ring fan art)
i use fluidninja 1.9 to create the main flame result,and ninja works efficient,cheap,produces results.
#UE5 #UE4 #UE5Niagara #UnrealEngine #VFX #gamedev #realtimevfx #TechArt #fluidninja
Chaos destructibles drive fluidsim: dust & dambreak tests --- FluidNinja LIVE 2.0 pre-alpha
#unrealengine #UE5 #realtimevfx #fluidninja
Nice ninja fire! @Sen06233 🖐
Andras Ketzer retweeted
Dark fantasy RPG @MandragoraGame is released - with baked fluidsim effects made with FluidNinja VFX Tools!
#unrealengine #realtimevfx #fluidninja #gamedev #indiegames #indiedev #actionrpg
Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080
#unrealengine #UE5 #realtimevfx #fluidninja
Water filling Gaps in Unreal Engine: a long term goas has been achieved by introducing Mass and elevation-averaging. Mid-video: noisy rock-elevation is getting smoothed as water floods the the creek-bed --- NinjaLIVE 2.0 pre-alpha
#unrealengine #UE5 #realtimevfx #fluidninja
Caustics WIP NinjaLIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080
#unrealengine #UE5 #realtimevfx #fluidninja
Shout out to Argentum Studio - using ninja for fire and smoke VFX in War Robots Frontiers
#fluidninja #UnrealEngine #UE5 #realtimevfx
Two years in the making, NinjaLIVE 2.0 is pre-alpha! 2025 Q1 closed alpha, open beta. More WIP coming! Key: Niagara, Chaos, SDF, DataChannels, Landscapes, Volumetrics. Learn more at the community server!
#fluidninja #UE5 #realtimevfx #fluidsim
YouTube version: youtu.be/yE3tH-YSCbs
Community Server: discord.gg/rgEtwua2tu
Cloud tests ☁️ --- multilayer, landscape aligned, defined by 2D cross sections --- see HD images at: unrealengine.com/marketplace…
#FluidNinja #UE5 #realtimeVFX #VFX #gamedev
Using 2D fluidsim as cross section - to define 3D volume density --- 240 FPS on RTX 3080, 256px vol
#FluidNinja #UE5 #realtimeVFX #VFX
NinjaLIVE 1.9.53 released - heterogeneous volumes, fog, clouds --- landscape aligned --- 1 meter to 100 kilometers --- cross-section based 3D --- Youtube: youtu.be/AUJ8MD7zVGc
#FluidNinja #UE5 #realtimeVFX #VFX #gamedev
NinjaLIVE 1.8.5.5 released - snow, sand, caustics
4K video: youtu.be/EJHJl5oLKd4
Tutorial: youtu.be/3cBo9pHUXUA
#FluidNinja #UE4 #UE5 #realtimeVFX #VFX #gamedev
Snow: driving landscape, volumes and particles with a single ninja actor --- LIVE 1.8.5.5 released
4K video: youtu.be/EJHJl5oLKd4
#FluidNinja #UE5 #realtimeVFX #VFX #gamedev



