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

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    #16
    Since everyone here is most certainly, and understandably, hankering for an update, I figured I should drop a line. We're back at work full steam on Niagara after a slew of other things had to take priority, and after a huge amount of foundational rewrites, we're making progress on a daily basis. We're in a good feedback loop with several of our artists and are in the process of cleanly and deliberately implementing the fundamental feature set and workflows.

    There'll be more info trickling in, and of course I can't make any firm commitments as to timelines or specifics - but I'm already building some pretty nifty test effects every time a new feature comes online. Thanks all, for being so patient - it's certainly been a long time coming!
    Last edited by opiesche; 12-01-2016, 01:06 AM.

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      #17
      Tried to use it, on master branch. Crashed when tried to assign material in emitter.
      Beyond that I couldn't figure out what to do by simply clicking around ;d.
      https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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        #18
        Originally posted by opiesche View Post
        Since everyone here is most certainly, and understandably, hankering for an update, I figured I should drop a line. We're back at work full steam on Niagara after a slew of other things had to take priority, and after a huge amount of foundational rewrites, we're making progress on a daily basis. We're in a good feedback loop with several of our artists and are in the process of cleanly and deliberately implementing the fundamental feature set and workflows.

        There'll be more info trickling in, and of course I can't make any firm commitments as to timelines or specifics - but I'm already building some pretty nifty test effects every time a new feature comes online. Thanks all, for being so patient - it's certainly been a long time coming!
        What are the main features you anticipate for release? Will it be free within UE4? This would be a welcome feature and a large improvement over my current materialize effects.

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          #19
          I keep delaying trying to become an expert at Cascade in case this new system is released soon.

          Should we just go ahead and commit to the old system for now? Our team could spend time on other things instead if it's worth the wait, but it's also a bit hard to see the fruits of our labor without pretty particle effects when guns are fired and other such things.

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            #20
            Any updates on when it's coming ? I see the roadmap lists it until may...

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              #21
              hi,

              ive just discovered that in the robo recall modkit Editor niagara isnt crashing anymore. but it seems that i dont unterstand the scripting. i am not able to spawn any particles. any help would be nice thanks. [MENTION=539]Shadowriver[/MENTION] how have you got those paticles spawning?

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                #22
                It does not crash dome versions now and i indeed managed to spawn visible praticules ;3



                but i don't understand how this entire things work so not sure if im doing things right way, also the whole editor don't react for any user error, it let oyu set value types whatever you like even if it doesn't make any sense also it seems some things don't work as all like velocity, or else i missing something

                Most importent thing to conenct all outputs of the script


                btw this is script i used above, I used random value to add up to position to create this spray effect


                then in effect create emitter, set material, set the scripts and click the check box on emitter if you don't see anything zoom in the preview window
                =========
                My Tutorials:
                Basic knowledge about Classes and UObject environment and stuff like that

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                  #23
                  thank you...going to have another look at it

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                    #24
                    How did you get Niagara visible in the Robo Recall mod kit?
                    I tried adding these lines to Engine.ini (The only one I found was under Program Files\Epic Games\RoboRecallModKit\Engine\Config\Localization):

                    Code:
                    [Niagara]
                    EnableNiagara=true
                    But it's not showing up as an option under Misc.

                    Edit: Ah! Found it. They moved it to BaseEngine.ini

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                      #25
                      Originally posted by opiesche View Post
                      Since everyone here is most certainly, and understandably, hankering for an update, I figured I should drop a line. We're back at work full steam on Niagara after a slew of other things had to take priority, and after a huge amount of foundational rewrites, we're making progress on a daily basis. We're in a good feedback loop with several of our artists and are in the process of cleanly and deliberately implementing the fundamental feature set and workflows.

                      There'll be more info trickling in, and of course I can't make any firm commitments as to timelines or specifics - but I'm already building some pretty nifty test effects every time a new feature comes online. Thanks all, for being so patient - it's certainly been a long time coming!
                      Any word on how it is progressing ? (;
                      https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                        #26
                        Originally posted by iniside View Post
                        Any word on how it is progressing ? (;
                        Bumping this again, I have been spying on Niagara and waiting expectantly for two years now! You really know how to make a man wait Epic...


                        Support Email: brice@supergenius-studio.com

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                          #27
                          Also adding another bump! Definitely my most wanted. Its amazing how long Cascade held up and still holds up! But the node based stuff Niagara looks hella juicy!

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                            #28
                            In the new roadmap you can see Niagara is in the future releases category, second place too (whether higher up means higher priority or not I don't know). The developer comment in this thread was half a year ago and it seems it wasn't near completion back then, fair to assume it's not going to be in 4.17, more likely that it will be in 4.18 or even 4.19 in experimental form and take another version before being finalized. That said I imagine we'll start getting info on it pretty soon.

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                              #29
                              Any updates on the status of Niagara?! I know it's at the top on the roadmap on the Trello, but it's barely talked about. VFX overhaul is long overdue and this will be a super powerful tool.

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                                #30
                                Hi guys,

                                We're still hard at work getting it production ready. I realize how frustrating this must be with so little information for so long.
                                Over the past year, we've gone through multiple iterations in order to turn Niagara into a tool that is both powerful and easy to use. There's been lots of iterating, lots of back and forth with our artists, and much writing, fixing, changing, and rewriting of the code along with enormous strides on the UI and workflow front as well in functionality and flexibility itself. For the past 8 months, we've been making rapid progress and are moving in a direction that we're all happy with.
                                I don't want to reveal too much yet, because we are still a ways from done, but what we can do in the system already is pretty amazing. It's a complicated beast, with fully customizeable particle behaviors, data exchange from outside systems, a comprehensive event system, various levels of programmability, and to top it all off, transparent CPU/GPU simulation - so there are huge amounts of moving parts that all have to work together - and we're trying to do this right, or as close to right as possible, the first time.
                                Workflows are really important to us as well, because we want to give the power user access to the full flexibility of the system (and it's *really* flexible) while making it easy to perform the 99% case tasks of building visual effects. This has taken us a considerable amount of time, but we all feel we're moving quickly into the right direction now.

                                The occasional drop of information should slowy increase to a trickle over the very near future, but we do have a ton of work still to do before we feel confident enough to open the floodgates

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