Announcement

Collapse
No announcement yet.

Niagara - Watch work in progress thread (Info how to turn it on included)

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Niagara - Watch work in progress thread (Info how to turn it on included)

    If you explorer Unrealnaut that likes messing around with Work in Progress features of engine and look how day unfold, like people recently do with UMG you gonna like this one

    I wanted to check out state of Niagara, new particle editor successor of Cascade (in roadmap is named Cascade 2.0) and how will it generally work, since this is something my team is looking forward to. After sniffing around a little in source code i find way how to enable it, you just need to add this to Engine.ini of your project directory/Saves/Windows/:

    Code:
    [Niagara]
    EnableNiagara=true
    UPDATE: Since 4.18 Niagara is a plugin, just enable it to get Niagara, no ini chances needed anymore, they don't work anymore anyway

    Now when you right click content browser you will have option to make "Miscellaneous->Niagara Script". For now it seams unusable (similar state to 4.2 UMG maybe even more premature), it generates this graph by default:



    Which kind of reminds material editor, not sure how to apply it to use (if there is any way). I enable it in 4.3 not sure if you can in older, but definitely will be even more premature. Someone can check 4.4 state of things... my PC is too old for to handle 2 engine installs
    Last edited by Shadowriver; 11-17-2017, 01:29 AM.
    =========
    My Tutorials:
    Basic knowledge about Classes and UObject environment and stuff like that

    #2
    Nice! I've been wondering about this for a while. Looks good.
    I've been looking for a way to get deeper control of particle systems, a lot of particle system settings can't be controlled by parameters. Fingers crossed this eventually helps, I may check it out in 4.4.

    I think this is the wrong forum though...?
    [Game] Hyper Jam - Neon-soaked arena brawler
    [Plugin] Auto Settings - Game options and input binding toolkit
    [Plugin] [Free] Inline Styling Decorator - Allow inline styling on RichTextBlock

    Comment


      #3
      Originally posted by Acren View Post
      Nice! I've been wondering about this for a while. Looks good.
      I've been looking for a way to get deeper control of particle systems, a lot of particle system settings can't be controlled by parameters. Fingers crossed this eventually helps, I may check it out in 4.4.

      I think this is the wrong forum though...?
      I originally posted this in general discussion, but somebody moved it here, i guess WIP also fits to UE features
      =========
      My Tutorials:
      Basic knowledge about Classes and UObject environment and stuff like that

      Comment


        #4
        People on stream was asking how to turn on Niagara so a bamping this thread. Screenshot here is quite outdated I still don't understand how exacly Niagara works and didn't able to produce any particules

        So here new screens from 4.9, currently nigara consists of 2 assets Script and Effect and Effect is particule it self and script is acript which you can use in particules

        Niagara Script:



        Nodes you cna use in Script:



        Niagara Effect with 2 emiters i placed, there currenly 2 UIs ****** it seems which you can switch between using tabs



        Again i failed to generate any visible particules, it only shows me it generate something
        Last edited by Shadowriver; 09-17-2015, 05:40 PM.
        =========
        My Tutorials:
        Basic knowledge about Classes and UObject environment and stuff like that

        Comment


          #5
          awesome, Niagara is alive!
          show us some goodness please

          Comment


            #6
            I hope new particle system will be easy to use and simple to understand like BP

            Comment


              #7
              Originally posted by zip View Post
              I hope new particle system will be easy to use and simple to understand like BP
              If you ask me for now what i seen it looks like harder to grasp then Cascade. I think good solution here would be makeing it generate default particules so you can see it works, same as Cascade doing
              =========
              My Tutorials:
              Basic knowledge about Classes and UObject environment and stuff like that

              Comment


                #8
                i look on road map and now cascade2.0\NIAGARA go to Wishlist/Backlog!!! and what is that mean? epic don't work on it now?

                Comment


                  #9
                  From screenshots, it looks like Niagara system is a node graph of math which is then converted to compute shader, each emitter is one script.
                  It allows full flexibility but need math competence, which is harder than affector based system.

                  Comment


                    #10
                    I like the way it's looking, although since I'm now very used to Cascade I don't mind waiting until it's ready!
                    WZRD

                    Comment


                      #11
                      any news about niagara?

                      Comment


                        #12
                        It seems that last major development on Niagara was done in August'15 (https://github.com/EpicGames/UnrealE...465c76959ed7d5). From then on, only API-compatibility changes were done.

                        Unless the real development is happening in some separate perforce branch not pushed to master, it seems that Niagara's development is on halt.

                        Comment


                          #13
                          Originally posted by MiKom View Post
                          It seems that last major development on Niagara was done in August'15 (https://github.com/EpicGames/UnrealE...465c76959ed7d5). From then on, only API-compatibility changes were done.

                          Unless the real development is happening in some separate perforce branch not pushed to master, it seems that Niagara's development is on halt.
                          It was stoped due to Paragon, But now it should under development again.

                          As much as Cascade is best particle editor out there, there is still room for improvement, especially in manipulating particle system from outside.
                          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                          Comment


                            #14
                            Are there any updates for Niagara? I have been excited for this new particle editor for years now, and keep getting more so as I become more competent with blueprints and the new Sequencer system. Cascade has been a great system, but I cannot wait for a particle editor that gives me more freedom and accessibility through blueprints.


                            Support Email: brice@supergenius-studio.com

                            Comment


                              #15
                              Last I heard (on a stream, I forget which) is that it's being worked on, but isn't ready yet. They put it on the back burner in order to create sequencer, but now I think the people behind that are working on Niagara again.

                              Comment

                              Working...
                              X