Liquid

Slime & Puke FX

45 Niagara slime and puke effects, split into intermittent, burst, and constant versions, with user parameters and emissive glow support.

Slime & Puke FXLiquid

Resource overview

45 Effects Built for Slime and Puke

Slime & Puke FX is a Niagara Effects Pack that concentrates on 2 fluid-based visuals: slime and puke. All 45 effects are built for the Niagara Particle System, so they can be placed directly into projects that already use Niagara for real-time Visual Effects (VFX). The pack comes from SHOGUN GAMES, a developer that has released other asset packs under the same label.

The most prominent structure is the even split: 15 intermittent versions, 15 burst versions, and 15 constant versions. That division makes it easy to choose a starting point based on how often the effect should run. Instead of searching through a long list of unrelated effects, you can go straight to the timing mode that matches your scene.

Intermittent, Burst, and Constant Versions

The 3 timing modes cover distinct ways a slime or puke effect can appear on screen. Intermittent versions are suited for irregular, stop-and-go emission. They might release a few particles, pause, then release again. Burst versions handle short, intense pulses of material, which fits something like a sudden explosion of fluid. Constant versions run continuously, delivering a steady stream for as long as the effect is active.

Each mode contains 15 specific effects, so there are multiple options within 1 timing style. That variety gives you flexibility with density, direction, or overall shape. The user parameters mentioned later let you push each effect further, so the 45 predefined versions are also 45 starting points for custom work.

User Parameters for Building New Versions

The pack includes user parameters that can be used to customize any of the effects or create entirely new versions. This is a key part of the pack's flexibility. Instead of modifying the Niagara Graph directly, you can adjust exposed parameters from the Details Panel or through Blueprint logic.

For an artist, this means you can take a constant version that's too fast and slow it down without opening the particle spawn module. For a programmer, it means the parameters can be driven by in-game events, though the exact parameter names are not specified. The important point is that the effects are not locked down; they are designed to be adjusted.

Emissive Glow via Material Instances

Emissive glow can be added to any of the effects through the Material Instances. That setup lets you keep the particle spawning logic intact while changing only the visual brightness. You don't need to edit the Niagara System to make a Material shine.

Emissive glow serves both style and readability. A bright, glowing slime can make a hazard in a dark Level easier to spot. A puke effect with strong emissive output might read as highly toxic or magical in a stylized game. Because the glow lives on a Material Instance, you can create multiple intensity levels without duplicating the Particle Effect. Swapping a Material Instance is a lightweight change compared to rebuilding a simulation.

Compatible with Character Body FX Vol. 3

Slime & Puke FX is listed as compatible with Character Body FX Vol. 3. That note places the pack in a character-focused VFX context. If you already use Character Body FX Vol. 3, these slime and puke effects are intended to fit into that same workflow. The compatibility also hints that the effects are scaled and oriented for character body attachment points, which is where slime and puke effects typically belong.

Even if you don't own that companion pack, the effects can stand alone. But the explicit compatibility is a strong signal for teams building character-driven effects, because it reduces the risk of integration surprises.

A Flexible Base for Messy Effects

All 45 effects, regardless of timing mode, share the same customizable system. The user parameters and the Material Instance emissive glow are the 2 main handles for shaping the final look. The pack's own tags describe it as a system, visual, customizable, imitation, effect, Niagara, visual effect, slime, and particle collection. The imitation tag points at the goal of imitating slime and puke behavior convincingly.

For a developer or VFX artist, the practical value sits in the large set of ready-made Niagara Effects that cover a specific niche. The 15/15/15 split gives 3 clear timing choices, the user parameters keep the door open for fine-tuning, and emissive glow support lets the Material pop without touching the simulation. That combination makes the pack a useful addition to any project that needs gooey, running, or explosive fluid effects on characters or surfaces.

Related Resources Worth Checking

Free Download

Download this resource

Loading your download options...

Resources are manually reviewed before listing to improve quality and reduce obvious risks.

Resource archiveContent.7z

Related resources