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LIVE-2

Set TopicsSET TOPICMay 12, 2026Original source

LIVE-2 vs LIVE-1 USAGE

  1. Being familiar with LIVE-1 is a great advantage, when it comes to learning LIVE-2, as the core concepts are the same:
  • live Actor and live Component as main setup elements
  • simple painter mode vs fluid simulated mode
  • sim buffers and their usage in compositor Output Materials
  • direct drive (applying dynamic Output Material instances to target objects)
  • tag and object class based collection of interactors
  • finite sim container attached to pawn / areas outside the sim are populated with passive (non-interactive) patterns
  • using external utilities to extend core features - like the “landscape utility” or the river “spline generator”
  • backward compatibility: LIVE-1 setups could be converted to LIVE-2 setups
  1. LIVE-2 should be easier to set up and easier to use, compared to LIVE-1:
  • “linetracing” (as a method to project world position into sim space) is gone, together with the tedious setup steps
  • “tracemesh” as a technical object (and the many problems it caused) is gone
  • “floorsnapper” utility as a primitive method for surface alignment is gone - a new, fully integrated method replaces it
  • “Preset Manager” as a separate UI for fluidsim params is gone: all params managed from Component Details Panel
  • 300+ UI parameters are reorganized into a much more logical, hierarchical structure, reflecting the “input —> sim —> output” data flow
  • all params annotated with a clear explanatory tooltip
  1. LIVE-1 feature set is extended in LIVE-2:
  • presets: finally, complete ninja state could be saved-to and read-from single preset files
  • caching: sim buffers could be saved to a single frame snapshot - and ninja could initialize from this snapshot
  • spawning: using presets, we could spawn ninja with complete param settings (“ready to go”)
  • internal renderers: for simple setups (eg.: a torch, or footkick dust), we can use internal renderers, that spawn together with ninja and their state is preset defined
  • external renderers: a triple set is introduced —> surface aligned (A) meshes - (B) volumes - (C) particles ---- made to cover large areas with fx
  • improved utilities (landscape utility and spline generator both improved)
  • more input types: chaos destructibles, particles and Mesh SDF are natively handled by NinjaLive Component