Prerequisite Steps:
This tutorial uses the M_smoke_subUV, M_Spark, and M_Radial_Gradient materials, which can be found with the Starter Content. If you have not done so already, make sure that your project includes the Starter Content. This tutorial also uses the FX_Smoke emitter created in the how-to Create a Sprite Particle Effect in Niagara.
To create the Sparks effect included in the Starter Content, you will need to make three Niagara emitters: one for the fountain of sparks, one for the spark at the center, and one for the small stream of smoke rising from the fountain of sparks.
The final effect will look like the following.

You will start with the smoke emitter, because you can create it using a copy of an existing emitter.
Create the Smoke Emitter and the Sparks System
Niagara emitters and systems are independent. The current recommended workflow is to create a system from existing emitters or emitter templates.
-
Create a new folder for this tutorial in the Content folder for your project.
- Make a copy of the FX_Smoke emitter you created in Create a Sprite Particle Effect in Niagara.
Click image for full size.
-
Drag this duplicate emitter to the folder you created in step 1. In the popup context menu, select Move.
-
Rename the copied emitter FX_Sparks_Smoke.
- Now create a system for your spark effect. Right-click on your new smoke emitter, and select Create Niagara System.
Click image for full size.
There are multiple ways to create new Niagara systems. Because you are starting with an emitter you have already created, the method used here quickly creates a system containing that emitter. However, as you saw in the Create a Sprite Particle Effect tutorial, there are emitter and system wizards that give you many other options for creating and setting up a Niagara system.
-
Name the system SparksSystem.
- Open your Level in the Level Editor, if it isn't open already. Drag the SparksSystem tile from the Content Drawer into your Level.
When you make a particle effect, it is always a good idea to drag your system into your level. This gives you a chance to see every change and edit in context. Any changes you make to the system automatically propagate to the instance of the system in your level. Click image for full size.
Smoke Emitter - Edit the Emitter Update Settings
- In the System Overview, click the Emitter Update group to open it in the Selection panel.
Click image for full size.
- Open the Emitter State module. This module controls time and scalability for this emitter. Click the dropdown and set the Life Cycle Mode to System. This enables your system to calculate life cycle settings, which usually optimizes performance. By default, the system loops infinitely on a 5 second interval.
Click image for full size.
- Open the Spawn Rate module. Change the Spawn Rate setting to 20.
Click image for full size.
Smoke Emitter - Edit the Particle Spawn Settings
Next, you will edit the modules in the Particle Spawn group. These are behaviors that apply to particles when they first spawn.
- In the System Overview, click the Particle Spawn group to open it in the Selection panel.
Click image for full size.
- Open the Initialize Particle module. Under Point Attributes, expand Lifetime. Change the Minimum and Maximum values to the following.
Click image for full size.
Parameter Value Lifetime Mode Random Minimum 2.0 Maximum 3.0 - Locate the Color parameter. Change the RGB values to the following.
Click image for full size.
Parameter Value Red 0.3 Green 0.3 Blue 0.3 - Under Sprite Attributes, expand Sprite Size. Set the Sprite Size Mode to Non-Uniform. Set the Minimum and Maximum values to the following.
Click image for full size.
Parameter Value Sprite Size Mode Random Uniform Minimum 20.0 Maximum 40.0 - Open the Add Velocity module. Change the Velocity Minimum and Maximum values to the following.
Click image for full size.
Velocity Minimum Maximum X 0.0 1.0 Y 0.0 1.0 Z 25.0 35.0 - Open the Shape Location module. Change the Sphere Radius value to 5.
Click image for full size.
Smoke Emitter - Edit the Particle Update Settings
Now you will edit the modules in the Particle Update group. These behaviors apply to an emitter's particles and update each frame.
- In the System Overview, click the Particle Update group to open it in the Selection panel.
Click image for full size.
- Open the Scale Color module. Click to deselect the box next to Scale RGB. Above the curve for Scale Alpha, click the Smooth Ramp Down template to apply that shape to the curve.
Click image for full size.
- Open the Acceleration Force module. Set the Acceleration values to X: 0, Y: 0, Z: 20.
Click image for full size.
At this stage in the process, you have finished configuring the first emitter in the system. It should look similar to the following.

Add the Spark Burst Emitter to the System
Next, you will create the spark burst at the center of the effect.
- Right-click in the System Overview of your SparkFountain system. Click Add Emitter, and a list of existing emitters will display. From the list of emitters, select the Simple Sprite Burst template.
Click image for full size.
- The default name for the template emitter is SimpleSpriteBurst, but you can rename it. Click on the emitter name, and the field becomes editable. Name the new emitter FX_SparkBurst.
Click image for full size.
Spark Burst Emitter - Edit Render Settings
The Render group is last in the stack, but you need to change the material so that the effect displays the way it is supposed to.
- In the System Overview, click the Render group to open it in the Selection pane.
Click image for full size.
- Under Sprite Renderer, click the dropdown for Material, and select the M_Spark material from the Starter Content.
Click image for full size.
Spark Burst Emitter - Edit the Emitter Update Settings
First, you will edit the modules in the Emitter Update group. These are behaviors that apply to the emitter, and that update each frame.
- In the System Overview, click the Emitter Update group to open it in the Selection panel.
Click image for full size.
- Remove the Sprite Burst Instantaneous module by clicking the Trashcan icon.
Click image for full size.
- Open the Emitter State module. This module controls time and scalability for this emitter. Because you used the Simple Sprite Burst template, the Life Cycle Mode is set to Self. Normally this is used for complete customization of emitter life cycle logic for this specific emitter, but it is not needed for this effect. Click the dropdown and set the Life Cycle Mode to System. This enables your system to calculate life cycle settings, which usually optimizes performance. By default, the system loops infinitely on a 5 second interval.
Click image for full size.
- Click the Plus sign (+) for Emitter Update, and select Spawning > Spawn Rate.
Click image for full size.
- Open the Spawn Rate module. Set the Spawn Rate to 50.
Click image for full size.
Spark Burst Emitter - Edit the Particle Spawn Settings
Next, you will edit the modules in the Particle Spawn group. These are behaviors that apply to particles when they first spawn.
- In the System Overview, click the Particle Spawn group to open it in the Selection panel.
Click image for full size.
- Under Point Attributes, set the Lifetime to .2.
Click image for full size.
- Set the Mass Mode to Random and the Minimum and Maximum values to the following:
Click image for full size.
Parameter Value Mass Mode Random Minimum 0.6 Maximum 1.0 - Under Sprite Attributes, expand Sprite Size. Set the Sprite Size Mode to Random Non-Uniform. Set the Sprite Size Minimum and Maximum values to the following:
Click image for full size.
Sprite Size Minimum Maximum X 10.0 30.0 Y 10.0 25.0 - Click the box next to Sprite Rotation to enable it. Set the Sprite Rotation Mode to Direct Angle (Degrees). Click the dropdown next to the Value field, and select Dynamic Inputs > Random Range Float.
Click image for full size.
- Set the Minimum and Maximum to the following:
Click image for full size.
Parameter Value Minimum -10.0 Maximum 30.0 - Click the Plus sign (+) for Particle Spawn, and select Velocity > Add Velocity.
Click image for full size.
- Open the Add Velocity module. Click the dropdown next to the value, and select Dynamic Inputs > Random Range Vector.
Click image for full size.
- Set the Velocity Minimum and Maximum to the following:
Click image for full size.
Velocity Minimum Maximum X 0.0 5.0 Y 0.0 5.0 Z 0.0 5.0 - Click the Plus sign (+) for Particle Spawn, and select Location > Shape Location.
Click image for full size.
- Open the Shape Location module. Set the Sphere Radius to 5.
Click image for full size.
Spark Burst Emitter - Edit the Particle Update Settings
Now you will edit the modules in the Particle Update group. These behaviors apply to an emitter's particles and update each frame.
- In the System Overview, click the Particle Update group to open it in the Selection panel.
Click image for full size.
- Open the Scale Color module. For Scale RGB, set the RGB values to the following. Under Scale Alpha, select the Smooth Ramp Down template.
Click image for full size.
Color Value R 2.0 G 6.0 B 25.0 - Click the Plus sign icon (+) for Particle Update, and select Size > Scale Sprite Size. You can also type
scale
in the search bar, as shown below.Click image for full size.
- Open the Scale Sprite Size module. Click the dropdown next to the Scale Factor value field, and select Dynamic Inputs > Random Range Vector 2D. You can also type
random
in the search bar.Click image for full size.
- Set the Scale Factor Minimum and Maximum to the following:
Click image for full size.
Scale Minimum Maximum X 1.0 3.5 Y 2.5 5.0
At this stage in the process, you have finished configuring the second emitter in the system. It should look similar to the following.

Add the Radial Sparks Emitter to the System
- Right-click in the System Overview of your SparkFountain system. Click Add Emitter, and a list of existing emitters will display. From the list of emitters, select the Simple Sprite Burst template.
Click image for full size.
- The default name for the template emitter is SimpleSpriteBurst, but you can rename it. Click on the emitter name, and the field becomes editable. Name the new emitter FX_Sparks_Radial.
Click image for full size.
Radial Sparks Emitter - Edit Render Settings
The Render group is last in the stack, but you need to change the material so that the effect displays the way it is supposed to.
- In the System Overview, click the Render group to open it in the Selection panel.
Click image for full size.
- Click the dropdown for Material, and select the M_Radial_Gradient material from the Starter Content. To locate it, type
radial
in the search bar, as shown below.Click image for full size.
- Click the dropdown for Alignment and select Velocity Aligned.
Click image for full size.
Radial Sparks Emitter - Edit the Emitter Update Settings
First, you will edit the modules in the Emitter Update group. These are behaviors that apply to the emitter, and that update each frame.
- In the System Overview, click the Emitter Update group to open it in the Selection panel.
Click image for full size.
- Remove the Sprite Burst Instantaneous module by clicking the Trashcan icon.
Click image for full size.
- Open the Emitter State module. This module controls time and scalability for this emitter. Because you used the Simple Sprite Burst template, the Life Cycle Mode is set to Self. Normally this is used for complete customization of emitter life cycle logic for this specific emitter, but it is not needed for this effect. Click the dropdown and set the Life Cycle Mode to System. This enables your system to calculate life cycle settings, which usually optimizes performance. By default, the system loops infinitely on a 5 second interval.
Click image for full size.
- Click the Plus sign icon (+) for Emitter Update, and select Spawning > Spawn Rate.
Click image for full size.
- Open the Spawn Rate module. Set the Spawn Rate to 500.
Click image for full size.
Radial Sparks Emitter - Edit Particle Spawn Settings
Next, you will edit the modules in the Particle Spawn group. These are behaviors that apply to particles when they first spawn.
- In the System Overview, click the Particle Spawn group to open it in the Selection panel.
Click image for full size.
- Open the Initialize Particle module. Under Point Attributes, expand Lifetime. Set the Lifetime Mode to Random and the Minimum and Maximum values to the following:
Click image for full size.
Parameter Value Lifetime Mode Random Minimum 0.2 Maximum 0.7 - Expand Color. Set the Color Mode to Direct Set and the RGB values to the following:
Click image for full size.
Parameter Value Red 2.0 Green 8.0 Blue 20.0 Alpha 1.0 - Expand Mass. Set the Mass Mode to Random and the Minimum and Maximum values to the following:
Click image for full size.
Parameter Value Mass Mode Random Minimum 0.3 Maximum 0.6 - Under Sprite Attributes, set the Sprite Size Mode to Non-Uniform. Set the following values: X: 0.25, Y: 0.5.
Click image for full size.
-
Leave the Sprite Rotation Mode and Sprite UV Mode as Unset.
- Click the Plus sign icon (+) for Particle Spawn, and select Mass > Calculate Size and Rotational Inertia by Mass. You can also type
calc
in the Search bar, as shown below.Click image for full size.
- Open the Calculate Size and Rotational Inertia by Mass module. Under Density, set Density by Material Type to Water.
Click image for full size.
- Under Proportions, change the Height to 0.5 and Depth to 0.0.
Click image for full size.
- Click the Plus sign icon (+) for Particle Spawn, and select Velocity > Add Velocity. You can also type
velocity
in the Search bar.Click image for full size.
- Open the Add Velocity module. Click on the dropdown menu and select Dynamic Inputs then Random Range Vector.
Click image for full size.
- Set the Velocity Minimum and Maximum to the following.
Click image for full size.
Velocity Minimum Maximum X -100.0 90.0 Y -100.0 90.0 Z 300.0 500.0 - Click the Plus sign icon (+) for Particle Spawn, and select Location > Shape Location. You can also type
sphere
in the Search bar.Click image for full size.
- Open the Shape Location module. Set the Sphere Radius to 2.0.
Click image for full size.
Radial Sparks Emitter - Edit the Particle Update Settings
Now you will edit the modules in the Particle Update group. These behaviors apply to an emitter's particles and update each frame.
- In the System Overview, click the Particle Update group to open it in the Selection panel.
Click image for full size.
- Click the Plus sign icon (+) for Particle Update, and select Velocity > Scale Velocity.
Click image for full size.
- Set the Scale Velocity to X: 3.0, Y: 4.0, Z: 1.0.
Click image for full size.
- Click the Plus sign icon (+) for Particle Update, and select Forces > Gravity Force.
Click image for full size.
- Open the Gravity Force module. Change the Z value to -4500.
Click image for full size.
- Click the Plus sign icon (+) for Particle Update, and select Forces > Drag.
Click image for full size.
- Open the Drag module. Set the Drag value to 1.7.
Click image for full size.
- Click the Plus sign (+) for Particle Update and select Collision > Collision. This module will make sure any sparks that hit something like a floor will collide and bounce back.
Click image for full size.
- Open the Collision module. Under Bounce, set the Restitution value to 0.4.
Click image for full size.
- Under Friction, set the Friction value to 0.2.
Click image for full size.
- Remove the Scale Color module by clicking the Trashcan icon.
Click image for full size.
- Click the Plus sign (+) and select Size > Scale Sprite Size by Speed.
Click image for full size.
- Open the Sprite Size Scale by Speed module. Set the Scale Factor Minimum and Maximum to the following.
Click image for full size.
Sprite Size Scale by Speed Minimum Maximum X 0 0.5 Y 3 6 - Set the Velocity Threshold value to 2000.
Click image for full size.
End Result
Congratulations! After following these steps, the Sparks effect is complete. You can check the final results back in your level, and make any adjustments you like to fine-tune it.
