Main Render
HexWave is a take on hexagonal tiling in UE5.4 in Niagara with a grid emitter.
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The system here is based on the concepts explained in the "Hex Tiles in Substance Designer" tutorial from Youtube creator Rekov:
https://youtu.be/STAhhCrtJAE?si=nGh5BoBxLIaJtI80
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I am not going to dive into a detailed explanation in this post but do watch the above video as it contains the theory behind the needed calculations. I simply adapted the method shown and my approach was to modify the positions of the Grid based particle system by adjusting the Particle.Position.X and the Y axis of the GridLocation.XYZ.Spacing .
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The motion on the tiles was generated in 3 ways:
- Using a Distance Based Falloff node + sines for circular waves
- Using the Grid UV (UV.x +Sine) to generate "straight" waves
- And a slightly more complex calculation for the spirals.
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The main math behind the spirals can be found in the material editor node for "VectorToRadialValue". I basically recreated the concepts in this node to generate different Spiral shapes based on the Grid.UV.
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This effect was actually created a few years back and apart from some cleaning up and LookDev adjustments I just ported it over from 4.27 to 5.4. I am sure there must be some better way to achieve a couple of things but it works and performance is relevant to the amount of mesh particles you use on the grid.