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

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    #31
    WOW, that's sounds soo exciting and promising, I can't wait to hear & see more! Keep up the good work guys!

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      #32
      I've checked out Niagara in both the promoted branch (about 2 months ago and this week) and in UE4.17 preview 2. Does it crash for anyone else as soon as you try to save a niagara asset? Looking around worked ok, but can't really do anything when the editor crashes when trying to save.
      Have a happy day!

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        #33
        Originally posted by opiesche View Post
        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

        Really exciting! Can't wait
        ARTSTATION: https://www.artstation.com/artist/noisestorm

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          #34
          I realize there's a good chance you can't comment on this, but is it possible to say that it's at least going to come out in the 2018 time-frame? Cascade is really showing its age and Niagara sounds fantastic in concept.

          Originally posted by opiesche View Post
          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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            #35
            I recently saw a big push in code for niagara in the master branch, so I'm downloading the source to compile and see what's new. I hope that niagara is in 4.18 as an experimental feature, but only time will tell.
            0xAFBF
            https://github.com/0xafbf

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              #36
              Originally posted by tobbeo View Post
              I realize there's a good chance you can't comment on this, but is it possible to say that it's at least going to come out in the 2018 time-frame? Cascade is really showing its age and Niagara sounds fantastic in concept.
              Unfortunately I can't commit to a time frame (lest I ruin the surprise for actual future announcements) yet.

              In case I'm not being hand-wavy enough: things are moving along

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                #37
                2018 hype confirmed?

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                  #38
                  Originally posted by opiesche View Post

                  Unfortunately I can't commit to a time frame (lest I ruin the surprise for actual future announcements) yet.

                  In case I'm not being hand-wavy enough: things are moving along
                  Not to be a Debbie-downer, but I've been hearing that for four years now.

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                    #39
                    Originally posted by opiesche View Post

                    Unfortunately I can't commit to a time frame (lest I ruin the surprise for actual future announcements) yet.

                    In case I'm not being hand-wavy enough: things are moving along
                    One thing that is on my mind though is how niagara will be presented. Unreal helped me so much in regards to how presentable and imho easy to understand everthing is in the editor.
                    Blueprints - a visual way to scripting
                    Node system for materials/shaders - extremely intuitive rather than writing lines of code.

                    However, like a few pointed out before me cascade isnt really that and is starting to feel a bit outdated as it functions very similar to any other engine out there.

                    So is there anything you can tell us on how the philisophy of designing the new pipeline for Niagara have been to have a similar impact the other two I previously mention have had but now for vfx?

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                      #40
                      In the Editor 4.17.2 \UE_4.17\Engine\Config\BaseEngine.ini setting EnableNiagara=true make a new Niagara option to appear in the content browser

                      Niagara Emitter and Script give a crash, Effect allow to open a new design window but any attempt to create something new come to a crash.
                      Niagara compare in other menus also, is anyone able to obtain other results than crashes?
                      My goal is to emit particles from textures.
                      Last edited by davide445; 10-02-2017, 04:07 AM.

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                        #41
                        Here 2 hour video showing niagara in 4.18 and how to use it in current state, way more function then it was

                        =========
                        My Tutorials:
                        Basic knowledge about Classes and UObject environment and stuff like that

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                          #42
                          Thats weird, no matter what I do, I cannot activate Niagara in 4.18 binary version?

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                            #43
                            TriNityGER look into your plugins with the Plugin Browser, there's a Niagara Plugin. Make sure to enable it.

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                              #44
                              Ah thanks, thats new!

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                                #45
                                TriNityGER Raildex_ I have tried enabling the plugin as well as the ini edits in this thread with no success in 4.18. Would you mind giving a list of steps?^^; thanks!

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