The Interactive & Immersive HQ PRO
Start with a FILM Blank project, keep the scene minimal with only a Light Source and Sky Sphere
Unreal Scene Setup
Niagara Set Up

Basically a mesh spawner with curl noise and collision between the mesh
- P Spawn >+ Initial Mesh Orientation
- Initialize Particle > Mesh Scale Mode > Uniform
- Only tweak the Mesh settings, don’t change the Sprite settings
- P Update
- Update Mesh Orientation (or else it won’t update the rotation)
- Orientation Method > Orient to Vector (really cool snake effect)
- Curl Noise Force for random force movement
- Just click “Solve Issue”
- Noise Frequency = Scale
- Drag
- slow serene delicate elegant effect
- Collision
- Radius Calculation Type > Mesh
- Try GPU Collision Type > GPU Ray Traced for better performance
- Scale Mesh Size (below Solve Forces and velocity) to animate scale over life
- Em State > Life Cycle Mode > Self
- Green is the Loop Cycle (refreshes after it ends) while the Blue is the total duration
- Set the loop duration to a long period of time (like 1000s)


Collision Box
Basically 4 boxes with collision tags to contain the particles
- Component Tags >+ “collider”
- Niagara Collision system auto detects Meshes with this tag and collides with them
Add a transparent plane in the front
- The mesh density determines whether the collision particle goes out of bound or not
Garage Scene
USD Importer is turned off by default, so go to Plugins and activate it
USD is great cuz it imports all your Materials, Meshes, and Textures in UE and basically reconstructs the scene including camera and animation
For real-time 3D scenes try to keep the poly count low and pick game-ready assets (or else it just won’t run smoothly)