#✨┃vfx-and-particles

1 messages · Page 8 of 1

midnight grove
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Usually if it's just veering, or getting long, just move to a thread. Doesn't really matter if it's in the same channel, they get archived anyway.

vocal nexus
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That makes it impossible for anyone else to see and give input

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or very unlikely, anyway

midnight grove
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That's the limitation we have to work with

spiral moth
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I'm a wee bit hesitant about that given my warning the other day. Don't want to trigger anybody's ocd.

midnight grove
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Discord isn't the best place for any of this. We just work within the constraints.

spiral moth
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Tbh i really like discord for that reason 😄

vocal nexus
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I find this type of convo happens a lot across basically every channel

spiral moth
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Yep

midnight grove
spiral moth
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The way i see it is:

vocal nexus
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as vertx can be a bit mean

spiral moth
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Channels are a bit like chat rooms of old. Try not to veer deliberately way off topic, but broadly it doesn't matter too much, just try and be courteous of people who are posting questions and looking for answers specifically.

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Anything anybody says or posts will be gone in 20 mins anyway

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With the exception of threads and the new forum feature, which can be used as a resource that people can refer back to later.

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I think the DOTS section is the only forum on the server so far.

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And i still got into a tussle with Vert over posting a semi-related video in the general-discussion channel ( which is fairly active and moves along very quickly ).

spiral moth
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The dots channel is kindof a small a community in itself, and i've been active on there for maybe a couple of years, being active on and off every other day at times. We talk about various things generally in and around specifically dots but often encompassing other areas. Most of us are full-time developers, we're all adults. And then suddenly i'm getting told what to say and not to say. Bit annoying and just felt totally inappropriate.

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And the whole time i'm thinking, does it matter??

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Anyway, definitely wayyy off topic now, i'll wind it up 🙂

grave forge
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Does anyone know how to recreate this wall from bonelab in unity? I have been trying to find out how for about 4 hours and there is no YouTube or google tutorials. If someone can please show me with a tutorial please either f
DM me or reply to this message. Thank you.

hearty flare
grave forge
grave forge
hearty flare
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Feel free to just link a video of it here

grave forge
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alr im gonna make the video give me a few mins

spice patrol
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Any ideas why this collide with depth buffer doesn't seem to be working?

Seems like no matter how I change the custom camera part, nothing happens

spiral moth
spice patrol
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What variable type would I use?

spiral moth
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'Main' is just a convenience option for the active camera, otherwise you can feed in i would guess an alternative existing camera

spice patrol
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Then what does "custom" do?

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I gues just not local?

grave forge
spiral moth
# spice patrol Then what does "custom" do?

Custom will be for any other camera than the main one.. Say if you setup a specific camera that is only used for say weapon scopes or something, and you want to use that specific cam, you'd use custom

hearty flare
spice patrol
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But the params on the custom camera node seem like it'd be creating it's own camera

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why would it have things like orthographic, FOV and dimensions

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if I had to create a scene camera and feed it in

hearty flare
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It doesn't create its own camera, it's a virtual camera that never renders, but is used to give context to the depth buffer

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These are the three nodes, you need to provide the camera, and the buffer(s) you use for the block to work

spiral moth
vocal nexus
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I haven't watched this in ages, but it might give you some ideas

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I think it's like a cubemap thing, but yes a shader thing

grave forge
vocal nexus
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A good starting point would be figuring out how to render a cubemap

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Then, get that material made for a mesh

grave forge
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Idk how to write a shader Idk how to code

vocal nexus
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Then you're basically done

vocal nexus
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You can't not learn anything and expect to make things

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Shader graph is surprisingly easy

vocal nexus
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I assume there's a tutorial for rendering a cubemap

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Which is basically 70% of it

vocal nexus
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So we have collide with depth buffer for particle collisions, is there a way to spawn from depth butter for effects we want to spawn from the floor or other objects in the scene?

spiral moth
vocal nexus
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Indeed, but spawning around that point can be problematic on unflat terrain

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I found this

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which seems reasonable

spiral moth
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But you can spawn from a mesh inside vfxgraph ( it'll treat the mesh as static tho so you'd need to tell it the pos/rot of where it should be

spiral moth
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There's also sdf's if you want to bake your geometry to a texture

vocal nexus
worldly pier
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Say I have 2000 entities firing in different positions in the world, what would be the best way to achieve a "mussel flash" or just a flash effect 100's-1000's of times a second on each entity in the world.

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A more broad statement, whats the best way to handle 1000's of effect going off at once, would VFX graph have a solution for this?

warm torrent
worldly pier
quartz pumice
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Greetings I have a bit weird situation

opal star
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Im not sure what version this was introduced in tbh

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2022.2 I think

spiral moth
opal star
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I actually believe it's on by default as well

warm torrent
opal star
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yes if they are in the scene it benefits from instancing

warm torrent
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Awesome

opal star
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pooling is only needed for stuff like muzzle flashes hit fx etc etc

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for example a bunch of flames for torches that are just there will benefit from it

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it does not care if the objects are in a pool, you dont need to write vfx specific code for it to run

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the only downside is that if the object spawns in dynamically the whole buffer needs to be re-allocated( This is based on my own observations)

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so for any fx that need to dynamically change position and active count we use a pool

warm torrent
opal star
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I mean instantiating, I have not seen a perf problem with disabled graphs

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we have about 500 per hit type

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this is why I beleive that the gpu side buffer is allocated on instantiate and not when enabling the vfx

warm torrent
opal star
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wdym ?

warm torrent
spiral moth
# opal star pooling is only needed for stuff like muzzle flashes hit fx etc etc

Yeah thanks this is the kind of specific information i'm talking about.. Last time i checked it just wasn't there..
I've taken an educated guess already and set up pooling for big fx that are quite involved, for other stuff that tends to be in the hundreds or more ( like hitfx etc ) i'm feeding in a custom data array to the graphics buffer from ECS and spawning from that, very tricky setup though..
On top of those approaches there's also this new-ish events thing which allows multiple triggers to be packed into a single payload, but again, info is sparse.
Just need to know what exactly these things are doing, what's best for what use-cases etc..

opal star
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Before the instancing option we used to have 1 graph and drive it with the event api where we packed spawn info l, but now I feel its not needed. Dont know about ecs since we dont use it in production

spiral moth
worldly pier
coral crater
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guys

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i need help

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some particle systems are visible in Scene view but not visible in Game view

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and i dont know why

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during play mode

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there is nothing to hide them in game mode

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game view

warm torrent
coral crater
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problem was that i was using screen overlay

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by using screen camera they show up

warm torrent
coral crater
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well it works now

safe vigil
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anyone knows how could I draw moving around points at random and connect them all with lines pic is how it would look like but colored and animated

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actually nvm im gonna place bunch of dot sprites around and give them line renderers

prime dome
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Is there a way to draw quadratic curves in VFX? For projectile trajectory aiming and such.

jolly hare
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Hello, I am currently in the process of developing a dynamic salt pile particle system. The primary objective is to create an immersive effect wherein, upon the player's interaction, the salt particles burst realistically. I would greatly appreciate any guidance or expertise in achieving this effect.

zenith grove
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How to get attributes of a desired system whenever there are multiple systems in a single VFX graph? For example, I have 2 systems spawning particles and I want to use a position of particles from the first system as a target position for particles from the second system

onyx lake
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Hey yall. I am spawning a VFX Graph asset at runtime and would like to drag and drop an object from the scene into the property binder (transform). However, it doesn't let me drag and drop a newly created cube into the slot. Why not? It obviouslyh as a transform 🤔

zenith grove
onyx lake
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it works with other objects in the scene, but not the one I want, which is just a default 3d cube I created at runtime

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Even deleted all the renderers, it's litterally just a transform now. 😅

zenith grove
onyx lake
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Your tipp made me find the issue. The cube was inside a different group in the scene than the vfx graph.

zenith grove
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That makes sense

spiral moth
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Not sure if there's a built in way to differentiate between spawns from different systems

prime dome
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Hey with a VFX graph what would be the best way to spawn just a single particle at the end of a raycast? I want to spawn a lot of particles at the end of a bunch of raycasts so I decided to use VFX graphs to ensure I could use a lot of particles haha

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It's kind of unintuitive to make it spawn 1 particle or move the emitter

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Would be ideal if I could just spawn one particle and move it with code, but VFX graphs do not seem to like code

zenith grove
zenith grove
spiral moth
prime dome
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anyone got the faintest clue as to what any of this is trying to do?

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i found a tutorial for an effect that would be similar that i could use

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he mentions that to load data from a script into the VFX Graph you can put in it in a texture2d

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and then proceeds to do this with 0 explanation

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i've not a clue as to why

slim prism
# prime dome anyone got the faintest clue as to what any of this is trying to do?

Screen shot is low res for me so hard to tell, and I haven't worked with that particle system yet, but it looks like the particle instance ID is being converted to 2d texture coordinates based on a 100x100 texture, the mod & divide are a common way to turn a 1d index into a 2d index. Then looks like using the texture alpha channel to mult by the particle color

rich flare
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Hello. I am using a particle system and trying to make it happen instantly, but it only appears after about 0.02 seconds. I have Start delay set to 0, and in emission I have time set to 0.000 Is there any other setting I'm missing?

ancient kelp
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would anyone be interested in a texture packer for 6 way light maps? Might release this for free.

warm torrent
river mango
quiet copper
hearty flare
quiet copper
latent lantern
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why doesnt vfx have some sort of looping protocol for nested ifs

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vfx graph

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like you can loop via lifetime but in order to increment segments you have to branch and compare

woeful juniper
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If i were to hit something how would i display a counter beside it but with custom numbers? Not sure if this is a particle question but seems to be

quiet copper
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Hey, i have a blood particle system and i set it to collide only with the layer named 'ground'. However as shown in the video, some particles are in the air. I used a debug log with the OnParticleCollision() and it logs only the object called plane which is in the layer 'ground'(what i want). But then why there are particles far above the ground as if it collided with something else. (which is not supposed to happen since there is only one object tagged 'ground' and that is the floor)

unkempt tundra
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  1. How do I approach making an energy bullet projectile(appear, fly, boom on hit) while not using URP?
  2. Afaik I cannot make complex projectiles in built-in pipeline since vfx graph package is not available for built-in 😦 Am I correct?
warm torrent
unkempt tundra
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and are there any big great guides for unity particle system?

warm torrent
# unkempt tundra interesting! yes, from what I'm currently reading my knowledge about vfx graph w...

I don't know, depends what your "energy bullet" must look like exactly
Particle Systems can be pooled using any old gameobject pooling method
https://learn.unity.com/tutorial/introduction-to-object-pooling
https://docs.unity3d.com/ScriptReference/Pool.ObjectPool_1.html
Complex effects commonly also utilize shaders when needed
I don't know of "big great guides", but you can find plenty small examples
Official ones too:
https://assetstore.unity.com/packages/vfx/particles/particle-pack-127325
Particle System (unlike VFX Graph) is largely so self-explanatory that it can be picked up and used with minimal training

unkempt tundra
languid cliff
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quick question

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I am trying to make a trail using ribbons with a particle effect

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but no matter what I do this keeps happening

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it just becomes extremely jagged

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like it is fine at lower speeds

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but as soon as it moves a bit fast then it starts to fall apart

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whats even stranger is in the editor it seems mostly fine

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reducing the rate of particles over distance seems to slightly help, but it doesn't fix the issue either

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idk I am going to probably swap over to unity's inbuilt trail particle system, but its still incredibly strange to me that this happens

warm torrent
# quiet copper any help guys?

You should troubleshoot it for more clues
Do the phantom collisions stop if you increase the particle lifetime a lot, or move the colliders around near it, or disable collision module entirely?

quiet copper
viral star
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It would be amazingly awesome if HDRP and URP output nodes could keep the same name in the vfx graph.
So when changing from a HDRP graphics pipeline to a URP pipeline, one wouldn't lose the output nodes and having to link back the outputs from a HDRP output to a unity output.

celest trench
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trying to learn VFX Graph, i would need a way to give my particle a different effect after it flew for a second or a distance of 6. Has anyone any idea where to look at to figure that out ?

dull obsidian
celest trench
dull obsidian
celest trench
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Lets simply say i want one of these Pillars, but i want the pillar to stay at max heigth for a while, continuing the effect of the "splashing" water @dull obsidian

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for some reason, you need to take the second image and open it in browser. I have no clue how they figured out how to animate a png but it is what it is i guess

dull obsidian
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@celest trench ah yeah animated png support is a newer feature on many browsers now but they don't work everywhere. you can convert these to gif on ezgif.com

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idk if it worked lol

celest trench
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ah, nice , learning something new with the gif already. But yes, thats the animation i was aiming for. Roughly.

celest trench
dull obsidian
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so you want it to look just like this or something different? it seems like water splash at the end is there the entire time. is this for a 2d game?

celest trench
dull obsidian
# celest trench no its for a 3D game. I was just taking this as an easy to show explanation. To...

got it, creating a firework effect may be a good place to start as it follows a similar structure, a cascade of projectile with trails shoot some distance that then splash / explode after an event is triggered such as lifetime exceeding n seconds (or a collision happens). this is an official tutorial. it says to use hdrp but it will work with urp also generally https://learn.unity.com/project/vfx-for-games-201

Unity Learn

In this project, you will learn how to apply and configure some of the key VFX properties in Unity’s Visual FX Graph tool. You will utilise GPU events to create realistic fireworks effects, and you will learn how to integrate Shader Graph with Visual Effects graph to enhance the look and feel of visual effects. Suggested Skill Level & Prerequisi...

celest trench
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i will work this one through down the line 🙂

dull obsidian
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@celest trench you're welcome, no worries. the key element here i think is the (gpu) event that triggers a sub-spawner to spawn a new different particle system that inherits some attributes from the parent particle system, like the parent particle's last position becomes the child system's spawning / starting position. and you can inherit other attributes like color, size, etc.

celest trench
dull obsidian
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@celest trench no problem. there are also some example systems included with vfx graph like heads and trails that may be helpful to learn from. the unity beta 2023.2 has this new template system that is nice for these things, having a place to start

celest trench
warm torrent
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The quirk of this one is that it expects sRGB color space textures even if the result will be non-color
That could be a problem if the result must be sRGB, but I'd guess 6 way lightmaps would not be

ancient kelp
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Mine does pretty much the exact same thing but it's specifically set so it does everything automatically for you from your flipbook textures. However you can do the exact same thing with the linked map packer but it could be tedious.

ancient kelp
warm torrent
dull obsidian
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for context, there are already Unity six-way vfx exporters / end-to-end workflows for Blender (free), Houdini, Embergen (paid). But unless your entire workflow is already in one of those softwares, it does seem tedious to start up say, Blender just to channel pack some textures. https://x.com/the_f_key/status/1617489108288282625

dull obsidian
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i personally use derivative touchdesigner for these sort of workflows since it's lightning fast to set these sort of things up and get results. as a quick experiment it took me about 5 minutes to put together a six-way texture channel unpacker and packer. though touchdesigner cost 600 usd commercial / 300 usd educational, it's been worth every penny for reasons like this. (it does more than procedural textures though, hence the cost.)

dull obsidian
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the closest a procedural texture generation and processing tool like this has gotten to being built into unity was when Antoine Lelievre, a graphics programmer at unity created Mixture. it's still maintained though not in very active development. i hope once graph tools foundation is production ready, mixture development will pick up again or get integrated / rebuilt into unity https://github.com/alelievr/Mixture

GitHub

Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime - GitHub - alelievr/Mixture: Mixture is a powerful node-based tool crafted in unity to generate ...

dull obsidian
latent lantern
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ye thats what gpt kept trying to convince me idk how to use that but of course there is muse now so just a couple days on that...

dull obsidian
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@latent lantern yeah, totally. once you have the boilerplate set up from the examples you can ask chatgpt or muse, etc to generate loops in hlsl code that fit into the example code and explain how it works. hlsl is currently the most popular real-time shading language in the world so there's a lot of data out there for large language models to have learned from.

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and for us to learn from 😅

latent lantern
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i reckon thats all i know about it lol

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or at least that and it computes on the gpu

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if i get my loop going and fry my gpu tho..

dull obsidian
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haha, you could crash your gpu or the gpu driver (which might also crash unity editor) but the gpu won't damage itself unless it was faulty manufacturing, very rare, and would be covered under warranty.

latent lantern
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haha thats good to know!

terse comet
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i have tried all these options

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any idea how i can make it actually execute at correct velocity or if there's any known issues around this?

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I'm just using a SetVelocity (2,0,0) in Initialize Particle

celest trench
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can anyone tell me why my particles are nearly invisible in the scene but fine in the Edit Mode view ?

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is it because my Blend Mode is set to Additive? 🤔

celest trench
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figured it out. It was because of Soft Particles

midnight grove
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Nobody can help with an issue you've provided no info about.

woeful juniper
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when i load a scene my vfx runs how would i disable that

molten plume
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hm, i'm trying to use the trail tool

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but the trail always seems to be purple in scene view

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and while the game is running it doesnt seem visible

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ah i assigned it a material

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ah yeah somehow the material got un-set, i had to set it back to the default

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can i set a trail to be semitransparent?

dusty creek
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i'm having a problem where one of my particle systems isn't giving the particles random rotations even though i set it to do that, any help?

opaque knoll
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Hi all, how can a particle billboard be lit from both sides? This is a custom shader, for VFXG. In the pic, the light is in the center of the pool, but since all the pcles are facing towards cam, only the farther half gets lit

native tulip
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I am following a tutorial and even thou I did the same steps as the tutorial my mesh and his looks completly different do you have any idea what would cause that?

warm torrent
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That's about all we could say, not being a position to compare your creation to the tutorial's
Sometimes tutorials provide their source files directly

celest trench
azure violet
molten plume
celest trench
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Now my next big problem is, the particles of this System. They should be thrown a bit behind the moving Object. But how do i get the forward direction of the parent of the EffectSystem ?

opaque knoll
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Hi all
I swear i'm only baking a solid sphere here to SDF. If the sphere shape doesn't hit the edges, it'll bake properly on that axis. Else, it'll.. discard the whole axis?

opaque knoll
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Ok that's not an issue if just scaling the whole bounds up, at the cost of details

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But another thing is, is this normal that the SDF's -1 region is not just at a single point in the center, but this whole area in dark blue?
If this is normal, is there... a better way to get a nicer gradient to the center?

sinful badger
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is there a way to connect a ribbon between many particles like a constellation?

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1.5 ribbon count with 1-3 particle burst?

ripe jackal
burnt coral
ripe jackal
mighty marsh
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I encountered 2 errors while setting up the Visual Effects Graphic, can you help me?
1.> Library\PackageCache\com.unity.visualeffectgraph@15.0.6\Runtime\Utilities\Playables\VisualEffectActivationDeprecated\VisualEffectActivationClip.cs(11,12): error CS0246: The type or namespace name 'VisualEffectActivationBehaviour' could not be found ( are you missing a using directive or an assembly reference?)

2.> Library\PackageCache\com.unity.shadergraph@15.0.6\Editor\Generation\Targets\BuiltIn\Editor\ShaderGUI\MaterialAssemblyReference\RawRenderQueue.cs(12,24): error CS1061: 'Material' does not contain a definition for 'rawRenderQueue' and no accessible extension method 'rawRenderQueue' accepting a first argument of type 'Material' could be found (are you missing a using directive or an assembly reference?)

latent lantern
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wouldnt it help if we could base hlsl operater nodes for vfx graph off the current vfx graph nodes

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i mean arent they just all hlsl code anyway

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like in prefrences have a checkbox, and then be able to edit the created operator

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like for refrence purposes, i mean

latent lantern
lusty plinth
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Hello guys! Can someone point me in a ballpark direction to achieve this effect?

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Basically, I want the ground to illuminate on the spot a character walks

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and that spot only. I tried doing something like having a quad with a mask texture set to emission, but it doesn't light up. It does multiply, though, but it's too dark.

coral temple
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does anyone know how to acheive this effect https://www.youtube.com/watch?v=Z3LL0k8HcLk&t=34s with the bullet bills? specifically the "flames" (I can do the smoke type stuff with basic particle system). I have tried creating an emissive sphere and cone, turning on bloom, and using a script with perline noise to vary the emission strength but it looks quite bad in comparison.

Captain Toad: Treasure Tracker - Episode 1 - Level 9: Spinwheel Bullet Bill Base

The 9th level of Episode 1.
Challenge: Collect the Gold Mushroom!

Enjoy Watching!

▶ Play video
rigid torrent
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Can anyone recommend some decent tutorials for the particle system (bonus points for 2d/isometric). I'm experienced with unity and programming in general but not the specific particle system so something not too beginner would be great!

deep stone
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I created this smoke that follows a trail that spirals up, it's almost perfect, but as you see when it reaches the end at the top, before it restarts at the bottom, ther'es like a sporadic spawning of them in the middle. Anyone know how ot get rid of that?

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Figured it out, it's cause i have it set to World instead of Local, but then I don't get a trail effect like I had

ashen robin
ashen robin
pliant shoal
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Guys can anyone help me with a muzzle flash?

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Idk, I don't understand how to create a good looking muzzle flash

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Especially since It's an AK-47

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My dm's are open if anyone wants to help (please do so 🙏)

sinful badger
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can somebody help me fix this particle system? It's supposed to be stuck to the tip of the index finger, create a hole in space, and send an antimatter energy ball outward to detonate on impact but the direction is all weird and I dunno how to get it right

last tartan
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Anyone know how I could achieve the wispy look of the patronus spell. ?

gentle harbor
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Why are these two particles different size? They have the same start size, sprite size and pixelsperunit

gentle harbor
stark crest
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it was 2022 beta but still actual, you get the tech for a simple Volumetric Shader using, Noise, sphere mask and other fancy idea using your point lights.

stark crest
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VFXgraph ofc

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for part that are looking more like filament, forcefield and trailed shader stuff

opaque knoll
# stark crest Aaaaaah no broooo, no SDF for this! instead use a shader and sphere mask, it is ...

I'm using SDF to use with VFXG. I'm not looking for sphere mask bcoz it could be any shape. I'm looking for a specific effect here
https://vimeo.com/598342481
I'm recreating the light sphere causing faint motion ripple on a sea of particles

I've been asking myself if the border between digital and reality still be clearly distinguished in the future. I thought it wasn't that big of a deal,…

▶ Play video
stark crest
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beautifull! yeah, try to go for sphere mask bro, i will work like a charm for your usecase

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from the article

opaque knoll
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Anyways so, my original question: Does SDF not give a full gradient from the centermost of the shape (-1) to furthest point from any mesh (+1) ?

Why can't i get a result like this from Unity's SDF baker?

opaque knoll
stark crest
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depend on the resolution you choose

opaque knoll
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From the pic i posted, the resolution looks fine around the 0 (shape's border)

stark crest
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can be hard to say using multiple mesh, you need more

opaque knoll
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It even shows a richer gradient on that area

stark crest
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i just would split them

opaque knoll
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What do u mean split?

stark crest
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use multiple mesh source with the finest definition

opaque knoll
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That'd mean i need to have multiple 3d tex properties in a single VFXG?

stark crest
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i would do that

opaque knoll
stark crest
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ah

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my advice is still, don't use sdf, go for procedural noise and shaping funtion as i suggested, using gpu forloop you won't be limited about placement, but it can be time consumming to reach the look you want this way, meanwhile it will far more optimized than using textures

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you can even compute it

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even more time consumming

opaque knoll
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The effect works fine

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It's just the resulting SDF specifically from Unity's SDF baker that i'm questioning

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Since it doesn't align with the SDF results i googled

stark crest
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it look like intantiated point lights bro

opaque knoll
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Don't look at the point light, but the "swaying ripple outward" of the smaller particles around

stark crest
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transmission of a point light using volumetricfog into transmitive particles, look like this too, again, forloop, spheremask, same result

opaque knoll
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I'm not showing the point light...

stark crest
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I kown you are talking about the effect under them on particle bro

opaque knoll
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I'll check it out

stark crest
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I hope so, you would be able to counter both definition and transform computation issue

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take my article as a base for beginners, your far more experimented than that, but still, I am sure this is the feature you need to handle

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I like that you are using MIDI controller?

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@opaque knoll

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btw, your work is great, it is smooth, it is impressive, this is the best environmental VJing I've seen today

opaque knoll
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Cheers thanks

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I just started into the world of technical arts, still got lots to learn

#

Btw this volumetric shadergraph is 2022.2 only eh? I'm still on 2021.3...

stark crest
#

ah well, maybe not sure

#

ah yes its 2022 you are right 😦

opaque knoll
#

2022's package manager bugs out on me..

stark crest
#

what's the issue?

opaque knoll
#

Anyways i'll definitely get back to this in the future. Got other things to finish for now...

opaque knoll
last tartan
#

I'm making the Patronus spell from Harry Potter. It's a WIP still, but if anyone has any constructive critiques I would be grateful.

sterile umbra
#

How can I check if a VisualEffect has finalized running? With ParticleSystem I can do IsAlive(true), what is the equivalent?

earnest osprey
earnest osprey
# last tartan I'm making the Patronus spell from Harry Potter. It's a WIP still, but if anyone...

It looks good overall, some ideas that I have

  • Does the model have transparency? I'm not sure beacuse of the background but if it doesn't maybe it shoud
  • It may be the video FPS but on the second 0:00 in less than 1 second you go from really dark to a bunch of particles I think a smoother fade in can be useful
  • Could have trails inside the model and the trails that leave the model (that you already have) could be more subtle
last tartan
stark crest
carmine bone
#

Does anyone happen to have tutorials or experience making persistent wind visual effects?

#

Is it just a bunch of particles with trails the way I should go about it or is there something better?

deep stone
#

Hopefully a simple solution, i've played with the settings over and over. I'm trying to make a swirl as you see, but at the top of the swirl there, the particles masively expand outward instead of staying more tight in a line like at the bottom

#

anyone know how to fix it?

stark crest
deep stone
#

Still asking, can anyone help me with this? Want to make the particles all flow upward in a line, not spread out at the top there. There is no gravity modifier applied, just velocity over time.

deep stone
#

anyone?

jagged terrace
#

hey there guys i have a little question that i couldn't find an answer to, i have 4 sprites in a sprite sheet and i want to create a particle system that basically creates 4 particles (assigning each sprite to one particle) but i really don't know how i can do that?

basically the sprites are body parts of the enemies and the particle system is basically supposed to be the body parts of the enemy spawning and flying off as you kill them

deep stone
#

did you try Texture Sheet animation option?

warm torrent
#

If it's accelerating motion, either by force or by curve over lifetime, then naturally the discrepancy between particles will increase
I think if they have an unchanging upward velocity, then the formation shouldn't scatter vertically

jagged terrace
opaque knoll
ashen robin
deep stone
#

I'll try asking in general since this seems like a more general question now that I think about it

opaque knoll
#

Oh

#

Connecting GPUEvent hides this stripIndex field

#

I guess it assumes each source particle takes 1 strip

pallid pebble
#

does anyone know a good texture websites for particles?

pallid pebble
#

eg lightning

#

etc

ashen robin
#

Flipbook stuff? Usually a little harder to find that stuff, but check around on that site.

pallid pebble
#

O

pallid pebble
#

do they make it themselves

#

?

ashen robin
#

Most likely

pallid pebble
#

know any tutorials?

ashen robin
#

I've not actively searched for them, but probably a good amount on youtube.

#

I'm not that artsy; better at generating particles with some doodads and noise

drowsy dawn
sterile umbra
#

When does VisualEffect.HasAnySystemAwake() becomes false?

lone pollen
drowsy dawn
#

ive became a unity dev now

drowsy dawn
sterile sun
#

hi

#

learing particles.

lone pollen
pallid pebble
#

singlehandedly spawned the rovfx community

golden cove
warm torrent
solemn granite
#

rainVisualEffect.SetVector3("Camera", playerTransform.position); - Value of name 'Camera' was not found

woven bronze
#

hi guys, just wondering as kinda new - what is the difference between using create effects > particle system, and using a VFX graph?

ashen robin
# woven bronze hi guys, just wondering as kinda new - what is the difference between using crea...

vfx graph takes advantage of the GPU while particle system is mostly simulated via CPU, and there's advantages and disadvantages to both. For one, usually devices that don't support a power gpu, like most mobile devices, may be better off simulating the particles via cpu. Additionally, vfx graph has limitations currently on getting collider information from gameobjects, but there are work arounds for it.

woven bronze
ashen robin
#

There's similarities, as far as the functionality goes. The particle system is wrapped in an API, which you'll be playing around with on the GUI, and the VFX utilizes visual scripting (aka blueprints) to connect all the logic together.

woven bronze
#

One last q for now - I have Amplify installed (the shader editor) but I want to use shader graph to edit a shader for some VFX. However when I create a shader node and hit 'Open in Shader Editor', instead of opening in Shader graph it auto opens in Amplify. Is there a way to set it to open in Shader graph, or open Shader graph manually somehow?

dull obsidian
# woven bronze One last q for now - I have Amplify installed (the shader editor) but I want to ...

unless i'm misunderstanding what you are doing --you must create the shader in shader graph you can't edit (automatically convert) shaders that weren't created in shader graph to shader graph.

as far as i know, this is a limitation of all node graph shader tools in any engine. they are really not shader editors, they are shader generators, they generate shader code from their own special node graph format and there is no standard or portability for these node graph formats or automatic conversion from hand written shaders to graph format or conversion from one graph format to another in any engine, unfortunately.

upbeat bramble
#

Whats the difference between Add and Set blocks in vfx graph?

ashen robin
latent chasm
#

i downloaded a projectile asset that seems to work by using particle systems, im instantiating the PS at my characters firepoint, and the vfx move because of the PS's speed but the particle system itself stays where i spawned it, and the light spawns when shooting stays fixed at the location of the PS which itself isnt moving, what do i need to do to get the light to follow the particle itself which is moving?

ashen robin
#

Getting individual particle info is something I think you may can do in shuriken, but not likely from the vfx graph

latent chasm
#

when i shoot im instantiating a prefab which has the particle system on it, it has a light on it and is assigned in the particle system. but the PS itself is stationary and the light stays with it. the vfx projectile that moves outward is what i want the light to follow. but looking in the hierachy, nothing spawned is actually moving so i dont know how to make it follow

#

not sure if this would work but could i set the speed of the particle system to 0, and just move it in code so that way the light moves too? not sure if that would cause any other issues though

ashen robin
#

Particle System's don't necessarily move, rather it's the particles they generate that move. If you want to move the whole system, such that its space modifies the coordinates of the particles, controlling the gameobject with another script is possible.

latent chasm
#

what's the point of the light settings if the PS isnt moving and it doesnt follow the projectiles?

ashen robin
#

That's not part of the system is it? Just another component to this effect?

#

Perhaps it's intended to stick it on a gameobject controller

latent chasm
#

this part i mean, it's part of the PS

ashen robin
#

Oh, yeah if it's part of the system, it should go with the particles... so I guess an error on the developer's part?

#

if the other moving component works, try enabling light on that instead

dull obsidian
trail vine
#

Hey everyone. I'm trying to add some wind particles to my 2D game, just some trails of wind and I got that working. But, I was wondering... how should I go about making the particles pixelated? My game is in pixel art, so I'd like to match my particles with that.

warm torrent
trail vine
warm torrent
#

If you don't want pixel perfect pixel art then there's not any simple way to only pixelate specific parts of the image
One such more complicated way is to render the effects to render target textures and display those as sprites in their stead

#

Or like sprites, not technically as Sprite Renderers

trail vine
#

I see..

upbeat bramble
#

When adding something like Blend Color block to Update or Output blocks, is it possible to sample and set the Blend value equal to the particle age? Or can you only set those inputs to non changing uniforms?

#

I guess maybe creating a Get attribute: age (current) and plugging that in?

upbeat bramble
#

Would this be the right way to have color over lifetime with colors coming in through a graphics buffer? Wish there was a way to pass in a gradient or array of colors in through the graphics buffers.

ashen robin
#

Unless you mean you're needing more logic, there's also a gradient logic block

zenith grove
#

In VFX graph, how should I set the velocity of particles with linear drag to eventually get them in similar to cone shape when they finally stop?

late lava
#

im trying to fake some godrays using the particle system, how can i set the 3d shape so all the beams stop at the same height above my world but have the same origin point like when it is cone shaped. alternatively, can i use the coneshape and edit that shape?

#

also i havent messed much with the particle system yet, is it possible to set the transform equal to the object my camera is following. and could i set the rotation of it equal to the rotation of my directional light through script?

late lava
#

maybe this explains it better, i want all the particles to have the same origin point which i can rotate around but still fit over a flat surface. ive only found of ways to rotate the entire shape, making the bottom of the map lit and the far side not at al

ashen robin
late lava
hearty flare
#

and the particles are being shrunk

#

that setting exists to prevent excessive overdraw, as rendering transparent objects over the whole screen can be expensive

late lava
#

gonna need some tweaking but yeah that was it, thank you

full junco
#

is there any guide on how particles can simulated into the shape of a mesh like it was done in the heretic

#

but here I want to read mesh data and have particles take the shape of that mesh

#

and then switch out to that model

#

Something like how venom covers a object

lunar shard
#

heloo

prime dome
#

hey i just want to create a somewhat simple 'sonar' effect, so i imagine that would be done by creating a sphere and only drawing the surfaces that intersect with other geometry. how would i accomplish this?

#

yay :3

late lava
#

one problem i cant solve with how i currently do my godrays is that i want a random rotation on the y axis, but i cant figure out how to get that and still be able to rotate them diagonally over the shape that spawns them

shut cliff
#

@late lava Did you try the Random Between 2 Constants?

late lava
#

as an example, if i change the x they all point in random directions because of the random y

shut cliff
#

@late lava Do you have any rotation over lifetime enabled?

late lava
#

i was wondering if i could maybe get acces to more axis of rotation for the particles through script

shut cliff
#

are you using billboards or mesh/quads?

late lava
shut cliff
#

@late lava I see what you mean..

#

this worked for me

#

using mesh quads, maybe it'll work with billboards too (edit: yes it does)

late lava
#

is there a difference between billboards and quads?

shut cliff
#

Mesh quads used to be easier to rotate before, they're a little bit different in some ways

#

Billboards have the Min / Max size which is optional (they'll shrink depending on how close the camera is to the particle)

late lava
#

so far this is the only way of doing it ive found. only problem is that they will not be evenly distributed along my world this way

shut cliff
late lava
shut cliff
#

It's a unitypackage, you can drag it into your project tab

late lava
shut cliff
#

It's a good question, sometimes it just works 😛 Could be the Render Alignment in Renderer tab

late lava
#

weird, the only thing i see thats different that i had not tried yet is that you applied the 90 degree angle in the transform where i put it in the shape

#

oh and maybe the rotation on the z axis. i had that to 0 but 90 seems to fix the random directions @shut cliff Thanks for all the help man 👍

late lava
#

is it possible to destroy particles outside the shape and instantly spawn new ones?

#

im setting the transform equal to my player, but it takes a second for the particles to catch up/ spawn new ones

shut cliff
#

@late lava Look into the ring buffer mode in the main module

late lava
warm torrent
prime dome
#

hello chat,

#

i'm working on this 'sonar ping' vfx thing, and so far it looks pretty good

#

however, i want it to get more transparent as it goes out before deleting itself, and i'm using the shader graph
i thought the best way to do this would be to have a field in the shader that reduces the opacity,

#

this works with one, but if i have multiple using the same effect they seem to affect each other

#

using Matieral.SetFloat

#

any way i can fix this?

burnt coral
# prime dome i'm working on this 'sonar ping' vfx thing, and so far it looks pretty good

If the rings are MeshRenderers you can use GetComponent<Renderer>().material which creates an instance at runtime (should also Destroy it when it's no longer needed, e.g. in MonoBehaviour.OnDestroy)
Though you'll likely need some kind of pooling system for these gameobjects to make it performant.
Alternatively if you make the rings spawn via a Particle System the colour over lifetime module can handle the fading.

prime dome
#

that worked perfectly! tysm

round girder
#

@prime dome

#

do you know how to open a UnityScene.unitypackage file

#

somebody sent me it

prime dome
#

also google?

round girder
#

i asked him to

round girder
ashen robin
prime dome
ashen robin
#

You could always create your own controller for the vfx, and do it per ring basis, but shuriken is kinda just that

prime dome
#

and then in update changed the reduction accordingly

#

works perfectly, really

ashen robin
#

Ah, nice ;p

round girder
#

@prime dome

#

okay so

#

how do i remove this grey thing

#

and these blue boxes

#

outlining particles

hallow tinsel
#

Anyone got a particle flipbook texture like this electric thing (if yes pls send a 4x4 / 2x2 or 8x8 grid nothing else pls)

hallow tinsel
#

Pls ping me if u got the texture

oak gull
#

Hello people 🙋‍♂️
I'm having an issue with VFX graph. I use it for guns projectile, hits effects and muzzle flash.
Everything is in world position and I send events with Vector3 attributes for the position and direction of every effects. It works well except that I have a delay between the event sent and the visuals. Making all the effects slightly behind where they should actually be. Muzzle flash for exemple is completely off behind as soon as the player moves and shoots fastly.
Any idea ? Is that a limitation of VFX graphs ?

ashen robin
#

Perhaps you're sending data from a previous frame in? I've not really had much desyncing issues with the vfx graph beyond some situations.

oak gull
#

That's what I initially thought, so I moved the events from my guns events to a lateupdate loop. But no success.

oak gull
oak gull
ashen robin
#

also make sure you've no delay on the particle system when triggered

#

Also, have you tried using local coordinates for the muzzle flash? Usually games seem to use that instead of doing it via world.

oak gull
oak gull
oak gull
#

Thanks a lot for your time : )

#

Yes ! problem solved, that was it. Updating the position during the whole vfx lifetime worked.

late lava
#

was thinking if i could use some texture to decide were the rays are and base the clouds on that aswell so they will be in the area not hit by the rays

dull obsidian
#

@late lava urp i assume? the more features you add like shadows the more it starts to reinvent the wheel on volumetric lighting.

there is a volumetric lighting package optimized for urp on the asset store that gets used by commercial studios and even works in xr for what it's worth

late lava
dull obsidian
torpid fractal
#

does anyone know how I'd do a zig-zag pattern with VFX Graph?

#

basically I'm trying to replicate neutron collisions and scattering in a fission process

#

so like traveling straight for 2-5 seconds and then changing direction and traveling straight in that direction for 2-5 seconds etc

ashen robin
#

Could maybe use a animation curve with some positional constraints

#

otherwise some trig functionality perhaps over the lifetime

zenith grove
#

What's the best way to use terrain as a position for VFX graph? I wanted to make grass blade to appear randomly on the surface of terrain. Iwas thinking about separating somehow mesh from the terrain and using "Set position from mesh" block, but I am not sure how to tackle this

upbeat bramble
#

qq: is there a way to store some per particle data that gets used in update in a vfx graph.

#

I can have a graphics buffer that has a bunch of per particle settings. and all those work nicely. but outside of the initialize block, i can't seem to make the particles behave differently.

#

It's like a want a few custom attributes per particle I can set during initialization time to reuse.

upbeat bramble
#

Strange that you can set size or color over lifespan in the init block, and it doesn't update at all.

zenith grove
upbeat bramble
#

What would be the point of setting something over lifespan in the init block? I would have imagined they would just prevent you from doing that if it was meaningless.

hallow tinsel
grand glacier
hallow tinsel
hallow tinsel
grand glacier
#

me?

#

nah those are someone elses flipbooks

#

i got to learn how to make my own

upbeat bramble
#

I think I found a work around. Hijack unused attributes to pass graphics buffer emit data to the update and output blocks.

#

It would be super nice if unity added some custom attribute support.

umbral axle
#

Hello, I am trying to make a single animated particle with a sprite that is 20 images in a 512x512 png, could someone help me how to solve the sprite to work correctly? Ps: I also noticed that the particle moves a little, yes, help me too. keep it static I would appreciate it

light beacon
#

Is there a way to make a aprticle system that blocks raycasts? I want smoke particles that register in my AI's line of sight raycasts, to make a smokescreen that obscures enemy vision as well as the player's.

light beacon
#

okay well i made a system that generates a bunch of sphere colliders and matches their position and size to the particles

#

which seems to work except there's 1000 colliders for this one particle system. It isn't currently impacting performance but I'll probably need to screw around with the number of particles since I'll probably have a lot of these sources at once in each level

ashen robin
#

Could just create a single collider for the smoke in the area that it envelops, no?

light beacon
#

because I'm pretty sure I can turn this into a full on game system, with various sources of smoke/dust clouds, winds to blow stuff about, thermal vision for seeing through smoke, that kind of stuff

ashen robin
#

doesn't need to be exact, no one will notice the quad blocking any line of sight between the smoke

#

and don't have to worry about holes in the smoke

light beacon
#

well I've already made the system and so far it seems to work well in sprinkling a bunch of colliders around

#

I did consider making a mesh collider that expands and morphs in shape to encompass all the particle positions though

ashen robin
#

ye, just a consideration because colliders can be expensive, especially 1000 in a small area

light beacon
#

and if this system I've made turns out to not be fun, I'll try that version instead

#

I really like the idea of the smoke billowing and filling spaces realistically, it'll result in interesting gameplay scenarios like using it in an enclosed space vs outside

warm torrent
light beacon
umbral axle
#

his fire effect

#

through a single particle that is generated in the gameobject

#

and it has an animated sprite

warm torrent
warm torrent
umbral axle
#

the image is 512x512

warm torrent
pastel fossil
#

Hello! I created a vfx in unity that i want to export as a flipbook 2D animation. Is there any way i can do that.

#

?

ashen robin
#

You can init a GO with it attached at that position, or if you want to use play() you'd do it like object pooling. You've also got property binders if you want to set it via world space itself.

coarse raft
#

is there a way i can use the trail renderer in dots?

torpid snow
#

hey, i have made rain particle using unity's shuriken , as im working for mobile game , how can i block the rain when im inside a house (not by using collision module)

light beacon
#

@void bridge You'd need to turn the explosion particle system into a prefab, and run some code to spawn it using Instantiate(). If you just wanted a generic 'GenerateExplosion()' command, you'd need to create some kind of singleton with a reference to your explosion object.

true oasis
#

Yoo! Someone that know if its possible to make the trail renderer to only follow the x axis and not like rotate down when my character jump

ashen robin
#

stick it on a GO that doesn't move on the y axis

#

there's also a constraint class which i believe can clamp the axis

river pasture
ashen robin
#

Question on the VFX graph since I am doubting what I think it does. When sticking a vfx asset onto a scriptable object, does this asset pool particles even if it's currently not active on the scene, or should it currently be referenced by an object already on the scene for it to pool the particles, like some sort of VFX manager which I should at least include a reference on that.

#

Which brings me to another question if they aren't required to be part of the active scene, how does it pool behind the scenes? If I were to have hundreds of vfx graph assets all containing thousands of particles each, am I caching that at all times?

ashen robin
#

guess I'll science it

zenith grove
# ashen robin Which brings me to another question if they aren't required to be part of the ac...

Not sure if that is the anwser you are looking for but, VFX graph has a built in functionality that prevents you from spending unnecesary GPU power whenever the VFX is not in camera view thus improving performance. However I am not sure if this achieves the same performance as just disabling the VFX completely. From my personal expirience I can't say how does it gonna behave with hundreds of systems, but I have had couple of systems that held millions of particles in the same scene and it worked quite well performance wise

ashen robin
#

So, what I am currently doing is having a container out in the scene that has multiple different game objects instantiated with a visual effects component and a single visual asset each. Usually I would just call these effects at my location using an event, but I have gameobjects for my abilities which I want to use its system composition, so I create a visual effect asset on them too.

#

I would assume that if I were to now use this newly created instance, that these particles would still be pooled since I've already a system containing them in the scene.

last tartan
#

Can you use these in VFX graph?

dull obsidian
#

(currently, unity's node graph editors have some divergences in workflow like this. eventually, this will be reconciled with graph tools foundation.)

civic bane
#

if I'm creating a custom material/shader for my particle system, what's the name of the property that particles default use for their color parameter? Like im trying to create a custom particle shader but preserve the "color over lifetime" thing

burnt coral
civic bane
#

alright swag ty

vagrant juniper
dull obsidian
stark crest
ashen robin
#

Isn't that just some refractive shadering going on?

#

Yeah, I'd agree with LaBoule that you're probably overdrawing

dull obsidian
#

@stark crest @ashen robin according to this, it seems like there are much bigger problems than overdraw? seems more like a memory leak that is generating hundreds of duplicate depth and normal buffer attachments over 30GB worth! of render textures that aren't even used in this effect, only a color buffer is needed, and as i understand, generally, only one buffer of each type is required to sample from for all particles / meshes that share the same shader.

dull obsidian
ashen robin
#

Yeah, there could be some more minimizing where the problem persists. Even though the shader looks correct on first glance, I'd go toss it around on a few GOs and guage it there before touching the vfx graph.

#

But just from the video snippet there does seem to be a lot of particles, and having played with these types of shaders before, I'd experience some massive performance problems

stark crest
celest trench
#

Is there a way in the Visual Effect Graph to chose between two values? So i would love to get a Y value between Either 0.7 and 1 or -0.7 and 1 but i dont know how to accomplish that

#

This seems horribly convoluted for what i want to achieve

prime dome
#

particles are pink for some reason

#

i added my texture already

#

but nothin

#

nvm

#

i wasnt using particle system 2

dull obsidian
# celest trench This seems horribly convoluted for what i want to achieve

oh you are already using a switch operator node, ha. it's not convoluted from a functional code perspective, it's efficient. maybe it's just how this looks visually to you? taking up real estate on the graph.

if you want, you can either collapse the nodes with the ⌄ button or wrap it all up into a sub graph node with a few properties for the value ranges exposed.
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/Subgraph.html

celest trench
dull obsidian
celest trench
zenith grove
celest trench
celest trench
opal star
#

No problem 😌

dull obsidian
#

thanks @opal star! i forgot about that one

opal star
#

Yeah I remember this node, cause I was doing random gradient coloring of a point cloud with a switch and a bunch of rando numbers, at one point there where two switches and I went to the forums and Vlad was like well there is this node

#

And I have found it useful in a number of effects since

#

While Im here I’m going to have to start work on a jumpad/booster type of vfx and was hoping if you guys had some cool references on how it might look like

reef lance
#

Does anyone know how to get particles to play when I press the play button?

#

When I press play the particles do nothing until I click on them in the hierarchy

quasi rivet
#

Hello people. I made a Graph that works with an Event trigger (correctly) on runtime. Now I want to tweak it, but I can't for the life of me make it play in the Editor. I've tried "Send", removed the link to the Event, removed the object and recreated it, restarted Unity, nothing works. It just won't show while in Edit. What's wrong?

Interestingly enough, when I change the manipulator mode to Center and not pivot, it shows as moving. Which means the particles are getting spawned, but they are invisible. Material/textures are set correctly (as they play in Play mode)

vernal peak
#

Hey everyone, i am currently making a 2d game with a flying triangle, i want to instantiate an trailParticles prefab to the players trailPosition object. However when i do that the transform values change. I want them to stay the same as they are in the prefab. Do you have any ideas on how to solve that?

cloud mauve
#

Hi there. I made a character glowing using the VFX graph. It works in both edit and play mode outside the timeline. But the moment I put it in there, it does not sync with it. I recorded an example.

lusty phoenix
#

how can i edit this so my particles shrink over livetime instead of growing ?

warm torrent
lusty phoenix
#

I tried that but the line just turns red

warm torrent
#

If it doesn't, the curve editor may be minimized at the bottom of the window, taking the form of a horizontal bar that can be maximized by clicking on it

lusty phoenix
#

Thank you

umbral axle
#

how could I make my particle stay still without any movement?

warm torrent
zenith grove
warm torrent
zenith grove
warm torrent
cloud mauve
zenith grove
cloud mauve
#

No dice

dull obsidian
ripe frigate
#

anyone know off hand if using these events generates any garbage at all?

mystic vigil
#

I am following a video and in the video he seems to have an option I am missing on unity, anyone knows why or how to fix it?

bright one is the video, dark one is mine:

#

forgot to say, it's the tint color options

#

oh i found why, it was the wrong additive option

cinder dust
#

can someone explain why particle Emit() looks different than what i made my particle look like.

#

how to get Emit() to look the same as it does when i do Play() ?

elfin bison
#

hey remember when i suggested you should provide some actual details?

cinder dust
#

oh, one more thing. how to get Emit to look the same as Play

#

its a burst particle

elfin bison
#

you haven't even bothered saying how they look different. you've provided no detail other than that you think they look different. if you cannot provide details about your issue that may help someone to figure out why you are seeing what you see, then you can expect to not get help

cinder dust
#

particle experts already know this though, thats why i thought it didnt need mentioning

cloud mauve
umbral axle
#

guys im trying to make a fire particle system to the objects like gmod that if there is an explosion near the other object sets on fire (like the barrels),but this is happening to me: the particles arent aligned in the pos of the gameobject,
and many are generated as if they were a wall (in the video are the specifications of my particle)

prime dome
#

Does anyone know any good tutorials to start learning vfx?

mystic vigil
#

hey guys I create an effect I want to play with but now I want to export it easly to another project, what is the best way to do it?

#

nvm I just exported it normally i guess haha

#

I have another issue, I created a particle system, but it is way bigger than the model I want to use it on, but when I play with the scale parameters, it just changes positions instead of size, any suggestions?

mystic vigil
#

I am a bit new to this, if anyone could help out

mystic vigil
#

damn, can't believe people even use unity, such a simple thing not working intuatevly

warm torrent
#

"Play" as in play the system or play as in tweak or experiment

mystic vigil
#

I made a particle effect with multiple layers, and there is no way to scale the entire particle effect from parent, I need to do it one by one for each effect in the hierarchy if I want it to change size @warm torrent

mystic vigil
warm torrent
#

In the main module of the particle system

#

Hierarchy means it inherits scales hierarchically like all transforms
Local that it only considers its own transform scale
Shape that only the emitter shape is scaled, particle size is not

#

The particle system is probably the most intuitive and user-friendly system within Unity, so buckle up I guess

prime dome
#

does anyone know any good tutorials to start learning vfx in unity

warm torrent
mystic vigil
prime dome
#

also just wondering if there is any that you reccomend

warm torrent
mystic vigil
#

I want my particle effect to work when my model moves, so I tryied using rate over distance in the emission section, but nothing happens when my model moves, anyone can suggest how to use that system or where to look?

prime dome
#

has anyone able to use this samples from unity?

#

i want this specific one to use

#

but when i open it in unity i see this (no output node)

warm torrent
prime dome
# prime dome

i tried to download from master but it seems like that i really need this graph for my terrrain generation

#

i just need to see how it works so i can replicate the logic

prime dome
warm torrent
#

When a sample or a package becomes official, it's moved from a git repo to the package manager where it's kept up to date and matched with the unity version you're using

prime dome
#

im not sure if iam doing something wrong here

#

im using urp

#

i just want this vfx graph file and not sure why some nodes are missing :/

warm torrent
prime dome
#

my version us 2012.3 and vfx graph version is 12.1.10 still i see its not working but i guess i need to check with more older version

#

but its weird that any vfx sample i open its missing the output node

prime dome
#

found the solution

#

basically these samples are meant for hdrp

#

so they just dnt work properly in urp

prime dome
#

yo

#

im tring to make a candle flame

how can i make so the top of the flape will like this shape

pallid pike
#

Hello, I'm just wondering can vfx mesh outputs cast shadows? The particles in my example above don't seem to cast shadwows/block light

pallid pike
#

Ah there is a cast shadow bool in the inspector when clicking on the output mesh (^:

ashen robin
prime dome
pallid pike
zenith grove
pallid pike
#

like in the picture their are no paper airplanes that are straight

zenith grove
pallid pike
#

Yeah I feel like it wont

#

But I’ll try

zenith grove
#

btw is this mesh/sprite from asset store?

pallid pike
#

Essentially, I want it to look like actual flying planes, each have a random velocity/direction and its oriented to face the vel i ln the forward dir

pallid pike
zenith grove
#

nice, may try to do something like that myself. Always liked the way different swarm vfx look

pallid pike
#

my next project is boids 😎

zenith grove
pallid pike
#

that looks great wow

zenith grove
#

thanks

white fog
#

I have a really annoying problem, whenever I close the VFX Graph tab, the VFX won't play

#

Anyone knows why ?

white fog
#

Just needed to update Unity

indigo basalt
#

I don't know is this a right channel to ask this, but....how can I create shinning flare like this?

wanton geyser
#

The easiest way is to make a picture of the flare, put it behind the object and rotate it

indigo basalt
mystic vigil
#

I am trying to test a rate over distance particle, but when I move it in the editor nothing happens, only when I actually run the application out side of unity, but I saw a video of someone just testing it while making, how can I make it run while just moving it while tinkering?

hearty flare
mystic vigil
#

t hink i figured it out

solar trellis
#

you can start by looking on how to create god-ray particle in youtube

#

and then anchor it on the UI, this is where i dont know hot to do it

mystic vigil
#

if I want to make small particles appear around an odd shaped object like horns, but want it to appear very close to it, can you use a mesh as the shape section in a particle system or is there a better way to do that?

warm torrent
mystic vigil
warm torrent
mystic vigil
noble osprey
#

Hi all, I'm putting together a really simple 'thruster' VFX graph, but can't seem to figure out how to increase the particle amount so that it looks 'coherent'. Could anyone point me in the right direction please?

I can get it looking how I want if I slow the particles down, but when they're moving slowly it doesn't look right (ie, a little bit 'pedestrian'), but increasing the speed spreads the particles out too much, is there a way to increase the 'emission substeps' for lack of a better term.

Thanks

opal star
noble osprey
#

I did try at 20480 but it looked exactly the same. 😦

opal star
#

Did you increase the spawn rate accordingly?

noble osprey
#

Yeah. 😕

opal star
#

Hmm can you show me a video?

noble osprey
#

It looks to me like a particle is spawned every x number of ms. so as the velocity increases the spawn time doesn't, leading to the 'gaps' (if that makes any sense).
And sure, gimme a few minutes.

#

Sorry, my screen recording is playing up, but........

#

Particle limit, 50,000, emission rate 2048

#

Emission Rate 30,000

#

It's definitely emitting per frame/ms or something, I have this a lot in fluid simulations for work, and it's always a sub-step (emission between frames) setting. Just not sure what/how to fix it in Unity.

#

OH!!!! Fixed it. lol.

#

Ooookay, apparently that is the correct thing, but as soon as I switch back to the scene view, it goes back to what it was. Guessing because of VSync in the scene view? And VFX Graph editor is independant of that?

opal star
#

Hmm I dont know. I have achieved this simple truster simply by spawning a lot of particles. The constant spawn rate triggers every second with the X amount of spawn events, so what you are saying is correct.

noble osprey
#

Yeah I've just slowed them down, not exactly what I want, but it works. lol.

noble osprey
#

Hi again,

Sooooo, moving on to something else, would anyone have any points on how to make the smoke particle 'area' look less square please? 😕

ashen robin
zenith grove
# noble osprey Hi again, Sooooo, moving on to something else, would anyone have any points on ...

In initialize you can use different shapes in which particles will spawn, something like sphere, circle or cone. In Update you can use Turbulence to give the more randomness. To make it look more realistic you could use a linear drag, conform sphere (with negative force) and force in Update to increase their velocity the closer they are to the center of spawner and increase the linear drag the further from center they go. Although, these Update settings might not work well if you are changing their position in Output. Lastly, you can also set their angle to be random and change it over time to add some variety and use Soft Particle setting in the Output to make the clipping with objects less visible

pastel fossil
#

i just made a material which has a dissolving shader. i set the threshold to 0.7 and i want to extract the texture at that point

noble osprey
pastel fossil
noble osprey
#

Okay, I've got things looking okay, and for the moment I'm happy with what I've got, but how can I stop this from happening? 😕

(ie, particles appearing inside the ship.)

noble osprey
warm torrent
#

You might not even need the SDF since the volume of the ship carrier space is roughly box shaped anyway

noble osprey
warm torrent
#

I think the gizmos should be able to display the collider shapes and positions if you have the VFX in the scene

noble osprey
#

Yeah the SDF is baked and uses an actual mesh to base itself off so it should be a little easier. But will readup/play with the box. 🙂

warm torrent
warped yarrow
ashen robin
thick zodiac
#

Hello! I am making a Minecraft Bow & Arrow for VRChat and was getting kinda stumped when it came to creating the Particle System for the arrow, I want the arrow to follow the direction its flying and get stuck in the floor or walls etc, which I was able to make it follow the velocity sorta by setting the Render Alignment to Velocity!

But another problem appeared where when the particle stops in the ground, it rotates back to its original orentation, how can I fix this to where it stays in the last rotated direction?

ashen robin
#

Ok, so the facing direction you have there is with the velocity so that makes sense when you shoot it, but when it lands the velocity is 0, so it seems to default to a forward world direction.

#

Not too aware of all the settings of the shuriken system, but ideally you now need to tell the particle to stop facing the direction of the velocity, and the way I can think of it is to detatch the particle from the particle system.

#

Via trigger^

thick zodiac
#

but what will make it stay that facing direction?

#

i can make a Sub Emitter for it but it will have the same facing direction problem

ashen robin
#

It already had the direction, the problem is that you're changing the direction when the speed is 0 which you do not want.

#

So my solution would stop the particle system from updating it, otherwise you another another step of logic which I'm not too sure of with that system.

thick zodiac
#

can you explain your method again but a bit more in depth?

ashen robin
#

Velocity has a direction, but when it is 0 we do not so that's the problem. To prevent the direction from changing we need to figure out how to stop the particle system from updating it when it hits a collider. Now my solution, if the particle hits a collider, we instead stop updating the particle direction by detatching it from the system.

thick zodiac
#

and detaching it from the system how?

ashen robin
#

You've a category called triggers there. I'm pretty sure that's what you'll need.

thick zodiac
ashen robin
#

Maybe there's a way with the triggers to just tell it to stop updating that specific particle. I'm not too sure.

#

Oh, are your arrows not colliding as is? What's stopping them or is it always a specific trail its following?

thick zodiac
#

collision

ashen robin
#

Ah, ok yeah doesn't look like there's anything helpful here, if you want the particle to linger.

#

Need to just detatch it

#

When you detatch it I believe you'll have to make your own lifetime and destruction method as it's not being handled by the system anymore.

thick zodiac
#

since this is for VRChat, I cant add custom code to it

#

can only use built in Unity components

ashen robin
#

Oh, hmm that's unfortunate

#

So I guess the next idea then is to figure out how to slow down the particle enough when it collides but keep some velocity without it zeroing

#

Try increasing that dampen modifier there on the collision

thick zodiac
#

im trying to acomplish this by having a sub emitter on the system

#

create another on death which the new one has a 0.0001 velocity

ashen robin
#

Ah, ok if you can spawn a new another that seems like a good idea too

thick zodiac
#

but its still not keeping the same rotation as the one that just died

ashen robin
#

unfortuantely doesn't look like there's a good way to switch off the direction update

#

my vfx controller does though :)

thick zodiac
#

well if i can find out whats causing it to fly out in this random direction, surely there is a way to fix this

ashen robin
#

probably have some bouncing going on

#

ideally you'd inherit the direction and spawn it back a few units with decrease speeds

#

or rather, remove the collision

#

yeah^ remove the collision

#

velocity at 0.000001 ;)

thick zodiac
#

there is no collission on the 2nd particle

#

ive got it disabled

ashen robin
#

inheriting the direction?

thick zodiac
#

sadly that only inherits the particles model rotation

#

this is it set to nothing

ashen robin
#

What a pain

thick zodiac
#

yeahh

#

haha found a reddit post asking the exact same thing as me and they too are using minecraft bow and arrows

#

tho sadly, 0 comments

ashen robin
#

@warm torrent may have a better idea than me when they're around. I don't really use the shuriken system much.

warm torrent
#

@thick zodiac not possible without scripts

thick zodiac
#

damnit

#

alrightt

lusty phoenix
#

my trail is supposed to dissapear after one second but for some reason it wont dissapear

lusty phoenix
#

I restarted unity and it works again

mystic vigil
#

I have been using a particale system on a mesh that is my character model, I tried to put another partical the same way by using mesh renderer on the shape section in the particle system but it does not list that object as an option, what can I change to make sure I can choose what I want? for reference it allows me to choose the horns as mesh renderer but not the earring

#

seems like that mesh is missing mesh renderer? can someone explain to me how I can solve this?

mystic vigil
#

I have an issue control particle speed when I am using noise, is there any way to reduce how fast those particle are going?

mystic vigil
#

it's kinda quiet out here ah?

mystic vigil
#

i want to ask more quetions but it feel pretty empty in here

#

I have a particle system I made, and it looks very transparant, I have no idea why, anyone got any idea what I might do wrong?

ashen robin
#

Are you meaning to use a transparent shader for your particles

#

otherwise change it over to opaque

mystic vigil
mystic vigil
mystic vigil
# ashen robin Are you meaning to use a transparent shader for your particles

if you don't mind me asking maybe another question, I had a really cool lightning particle effect I made using noise, but I wanted it to be really tiny, and when I minimized it to the size I wanted, it started acting crazy and completly different and was moving way to quickly, is there a way to either control the speed or have the same effect at a different size?

mystic vigil
ashen robin
#

Not exactly sure about the lightning question as I would need to see the math/setup of it all, but to add emissions you need to use a compatible shader with HDR colors. To make it bloom, you need to enable post processing afterwards.

mystic vigil
ashen robin
#

If you're using Unity's shaders then it's usually on their lit shaders and particle shaders

mystic vigil
ashen robin
#

Not too sure why their non-lit stuff doesn't include those properties. Emissives are usually light independent anyway.

spiral moth
#

I'm looking for a way with VFXGraph to use a random mesh or submesh per particle..

#

I thought it was simple and there was a set random submesh option or something like that

#

Basically i've packed a bunch of different debris meshes into one mesh, so that this one mesh has a bunch of submeshes, one for each variation of debris

#

So i've discovered that it's possible to use the hidden MeshCount option in the output context properties:

#

And use the SetMeshIndex in particle init to choose one of these:

#

( manually setting up the submesh mask for each as shown above )

#

Which works - it'll spawn a random mesh for each particle - but it's limited to max of 4

#

So i'm wondering how it might be possible to do this with more than 4

#

Maybe i could send an index into the shadergraph shader and set alpha for everything on an input texture except for the desired index or something

#

Or is there some way to have a system in vfxgraph choose which output it uses and set up an array of outputs with 4 meshes in each

#

This feels way more complex than it needs to be, which seems to be the way of basically everything in vfxgraph

stark crest
spiral moth
stark crest
#

you can just cnnect all this output to the same update brick but add random behavior injected only to outputs, I don't now how but using some offset index it should be fakable

spiral moth
#

Hmm not sure how i'd do that

spiral moth
#

For future reference if anybody's interested, to get submesh mask from an index just shift int 1 left by the index amount.. I created an operator that does it:

spiral moth
#

( white material etc just for debug viewing ofc )

#

1 mesh with 13 submeshes, 1 system, 4 outputs:

#
  • So in particle init, i store a custom param SubmeshIndex which is a random number between 0 and submesh count.
  • i pipe that random into a modulo of 4 and feed that into Set Mesh Index ( mesh index always between 0 and 4 ).
  • i have 4 outputs, each one checks the current SubmeshIndex and if it falls within the 0-3/4-7/8-11/12-15 ( 13/14/15 gets modulo'd back to 0/1/2 ) for that particular group it sets size to 1 otherwise sets to 0
#

All of that, just for what i thought would be a simple 'random submesh' block or something 🙄

celest dawn
#

how to I get a particle emitter to leave particles behind? The particles maintaint relative position to the emitter at all times and the effect is odd for a space lander

warm torrent
celest dawn
#

I have a ship's thrusters controlled by FixedUpdate();, can I activate the particle controller in FixedUpdate for the plume emitter or do I need to turn it on and off on keyUP and keyDown?

warm torrent
celest dawn
#

why are the particles colliding when it's still outside the cube?

celest dawn
celest dawn
#

Why does my particle emitter not emit particles from the base itself? I need to position the emitter several tenth-units away from a surface or the parts will collide and clip

celest dawn
#

Where in the editor is the speed of emitted particles? I can find plenty of things on how to alter it programmatically, but none which just say how to make the particles fire faster be default

#

With more velocity, to clarify, particles per second is fine

warm torrent
inner parrot
#

I'm a super noob, I want to make kind of like a highlight animation for my object, when you click it, it will pulse out a couple of times like a ripple effect, how can I do that without coding?

ashen robin
inner parrot
ashen robin
#

Hmm, a few ways, one being to manipulate the UVs via shader

inner parrot
#

And if I'm only working with the animation window?

ashen robin
#

otherwise something like a linerenderer perhaps and changing the vertices

inner parrot
#

Is there a way to duplicate the object inside the animation tab?

ashen robin
#

Ah, I don't use the animation tool that much but try ctrl-d

#

I guess you can try a flipbook animation if you want in animator.

#

There's also that blendshape/morph tool support, but I've not touched that

coral temple
#

in shuriken particle system, lets say I have a particle system with random meshes. then on collide I want to subemit a particle system with that same mesh that was used for the particle. is there any way to do this? I cant even figure out how to do it programmatically bc even though there is a collison event, one cannot determine the mesh that is used for the particle (that I can tell at least)

warm torrent
#

If they're prefab variants of the same base system, or if you multi-edit them by selecting them all it's also not too difficult to adjust them all together

#

Using only one system for the effect would probably require using Custom Data variable that's random per particle and used to determine the mesh for each via script, and also passed from the particle to the sub emitter on collision event

#

But that sounds like a hassle and I'm not 100% sure if there's even more roadblocks in the way

coral temple
coral temple
#

if "rotation over lifetime" or "rotation by speed" is set, is there any way to programmatically modify the angular velocity? I tried in LateUpdate and it did not work. For "rotation by speed" I figured that would work (since on collision the particle stops moving) but even then the value would not persist

warm torrent
pastel fossil
#

how can i bake vfx graph particles?

warm torrent
pastel fossil
#

png

#

@warm torrent

warm torrent
coral temple
pastel fossil
warm torrent
fierce raven
#

hi guys, besides the unity forums, are there any other places to go to if you're looking to hire a VFX specialist for Unity?

umbral axle
#

guys, is it possible to make a single immobile/static particle be generated that plays one animated sprite?

umbral axle
#

this like example,but i want to make it static like a gameobject but with an animated sprite

solid mirage
#

In 2022 or 23, do VFX graph particles systems work with ALL (newish) Android phones now?

opal iron
#

Do vfx artists prefer node based editors or hlsl?

warm torrent
warm torrent
umbral axle
#

And also if you could tell me how I can ensure that my particle does not change its rotation in reference to its attached object, it would be better (that is why it has that sphere shape)

warm torrent
umbral axle
#

oh,thanka

umbral axle
#

like always pointing up

warm torrent
# umbral axle

This is a different effect from the one particle one in question?

umbral axle
#

I changed it to be something else instead of an animated sprite

warm torrent
#

You can also lock the transform rotation with a script or a constraint but that probably won't look very good

thick zodiac
#

i have a map im making and its one big mesh, is it possible to use more than 1 reflection probe on it?

#

it seems to be just blending them all together, when i disable one thats furthur away, i see reflections change even in parts that have another reflection probe in it

true mist
#

I followed this tutorial for a vfx graph lightning arc beam that uses a sample bezier with 4 empty game objects as each point. But for actually using it in game obviously the first point is attached to the player and the 4th would be the enemy, but where would I put the 2nd and 3rd points?

ashen robin
sullen wedge
#

Hi! I want to start learning VFX in Unity. Anyone have any fantastic beginner resources they would recommend? Either technical and ’desgin’

tawdry stag
#

Hello anyway I can use a material instead of a texture for my particale mesh? if not can I at least make the texture double sided somehow?? :))

steep pilot
#

Hey guys, this might just be me being sleepless and dumb, but how do I make it so that the curve doesnt change apart from the key im moving? Idk if im explaining it correctly, but this is how mine looks vs what its supposed to be

#

If i move the key, the entire curve is changing

dull obsidian
dull obsidian
hearty flare
noble osprey
#

Is it possible to spawn particles along a line renderer?

#

ie, particles spawn on object enable and stay 'stuck' in place along the line renderer?

pallid pike
#

I'd also like to apply some noise to the wave, but not sure how to achieve that/sample a selection of the points to apply the noise too in sync with the wave

ashen robin
#

some interesting mesh shapes in that video though, not exactly sure what point cloud waves pertain to, but the vertices look quite plentiful

pallid pike
pallid pike
ashen robin
pallid pike
#

I don’t think theres any fft sampling going on tbh, just some curl noise based on the position of the wave

inland tusk
#

Hiya. I want to be able to generate particles somewhat uniformly over a given mesh (VFX graph), without needing to edit the mesh topology externally for good sampling. Initially I was using the vertices themselves, then moved to sampling the surface at given triangles. Attached image. However, this still results in the mesh density getting represented in the distribution of the particles. Are there any satisfying ways to more evenly distribute particles that are less dependent on mesh density? Thanks!

inland tusk
#

Further question to the above, if I use a point cache baked from the tool, I get nice distribution across the surface, but getting the color information seems harder. Is there a way to use the baked UV attribute map to sample a texture2D? They don't nicely plug into each other

inland tusk
#

Ok sweet so this is sampling color from a texture2D from the cached UV attribute of a baked point cache

#

so my final piece of the puzzle, is - is it even possible to expose a pCache into the editor? Or does it have to be defined in the graph itself? And as such seriously impacting flexibility

inland tusk
#

Aaand, I figured that one out. Unrolling and duplicating out the Texture2Ds inside the .pcache and bringing them in separataly as Texture2Ds. Thanks for joining me on this journey and being my rubber duck 😉 One final question that I will probably solve after I ask it:

Is it possible to have an exposed value in the editor for particle count, which automatically rebuilds the graph when it is changed? At the moment if I change the particle amount in the inspector I need to manually click rebuild to update

rotund nebula
#

Anyone have a guide on how to make a shatter affect for a 2d sprite, like make it break into parts and fall down while fading away

dry dove
#

After updating to VFX graph 14.0.9 we're having an issue where particles are using the incorrect texture, taking a texture from an unrelated part of the graph. Has anyone else experienced this issue?

#

Also, what is the correct way to report an issue in vfx graph to the dev team?

halcyon kettle
#

This is the issue Rhys is talking about. The small dust clouds are flicking to a texture used elsewhere in the graph. At the beginning of the video, you can juuust see a quick texture swap at the end of the particle lifetime, and when I slow it down you can see the incorrect texture is used for the whole thing.
I've tried recreating the specific particle system from scratch, and copying the coping the entire vfx graph into a new graph, with no luck. This issue was happening in another vfx graph with an output that didn't use a shader graph, so that doesn't seem to be a factor.

twilit dust
#

how to detect through code if a vfx is finished?

tepid zealot
#

I'm starting to learn VFX graph after using shuriken for years and am really missing being able to scrub through my FX like Shuriken. Where in VFX graph can i do this?

unkempt mural
#

i made this trails for my katanas

#

anyone have ideas to make them look beefier?

#

i'm thinking about making them emissive materials, but idk how to do that for a particle system

ashen robin
#

always emissive :)

halcyon kettle
#

Add a soft dark layer underneath everything to boost the feeling of brightness & contrast

tepid zealot
tepid zealot
#

Hey im looking into vertex streaming for shuriken and not finding any succinct tutorials on the topic. Can anyone point me in the right direction?

gleaming sluice
#

hello so I created a simple blood particule effect and i want him to play when an ennemie die , but it doesn't work and I don't know why
and as you can see i get the log "ENNEMIE PLAYER DIED" and I get no error or warning

//the way i reference the Particle System
public ParticleSystem Blood;

//what I put in my void Update :
if (PlayerIsAlive == 0f && PlayerIsAlivePreviousFrame == 1f)
        {
            Blood.Play();
            Debug.Log("ENNEMIE PLAYER DIED !");
        }
zenith grove
gleaming sluice
gleaming sluice
gleaming sluice
gleaming sluice
gleaming sluice
#

I found a solution ! 😆

zenith grove
#

Had to go for a moment but glad you solved it

warm torrent
arctic oar
#

I have a meshi with displacement but when I try to get particles to emit from the mesh it doesnt take the dislacement into account. Any idea why this might be? Im trying to get particle spawns from depth. Question 2 would be: can particles spawn from particles? like can I have a particle live for a second then spawn another new particle?

warm torrent
arctic oar
warm torrent
arctic oar
arctic oar
warm torrent
warm torrent
arctic oar
#

If anyone has a clue how to implement such a script Ill be here 😉

noble osprey
#

Hi all, this is a cross-post I'm afraid as I wasn't sure where to ask......but.....

I've had a notion and was just wondering if it were possible. Is it possible to get the position/rotation/scale of a VFX Graph particle based on the players distance from the particle and replace said particle with a prefab (and vice versa).

warm torrent
#

But as generic advice I'd suggest you use Particle System instead and utilize particle collision/trigger events to call script methods when the particles enter a certain area

noble osprey
#

Sorry, accidental enter tap.

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The idea I had about using VFX graph was to offload a lot of stuff from the CPU to the GPU. The idea works great for 'static' objects (ie, fences/walls etc. using a 'base mesh' to place the particles on its vertices) but I was just thinking that maybe the idea could be used for things like an Asteroid Belt and things of that kinda thing where some interaction would be needed.

pallid osprey
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Why does my terrain tree system not let me set a bend factor when adding a prefab?

warm torrent
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But it depends how often and accurately it needs to happen