LIVE-2
LIVE-2 vs LIVE-1 USAGE
- 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
- 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
- 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