I created keyed vellum constraints in a simulation, and then I made keyed attributes. I then packed all that particle simulation data with its attributes from Houdini and sent it to Niagara, and read the attributes and then used them to do effects in Niagara.
This week I established a Houdini to Niagara pipeline for our project. I then went and created some art for our project using this pipeline. I additionally incorporated and implemented feedback for the asteroids.
This week I created a Niagara tool that allows particles to move along a spline like an asteroid belt. Additionally I was able to get 2 different splines and have particles jump between both of those paths.
This sprint I developed a new tool that allows artists to paint Niagara particles onto a scene.
This tool is optimized since it's using only 1 Niagara emitter, and it's only sending particle positions for where to spawn those Niagara particles.
This tool uses PCG to receive the brush data, interpret it, and then sends it off to Niagara through Niagara Data Channels using the PCG to Niagara Interop Plugin.
Secondly, this sprint I made the environmental particles able to transition from being at an environment rest position to tracking and following the player using scratch pad.