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Add transcription for: Niagara Interface.wav

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+ "text": " So we've been staring at the screen for a while now. So let's see if we can open up a new Niagara particle system, go through it a little bit, and see what we can do to replicate the fire and the flames that we created. Way back in lesson one, and see how things are different, and how we can branch off of what we created in Cascade, and how we can move that over into Niagara. Along the way too, I'm going to throw in a new technique on how to create flames that I thought was very clean, efficient, and really neat. So I'll show that with this material creation as well. So really quick, with creating a Niagara system, usually if we were creating a Cascade system, we would just right click particle system and we do cascade. And this is ready to go, you just open it up. So we've been through that in the course before and that works pretty well. So with the Niagara system, what you do is go under FX. Now you can see there's a lot of Niagara options coming up here. So what we want is Niagara system at the very bottom here. So if you create something like Niagara effect type, Niagara Admitter, Niagara Function, like all these things are things like parameter collections, collection instances. This delves more into the complexity of Niagara, but all we need to worry about now, and pretty much 99% of the time I've been creating Niagara systems and playing around with them, you just need to start with the Niagara system here. So when you click on that, you're going to first get this option menu here. So it's going to be new system from selected emitters, new system from a template, copy existing system or create empty system. You can create an empty system, but it is a little bit tedious to get everything built up. What Niagara, part of kind of the luxury of Niagara and what Epic's been doing is they kind of want to start you off with a springboard that you're not just starting with kind of sort of the bare bones and you have to build everything from the ground up every time you create a new system. So these selected emitters here, if I select this top one and I hit next. You can see there's a pretty nice array of options that you have here. You have directional burst, dynamic beam. You can do empty if you want to completely blank. 99% of the time, what I like to do is I just like to select the fountain, because the fountain's kind of the equivalent of what we had in Cascade. It's essentially emitting a spray upwards of a bunch of sprites sort of being shot up into the air and then there's a gravity force that's dragging it back down. So I'm going to select the fountain. I'm gonna hit this little plus icon here. And then I'm going to click finish. And so now the Niagara system is set up. I'm just going to do name it, flames test underscore NS for Niagara system. So I'm going to double click into this and we can dive into what the interface of Niagara is going to be. So you can see it's a little bit more complicated. With Cascade, that was already pretty complicated and we went through it quite a bit to see, you know, with breaking down everything. When Niagara, it gets more complicated, where you have things like the, this tab right here, which is system settings. So I'll break down what this is exactly what the systems are. This right here, what this tab is going to be is the Admitter. So I'm going to do a cascade. Let me just recreate that cascade really quick here. So I can open them up and we can kind of look at them side by side. We can kind of jump back and forth here. So this is Cascade, the old version. So what we have set up here, this sort of little tab that we've been working in for the most part, this is the Niagara version of that, this tab right here. So it's going to hold a huge amount of the properties that we're going to be working with and we can break them all down. What this is right here is this is holding system parameters if we need them. And I can explain this a little bit later, but we're gonna leave this alone for now. and we'll come back to this later. We also have the scratch pad, which is this tab here. I'm not going to dive into this too much because this gets pretty complicated where you're essentially working with blueprints in the particle system itself. It's extremely powerful. You can just do amazing things with it. And again, if you go to CGHow, he does go into the scratch pad, but there's just, I don't think enough time to cover in this lesson here to see what the scratch pad does. And I'm kind of starting to wrap my head around a little bit too, but essentially with the scratch pad, you're going into creating like blueprint nodes, hooking them together and being and collecting data of just like, okay, we're gathering this scene data, we're going to multiply by this, we're going to have it crash against, you know, these particles and their velocity, and when the velocity hits this object or this data or anything like that, it can all mix together and get this really cool result. And we'll show a little bit of that later. And so looking into this here, you can see we have the interface, or sorry, the window that shows when the particle is being rendered. This is a lot nicer than just me personally for my taste. This is a lot nicer than the Cascade window, which is kind of this strange sort of colored void. This actually sets up sort of the default UE4, UE5 window with that nice like office building in the background. And it has a grid too, which is really nice. You can get a sense of where it actually is in the local space. Down here we have the timeline, which is a new factor that we can see here. We can see how long the emitters are emitting with the amount of seconds that's going on. We'll look into this a little bit later. We have the Niagara log, which can show any errors or warnings that show up, and they can help us sort of track down or troubleshoot what's going on with that. There's the curve editor here, which I actually haven't touched on too much because another place the curve editor pops up is right in here. So with that, I'm just going to leave it on the timeline for here. And then we just have save, browse, compile, thumbnail, bounds, and simulation. I haven't really touched these buttons up here too much. I do the thumbnail just so when you create a nice, like new, you can see the effect when you see it in the browser here, which is nice. And so let's start going into this fountain tab here and start breaking down just a little bit what is going on here. So if you just click on this, you can get sort of hit with this giant amount of stuff that can be very intimidating to look at here. So you can see I'm just scrolling and scrolling, it just keeps going. So this can be very intimidating right off the bat, but what this is doing if you just click this whole node is each one of these tabs here, it's taking into account. So if I go to emitter settings at the very top, you can see that gets a lot more manageable. So you can see here we have emitter settings, emitter properties. So this would be like the equivalent of the required in here. So the interface that was in Cascade, the sort of Rhyman reason of stuff that's been moved into Niagara, you can detect some patterns of like, like you can see here, like in Cascade, you have used local space, which is right there. And then you can see local space is right here in the emitter settings. You can see tiny little patterns like that. That's kind of nice, but with me going through it, I haven't really nailed down a consistent like, oh, this is where it's going to be. There's a little bit of chaotic rhyme and reason for what elements of Cascade wind up in different tabs or different sections of Niagara. Hopefully in this video, I'll have hunted them all down and we can figure out the equivalent of whatever you use in Cascade. How do we figure out where it lives over here in Niagara? So the very stuff we have in midder settings, we have local space, we have determinism. I'm not gonna go through all these tabs because there's dozens and dozens and dozens of them. So the one that is important is a local space right here. I can check that. So that way, if I bring this into the scene here, you know it's called flames test, even though it's this like white fountain that sprites here. So local space, we move it around and the particle will move with us, which is really nice. If you click that off, the new spawn particles will move when we move it around, but the old loans will stay where they are. We can look into going down here. We have Admitter Spawn. We have Admitter Update. Admitter Update is really important because when it comes to things like bursts or consistent spawning, things like that. So the loop duration that we had back in Cascade when we were doing, if I scroll down here, we have the Duration tab right here. So we have how many Admitter Loops we want. We want the loop duration of how long we want that to be. So we hit like five if we want every five seconds. We want this loop to restart and get a new burst. I'll just demonstrate that really quick here. I'll just do a burst method. So I'll put the spawn rate at zero. I will do a new burst of like 20. So I'll do a burst. And then five seconds we'll go by and it will do another burst, something like that. So how this works here is you have the loop behavior, which is infinite, so it'll just keep looping again and again. And the loop duration that we just hit, it'll be right here. So if we hit 5, but we have a spawn right here. So what I can do is this is spawning 100 per second. So if you want to replicate this, I'm just going to put this at 0, or I can just delete this. And then I'm going to do spawn burst instantaneous. And this is another really nice, cool new thing is that you can see this is a lot like the Material Editor. When I open it up, I can just type in something like Spawn and it can be like, okay, what kind of spawn do you want? So you're searching by keyword rather than just going through a limited menu in Cascade, which is really nice. So I'll do a Spawn burst instantaneous, I'll do a spawn count of 20, and then you can see every five seconds this is going to do another spawn burst, as you can see there. So if you want to do something like crashing waves or splashing water, you can do this where I can do every one second. We can get that nice burst of particles right there, which is really cool. I'll do loop duration back at 4, and I'll get rid of this. I'll just hit delete, and then I'll put a spawn right back. One of the rules to follow is in Admitter Update. This is where your spawn is going to be. In Cascade here, you see you have this Spawn tab. that has to do with spawning, whether it's a continuous spawn or a bursting of particles every set amount of seconds. In the emitter update, if you select spawn, you can see that that's where this is going to be. Now there's a lot of different options here, but the only ones I worry about right now are spawn burst instantaneous and spawn rate, which is just a spawn per second. So I'm going to put that back at 20 or I'll put that back at 50. And And then we can have that nice continuous fountain that's bursting like that.",
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+ "text": " So we've been staring at the screen for a while now. So let's see if we can open up a new Niagara particle system, go through it a little bit, and see what we can do to replicate the fire and the flames that we created. Way back in lesson one, and see how things are different, and how we can branch off of what we created in Cascade, and how we can move that over into Niagara. Along the way too, I'm going to throw in a new technique on how to create flames that I thought was very clean, efficient, and really neat. So I'll show that with this material creation as well. So really quick, with creating a Niagara system, usually if we were creating a Cascade system, we would just right click particle system and we do cascade. And this is ready to go, you just open it up. So we've been through that in the course before and that works pretty well. So with the Niagara system, what you do is go under FX. Now you can see there's a lot of Niagara options coming up here. So what we want is Niagara system at the very bottom here. So if you create something like Niagara effect type, Niagara Admitter, Niagara Function, like all these things are things like parameter collections, collection instances. This delves more into the complexity of Niagara, but all we need to worry about now, and pretty much 99% of the time I've been creating Niagara systems and playing around with them, you just need to start with the Niagara system here. So when you click on that, you're going to first get this option menu here. So it's going to be new system from selected emitters, new system from a template, copy existing system or create empty system. You can create an empty system, but it is a little bit tedious to get everything built up. What Niagara, part of kind of the luxury of Niagara and what Epic's been doing is they kind of want to start you off with a springboard that you're not just starting with kind of sort of the bare bones and you have to build everything from the ground up every time you create a new system. So these selected emitters here, if I select this top one and I hit next. You can see there's a pretty nice array of options that you have here. You have directional burst, dynamic beam. You can do empty if you want to completely blank. 99% of the time, what I like to do is I just like to select the fountain, because the fountain's kind of the equivalent of what we had in Cascade. It's essentially emitting a spray upwards of a bunch of sprites sort of being shot up into the air and then there's a gravity force that's dragging it back down. So I'm going to select the fountain. I'm gonna hit this little plus icon here. And then I'm going to click finish. And so now the Niagara system is set up. I'm just going to do name it, flames test underscore NS for Niagara system. So I'm going to double click into this and we can dive into what the interface of Niagara is going to be. So you can see it's a little bit more complicated. With Cascade, that was already pretty complicated and we went through it quite a bit to see, you know, with breaking down everything. When Niagara, it gets more complicated, where you have things like the, this tab right here, which is system settings. So I'll break down what this is exactly what the systems are. This right here, what this tab is going to be is the Admitter. So I'm going to do a cascade. Let me just recreate that cascade really quick here. So I can open them up and we can kind of look at them side by side. We can kind of jump back and forth here. So this is Cascade, the old version. So what we have set up here, this sort of little tab that we've been working in for the most part, this is the Niagara version of that, this tab right here. So it's going to hold a huge amount of the properties that we're going to be working with and we can break them all down. What this is right here is this is holding system parameters if we need them. And I can explain this a little bit later, but we're gonna leave this alone for now. and we'll come back to this later. We also have the scratch pad, which is this tab here. I'm not going to dive into this too much because this gets pretty complicated where you're essentially working with blueprints in the particle system itself. It's extremely powerful. You can just do amazing things with it. And again, if you go to CGHow, he does go into the scratch pad, but there's just, I don't think enough time to cover in this lesson here to see what the scratch pad does. And I'm kind of starting to wrap my head around a little bit too, but essentially with the scratch pad, you're going into creating like blueprint nodes, hooking them together and being and collecting data of just like, okay, we're gathering this scene data, we're going to multiply by this, we're going to have it crash against, you know, these particles and their velocity, and when the velocity hits this object or this data or anything like that, it can all mix together and get this really cool result. And we'll show a little bit of that later. And so looking into this here, you can see we have the interface, or sorry, the window that shows when the particle is being rendered. This is a lot nicer than just me personally for my taste. This is a lot nicer than the Cascade window, which is kind of this strange sort of colored void. This actually sets up sort of the default UE4, UE5 window with that nice like office building in the background. And it has a grid too, which is really nice. You can get a sense of where it actually is in the local space. Down here we have the timeline, which is a new factor that we can see here. We can see how long the emitters are emitting with the amount of seconds that's going on. We'll look into this a little bit later. We have the Niagara log, which can show any errors or warnings that show up, and they can help us sort of track down or troubleshoot what's going on with that. There's the curve editor here, which I actually haven't touched on too much because another place the curve editor pops up is right in here. So with that, I'm just going to leave it on the timeline for here. And then we just have save, browse, compile, thumbnail, bounds, and simulation. I haven't really touched these buttons up here too much. I do the thumbnail just so when you create a nice, like new, you can see the effect when you see it in the browser here, which is nice. And so let's start going into this fountain tab here and start breaking down just a little bit what is going on here. So if you just click on this, you can get sort of hit with this giant amount of stuff that can be very intimidating to look at here. So you can see I'm just scrolling and scrolling, it just keeps going. So this can be very intimidating right off the bat, but what this is doing if you just click this whole node is each one of these tabs here, it's taking into account. So if I go to emitter settings at the very top, you can see that gets a lot more manageable. So you can see here we have emitter settings, emitter properties. So this would be like the equivalent of the required in here. So the interface that was in Cascade, the sort of Rhyman reason of stuff that's been moved into Niagara, you can detect some patterns of like, like you can see here, like in Cascade, you have used local space, which is right there. And then you can see local space is right here in the emitter settings. You can see tiny little patterns like that. That's kind of nice, but with me going through it, I haven't really nailed down a consistent like, oh, this is where it's going to be. There's a little bit of chaotic rhyme and reason for what elements of Cascade wind up in different tabs or different sections of Niagara. Hopefully in this video, I'll have hunted them all down and we can figure out the equivalent of whatever you use in Cascade. How do we figure out where it lives over here in Niagara? So the very stuff we have in midder settings, we have local space, we have determinism. I'm not gonna go through all these tabs because there's dozens and dozens and dozens of them. So the one that is important is a local space right here. I can check that. So that way, if I bring this into the scene here, you know it's called flames test, even though it's this like white fountain that sprites here. So local space, we move it around and the particle will move with us, which is really nice. If you click that off, the new spawn particles will move when we move it around, but the old loans will stay where they are. We can look into going down here. We have Admitter Spawn. We have Admitter Update. Admitter Update is really important because when it comes to things like bursts or consistent spawning, things like that. So the loop duration that we had back in Cascade when we were doing, if I scroll down here, we have the Duration tab right here. So we have how many Admitter Loops we want. We want the loop duration of how long we want that to be. So we hit like five if we want every five seconds. We want this loop to restart and get a new burst. I'll just demonstrate that really quick here. I'll just do a burst method. So I'll put the spawn rate at zero. I will do a new burst of like 20. So I'll do a burst. And then five seconds we'll go by and it will do another burst, something like that. So how this works here is you have the loop behavior, which is infinite, so it'll just keep looping again and again. And the loop duration that we just hit, it'll be right here. So if we hit 5, but we have a spawn right here. So what I can do is this is spawning 100 per second. So if you want to replicate this, I'm just going to put this at 0, or I can just delete this. And then I'm going to do spawn burst instantaneous. And this is another really nice, cool new thing is that you can see this is a lot like the Material Editor. When I open it up, I can just type in something like Spawn and it can be like, okay, what kind of spawn do you want? So you're searching by keyword rather than just going through a limited menu in Cascade, which is really nice. So I'll do a Spawn burst instantaneous, I'll do a spawn count of 20, and then you can see every five seconds this is going to do another spawn burst, as you can see there. So if you want to do something like crashing waves or splashing water, you can do this where I can do every one second. We can get that nice burst of particles right there, which is really cool. I'll do loop duration back at 4, and I'll get rid of this. I'll just hit delete, and then I'll put a spawn right back. One of the rules to follow is in Admitter Update. This is where your spawn is going to be. In Cascade here, you see you have this Spawn tab. that has to do with spawning, whether it's a continuous spawn or a bursting of particles every set amount of seconds. In the emitter update, if you select spawn, you can see that that's where this is going to be. Now there's a lot of different options here, but the only ones I worry about right now are spawn burst instantaneous and spawn rate, which is just a spawn per second. So I'm going to put that back at 20 or I'll put that back at 50. And And then we can have that nice continuous fountain that's bursting like that."
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+ }