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Add transcription for: What_s different in Niagara.wav

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transcriptions/What_s different in Niagara_transcription.json ADDED
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+ {
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+ "text": " So this entire course we've been working with Cascade, which is a VFX system that has been around for a very long time, years and years. It was developed in UE3 way back in the day, and it's carried through with UE4 all the way up until about a year or two ago that Niagara started to emerge. And people are really excited about this system and what it means for how much more flexibility, how much more powerful the system is, and how we can break away from some of the limitations that Cascade has had. You might be wondering why I chose to build the entire course with the majority of using Cascade. That's because for understanding the foundations of building stylized VFX, we mainly were working in the texture creation and the material creation, forgetting the visual effects that we need. Cascade at the end was kind of this last stage sort of vehicle that we were going to use with the parameters it had to demonstrate what the visual effects are going to be. into Niagara and this boils down a little bit into the question of, okay, how do you differentiate Niagara from Cascade? And it can be a little bit tricky because Niagara does so many things and it just break opens so many floodgates and so many opportunities are at your fingertips, but it also means that an endless amount of complication and wealth of information is also needed to be learned with this. So understanding Niagara and what it does mainly is that it has addressed all the limitations that Cascade has had. So things like can we add more variety to what kind of velocity we can implement? Can we add more dynamic parameters? Can we have more than four dynamic parameters from material if we want to implement that into our particle system? Do we want to do things where we can mix and match and just sort of polish, clean up and improve of what Cascade has developed over the years? And so it takes that and improves upon it and also springboards off of the foundation of wanting to bring a lot of the flexibility of sort of the old way that artists had to use with VFX, which is that say hypothetical, if you had something like you wanted to say, hey, when the particles reach a certain velocity or they reach a certain space in the map or they hit a certain object in the game, be it the character like pawn collision or a certain blueprint that's holding a certain collision that has a certain thing like a chest or an exploding barrel, something like that. They would have to reach out for, they would either have to learn how to understand Blueprint, how to open up a level Blueprint or a character Blueprint and tinker around in there. They'd have to gather the parameters that Cascade has and the material has. They'd have to sort of collect all those parameters, channel them through Blueprint and then put them back. So essentially they would have to learn programming a little bit or they'd have to go to the programming team and be like, Hey, can you guys make this work? they'd have to kind of depend on another branch of the VFX pipeline to get it really working in game. So what's really amazing about Niagara is they decided to take the flexibility that you can get with programming and bring it into the pipeline for VFX creation, which is really cool. To break that down a little bit more, what that means is that the interface of Niagara opens up tons of flexibility of what you can, what kind of data that you can capture from your scene, what kind of data you can implement with what the particles are doing, what the scene is doing. And you can mix and match. I almost think of the analogy that Niagara is almost like this really fun chemistry set where you can just like sort of take all these variables and all these little bits of data and sort of mix and mash them together and just see kind of what happens. And like chemistry, you need a lot of training. You need very specific understanding of what is doing, what to get things to do, exactly what you want them to do. But the possibilities are really endless. Cascade, you do hit a pretty hard wall with what you can do with what the actual particles are going to do. But with Niagara, we still haven't discovered just what kind of flexibility is on the horizon for this. excited to dive into this with you and show you kind of what can be done with it.",
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+ "segments": [
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+ {
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+ "text": " So this entire course we've been working with Cascade, which is a VFX system that has been around for a very long time, years and years. It was developed in UE3 way back in the day, and it's carried through with UE4 all the way up until about a year or two ago that Niagara started to emerge. And people are really excited about this system and what it means for how much more flexibility, how much more powerful the system is, and how we can break away from some of the limitations that Cascade has had. You might be wondering why I chose to build the entire course with the majority of using Cascade. That's because for understanding the foundations of building stylized VFX, we mainly were working in the texture creation and the material creation, forgetting the visual effects that we need. Cascade at the end was kind of this last stage sort of vehicle that we were going to use with the parameters it had to demonstrate what the visual effects are going to be. into Niagara and this boils down a little bit into the question of, okay, how do you differentiate Niagara from Cascade? And it can be a little bit tricky because Niagara does so many things and it just break opens so many floodgates and so many opportunities are at your fingertips, but it also means that an endless amount of complication and wealth of information is also needed to be learned with this. So understanding Niagara and what it does mainly is that it has addressed all the limitations that Cascade has had. So things like can we add more variety to what kind of velocity we can implement? Can we add more dynamic parameters? Can we have more than four dynamic parameters from material if we want to implement that into our particle system? Do we want to do things where we can mix and match and just sort of polish, clean up and improve of what Cascade has developed over the years? And so it takes that and improves upon it and also springboards off of the foundation of wanting to bring a lot of the flexibility of sort of the old way that artists had to use with VFX, which is that say hypothetical, if you had something like you wanted to say, hey, when the particles reach a certain velocity or they reach a certain space in the map or they hit a certain object in the game, be it the character like pawn collision or a certain blueprint that's holding a certain collision that has a certain thing like a chest or an exploding barrel, something like that. They would have to reach out for, they would either have to learn how to understand Blueprint, how to open up a level Blueprint or a character Blueprint and tinker around in there. They'd have to gather the parameters that Cascade has and the material has. They'd have to sort of collect all those parameters, channel them through Blueprint and then put them back. So essentially they would have to learn programming a little bit or they'd have to go to the programming team and be like, Hey, can you guys make this work? they'd have to kind of depend on another branch of the VFX pipeline to get it really working in game. So what's really amazing about Niagara is they decided to take the flexibility that you can get with programming and bring it into the pipeline for VFX creation, which is really cool. To break that down a little bit more, what that means is that the interface of Niagara opens up tons of flexibility of what you can, what kind of data that you can capture from your scene, what kind of data you can implement with what the particles are doing, what the scene is doing. And you can mix and match. I almost think of the analogy that Niagara is almost like this really fun chemistry set where you can just like sort of take all these variables and all these little bits of data and sort of mix and mash them together and just see kind of what happens. And like chemistry, you need a lot of training. You need very specific understanding of what is doing, what to get things to do, exactly what you want them to do. But the possibilities are really endless. Cascade, you do hit a pretty hard wall with what you can do with what the actual particles are going to do. But with Niagara, we still haven't discovered just what kind of flexibility is on the horizon for this. excited to dive into this with you and show you kind of what can be done with it."
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+ }
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+ ]
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+ }