
Hi gang, I've been having a blast taking in particles from Unreal and playing with them in Niagara.
Most of what I've done so far has been generating procedural shapes in Houdini and exporting them as single frames, with particle counts up to 100k not being a problem (though of course this is heavy and intended for cinematic use more than gameplay.) Still getting framerates of around 60-120fps for basic animations, even stuff involving more computations like this:

So far use on the houdini side is intuitive and seamless, really learning how to use Niagara has been the only real challenge. My only question at the moment is what is meant by the “spawn group” value in the “Spawn particles from Houdini Point Cache?” This suggests I could have two caches to read from in a single emitter? Would be interesting to try to morph from one to another.
Early on I tried much more sparse pointclouds and tried to create the line-art look I'm after with ribbons, but ribbons seem fairly unstable at the moment and simply interpolating more particles got me to my look much simpler. I'd still love to see some kind of support for lines/wires so we could fake fabrics, splines etc but I'm not sure such a thing is even on the radar…
I will post updates on my progress on my blog
here [
andy.moonbase.net] and continue to experiment. Thanks for a very promising and useful initiative!