Events are invoked whenever a particle generates a new event and an emitter is set to handle that event. There are also advanced stages, such as Events and Simulation Stages, that can be added onto the Spawn and Update flow. Update stages are invoked in every frame where the system, emitter or particle is active. Particles invoke their Spawn stage whenever the emitter emits a particle, and Spawn instructions will be executed for each new particle that is created. For example, systems invoke their Spawn stage when the system is first instantiated in the level and activated. Spawn stages are invoked in the first frame where that group exists. Emitters, systems, and particles all have Spawn and Update stages by default. Within each group, there may be multiple stages, which are called at particular points in a system's life cycle. For example, modules that initialize particles or that act when a particle spawns are in the Particle Spawn group. Crucially, every module is assigned to a group that describes when the module is executed. Particle simulation in Niagara conceptually operates as a stack - simulation flows from the top of the stack to the bottom, and executes modules in order. When editing a system in the Niagara Editor, you can modify and override any parameter, module or emitter that is in the system. The system combines these emitters into one effect. Like emitters, systems work in a stack paradigm, and also work with a Sequencer timeline - which you can use to control how the emitters in the system behave. Parameters transfer up to the emitter level from modules, but you can modify modules and parameters in the emitter. An emitter is single-purpose, but it is also reusable. Modules speak to common data, encapsulate behaviors, and stack together.Įmitters work in a stack paradigm-they serve as containers for modules, and can stack together to create various effects. Modules work in a graph paradigm-you can create modules with HLSL in the Script Editor using a visual node graph. Hierarchy for Niagara's Hybrid Structure Modules Our new effects system combines the advantages of both of these paradigms. Graphs give users more control over behavior. Stacks provide users with modular behavior and readability. There are advantages to both the stack paradigm (such as that used in Cascade) and to the graph paradigm (such as is used in Blueprints). You can add these or any other data type, and use that in your effects simulation. You can add complex structs, transform matrices, or Boolean flags. As a result of this, everything becomes optional.Īny type of data can be added as a particle parameter. Our parameter map is the particle payload that carries all of the particle's attributes. For example, Emitter.Age contains data for an emitter Particle.Position contains data for a particle. Namespaces provide containers for hierarchical data. In order to expose all this data to the user, we have to establish how someone can use that data. So we decided to expose everything to the user. We want the user to be able to use any data from any part of Unreal Engine, as well as use data from other applications. Total user control starts with access to data. How Niagara Achieves Our Goals Data Sharing It supports data from other parts of Unreal Engine, or from external sources. It provides better tools for debugging, visualization, and performance. It is programmable and customizable on every axis. It puts full control in the hands of the artists. We wanted to create a new system that would give all users the flexibility to create the effects they need. We wanted to create a visual effects (VFX) system that would work for all our users, across industries. As we move forward, Epic developers will not know everything about every industry using Unreal Engine. Our users are more diverse than ever before-from design students, to small indie developers, to large professional studio teams, to individuals and companies outside the game industry. Industrial design, such as automotive designs Unreal Engine is expanding its user base, and is now used in many industries outside of the game development space. Niagara Design Philosophy Why Reinvent Visual Effects for Unreal Engine? Stages, Groups, Namespaces and Data Encapsulation Why Reinvent Visual Effects for Unreal Engine?Ĭombining the Graph Paradigm and the Stack Paradigm
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