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You're reading from  Build Stunning Real-time VFX with Unreal Engine 5

Product typeBook
Published inMay 2023
PublisherPackt
ISBN-139781801072410
Edition1st Edition
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Hrishikesh Andurlekar
Hrishikesh Andurlekar
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Hrishikesh Andurlekar

Hrishikesh Andurlekar is the founder of Tplusplus Interactive, an Unreal Authorized instructor, owner of a Unreal Authorized training center and a Mentor at Mastered UK. He has been a CG Supervisor at Prana Studios and Pixion. He has been working as a contractor/consultant in Unreal Engine for 6 years with leading companies including Reliance Jio Studios, Monk Studios, Prime Focus and True Telecom delivering Games, Simulations, Virtual Production Solutions and AR/VR experiences. He has trained companies around the world through Epic Games. More than 3200 hours of 1-2-1 training conducted for major companies like Technicolor, Yashraj studios, Infosys, Tech Mahindra, TCS, Aptech among others.
Read more about Hrishikesh Andurlekar

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Exploring Niagara Concepts and Architecture

Unreal Engine’s Niagara is a robust and versatile system for creating real-time visual effects. With its hybrid stack and node paradigm, it provides an intuitive and modular workflow for creating and manipulating particles, vector fields, and custom logic. The ability to expose variables to other parts of the engine makes it easy to integrate Niagara effects into your project, while stack groups allow for the organization and management of multiple effects within a single project. Whether you’re creating simple particle systems or complex fluid simulations, Niagara’s powerful features and flexibility make it a go-to choice for VFX artists and game developers alike.

In this chapter, we will cover the following:

  • The Niagara architecture

Technical requirements

You can find the project we worked on in this book here:

https://github.com/PacktPublishing/Build-Stunning-Real-time-VFX-with-Unreal-Engine-5

The Niagara architecture

As we saw in Chapter 1, the Cascade particle system started to show its age as the demands of the different industries using Unreal began to grow. Niagara was created to meet these demands while at the same time being powerful and easy to use.

Niagara manages to do this by incorporating the following features in its design architecture:

  • All data is exposed to the user. Niagara can use data from any part of Unreal Engine as well as from other applications. This lets the user create interesting relationships between the particle system and other aspects of the game.
  • Exposing all data can be overwhelming for the user. To make it easy for the user to work with the data, this data is classified hierarchically. This is done by using namespaces.

Figure 3.1: Parameters under the PARTICLES namespace

For example, in Figure 3.1, the PARTICLES namespace carries all the particle attributes, while in Figure 3.2, the EMITTER...

Summary

In this chapter, we learned about the different features of the Niagara architecture. We learned about namespaces, the stack and graph paradigm used in Niagara, the different stack groups, and the hierarchy of the components of Niagara.

Understanding the different types of modules, emitter, and system components in the Niagara framework can help users better design and organize their Niagara Systems.

Modules, emitters, and systems are the building blocks of Niagara Systems, and by understanding the different types of modules available, users can select the appropriate components for the tasks they need to carry out.

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Published in: May 2023Publisher: PacktISBN-13: 9781801072410
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Author (1)

author image
Hrishikesh Andurlekar

Hrishikesh Andurlekar is the founder of Tplusplus Interactive, an Unreal Authorized instructor, owner of a Unreal Authorized training center and a Mentor at Mastered UK. He has been a CG Supervisor at Prana Studios and Pixion. He has been working as a contractor/consultant in Unreal Engine for 6 years with leading companies including Reliance Jio Studios, Monk Studios, Prime Focus and True Telecom delivering Games, Simulations, Virtual Production Solutions and AR/VR experiences. He has trained companies around the world through Epic Games. More than 3200 hours of 1-2-1 training conducted for major companies like Technicolor, Yashraj studios, Infosys, Tech Mahindra, TCS, Aptech among others.
Read more about Hrishikesh Andurlekar