#✨┃vfx-and-particles

1 messages · Page 21 of 1

modest pelican
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Question: how do I find out the actual per-particle memory-size of a VFX system?

I'm fairly sure I have to look at the "Current Attribute Layout" for this (see attached image), but I'm not entirely sure how to read this in terms of its actual memory footprint in bytes.

What confuses me:

  • What do the numbered rows mean?
  • Sometimes, a row seems to get complemented with empty memory blocks to make sets of 4
    • Why does this happen? And why does this happen inconsistently?
    • Do those count towards the reserved memory?
dusty echo
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I haven't messed with compute shaders very much and this is a wild guess, but the different rows could be different vertex buffers where each buffer has a different layout. Not really sure about the padding though

ashen robin
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Are you using GPU events by any chance? I would expect you'd to always have the minimal standard attributes per system but seems odd you've more positional values than lifetime.

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You can try to use the debugging tools to maybe get a better idea of the mem usage of the simulated elements

modest pelican
ashen robin
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Oh yeah true. My assumption for those undeclared data blocks would be any of the advanced attributes like angle/angular velocity

modest pelican
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Yeah, I'm pretty sure you need to use (write) those attributes somewhere in your Initialize or Update contexts for them to show up in the attribute layout.

So the attributes that are showing here make sense to me, as I use all of those.

I just don't know what their layout as displayed there means in terms of actual memory usage.

wise crystal
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Hi I am currently working on lighting in my 2D game project, is there a reason why my light wont show up on the intended sorting layer, but only works when my desired layer and the "default" layer are both checked?

worn charm
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Would anyone happen to know why my texture appears pink instead of the dirt texture I assigned to it?

ashen robin
normal shoal
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Any idea on how I could get started doing a transition effect like this?

clear spruce
# normal shoal Any idea on how I could get started doing a transition effect like this?

Shaders are part of the answer for sure. Looks like taking the image, applying twirl/rotational blur and zoom, and maybe lerping to black at the end. All of those you would have to look up separately. As to how you would "take the image", there are couple ways which probably also depend on the render pipeline you are using. In the example footage it looks like the game freezes when the transition starts, so you could capture the current frame into a buffer/texture, for that you should look into "blitting". Likely more beginner friendly solution though would be to just continue rendering the scene and do all of that instead in a post processing shader. If you must start unloading the current scene and changing to another one while the transition is running, you should consider capturing the frame instead. Some sort of custom post processing effect/full screen shader is what you need to do regardless to display the distorted image on the screen.

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This is actually pretty similar to what you seem to want https://www.youtube.com/watch?v=Vd0k6KdLIi8. Not exactly (I don't see any blur for example), but that looks like good starting point if you are new to fullscreen shaders

ashen robin
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the classic 'smearing' effect is basically just moving the images and not clearing the previous frame data

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you can easily do it by just flagging the main camera to not clear and twisting the camera / changing the fov

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but yeah, if ya want a bit more control I'd blit it to its own texture to manipulate

normal shoal
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Thanks for the tips

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I'll see what I can do

normal shoal
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Which... has pretty much nothing to do with the reference lol

ashen robin
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Try giving the built-in gaussian blur a try using post-processing

clear spruce
# normal shoal Any tips on how I could achieve rotational blur with Shader Graph?

Blur in general is usually done by taking multiple samples around the pixel and getting a weighted average of their colors. To achieve that in shader graph nodes alone, you would have to copy and paste a lot of nodes which is not optimal. For blur, I highly recommend using the Custom Function Node which allows using custom HLSL code that can also include loops which you would want in this case.

Maybe the most used blur method is Gaussian blur which Mao mentioned. In it you take samples in both vertical and horizontal directions and use the Gaussian function to weight them (essentially giving the pixels closer to our pixel more weight) when averaging. What I meant by rotational blur was to instead sample the points along the twirl by using different twirl strengths for the samples. You could then experiment with different weighing functions to get the kind of blur you want. You would probably want to keep the samples very close at start and move them further apart along the twirl as the effect progresses.

clear spruce
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It also looks to zoom into a dark part of the image which makes the transition to black smoother, whether that is a coincidence I wouldn't know. Finding a dark part of the image is not trivial to do fast and also kind of doesn't work if the image can change as you go (would require storing the frame and using that for the effect)

queen sandal
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Currently, these particles either go up or down depending on Gravity Modifier value I set. I want them to behave like dust particles in atmosphere, so all of them have random directions. Some going up some left/right/down etc. I don't know how to do it.

clear spruce
# queen sandal Currently, these particles either go up or down depending on *Gravity Modifier* ...

You probably don't want any gravity, or very low amount depending if you want the particles to all drift up or down over time. What you want instead is likely turbulance, which can be done using the Noise module https://docs.unity3d.com/6000.2/Documentation/Manual/PartSysNoiseModule.html. That if I remember correctly would also allow the particles close to each other move in similar directions which is probably what dust particles do (they don't have their own mind, just move along the turbulent air flow). Maybe worth reading: https://docs.unity3d.com/6000.2/Documentation/Manual/particle-movement-patterns.html

queen sandal
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I want these particles to be bright (as if they're emitting light). Something like those bright orange particles in 2nd screenshot. Do I need to make custom material for them to do so? Or is there any settings in modules that I can use to achieve same?

hidden wharf
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yeah you can just use a material with the unlit particle shader, then make them emissive with additive blending or something

hidden wharf
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yeah

queen sandal
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I'll try it

queen sandal
# hidden wharf yeah

Sounds like easier than I thought. It's working. I didn't do anything with Blending though. Just enabling Emission worked.

raw geyser
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Hello everyone, I am tryign to get rid of the seam in my shader, I tried to use for that tiling and offset but I think I am doing something wrong. Any idea what can I try? It will be used on a cylinder (the bottom will not be visible, so it is really just for the side faces)

ashen robin
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otherwise it may be more of an issue with the noise not being seamless?

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I know the voronoi node has problems with it

raw geyser
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Oh that is actualy something I didn't think about! Maybe it is just a matter of using the right noise texture! I will experiment with that! You are a star! Thanks!

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@ashen robin , I used world coordinates and gradient noise instead and all is looking beautiful! Thank you :)

ashen robin
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World space usually a better idea for static geometry like terrain

raw geyser
echo atlas
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Hello, I am a beginner making a ground slash effect with the help of a tutorial using the VFX graph.

I am using an output particle unlit mesh node with a mesh I made in blender for the slash itself

the effect right now looks very static, as in the model itself moves and changes size but I want to make it flicker/ add noise as it moves.

can someone give me any tips?

ashen robin
hidden wharf
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can you record it maybe?

scenic torrent
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Can anyone see what I am doing wrong here?
What I am TRYING to accomplish is: Get a single random value per particle, feed that into the shader via custom vertex streams, use that random value as the seed for a random offset sample of my texture.

But for some reason its super glitchy, stretched, and changes as the camera moves, which I can't figure out why

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Ive done this before so I know it can be done, but I cant find any examples where/when I did it before to see what im doing wrong this time

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ive set it to stable, texcord zw, im piping in W channel, so why does it look so fucked? 😭

warm torrent
scenic torrent
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I dont undertstand. No matter what channel I use, it always looks glitched.
Should I not be using UV0?

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arent B and A the equivalent to ZW?

warm torrent
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Ah, my mistake wasn't meant to be looking at UV input

warm torrent
scenic torrent
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I was probably experimenting with different channels trying to see if I was just using the wrong one at the time

warm torrent
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I'm not spotting an issue but I would test the custom functions with constant Offset values
And also test the stable random vertex stream in some simpler context, like outputting it directly

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Or with flipbook node if that makes it easier to see

scenic torrent
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I tried outputting the random directly, still mega fucked UnityChanThink but when I removed the Alpha, it started to look normal again

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Somehow the alpha is doing this?

warm torrent
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But in either case try to see which side of the connection the issue would be
Or if both

scenic torrent
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oh no im wrong

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its just as broken, it was just less obviously broken

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completely stretched out in a weird way

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and still changes per frame if I move the camera

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ill try rewriting the method, remove the hash function

scenic torrent
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Hm I think I found the problem

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it appears to be an oddity with unity itself

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if the random value being used to offset is too large, it does that glitched out look

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evven though its just a random value UnityChanThink Somehow if the value is like between 0-1 no glitching, but 0-10, sometimes glitching, 0-100 LOTS of glitching

half bone
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I do not know where to find this kind of asset.(Shader graph vfx asset)It isn't looks like normal one.

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How can I create this kind of asset

half bone
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Finally I found it...

hallow mica
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on the vfx graph, im having trouble finding certain nodes that are available in the learning vfx

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for example one of them has the multiply size over node, but in my own vfx i cant seem to search for it

ashen robin
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May only be available in the update and final context

hallow mica
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I ended up figuring it out, I put the ring into update and multiplied the position of the ring on the Y axis based on alive time

ashen robin
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Yeah that works too, but I know that node does exist

hallow mica
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Yee there are definitely many ways to go about it, I might try that node out some time

ashen robin
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There's usually some options to modify on the inspector side per node

warm torrent
silver sorrel
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hello, is there any easy solution for a quick implementation of fog of war, or like a volumetric fog?

clear spruce
silver sorrel
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i tried unity's built in but it sucks

full sparrow
warm torrent
brisk basin
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foolin around a lil

warm torrent
noble meteor
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i need help with vfx i did vfx on roblox studios but i want to explained my horizons onto a different platform would anyone be interested to help me?

full sparrow
clear kayak
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I feel like this should be a simple question, but I can't find tutorial that explains well the particule system "shape" for 2d. I want particules to spawn in the blue elipse and have them move upward. So far I tried with circle, but the align to direction seems to be heavly 3D oriented (most of my attempt resulted on particules being oriented around third axis)

full sparrow
warm torrent
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Particle shapes and particle systems in general operate in 3D, but it's not an issue
You can use a shape that doesn't have 3D depth, or restrict it using shape's scale, or you can "flatten" the particles to a 2D plane with velocity limits or by transform scale
Or not worry about it, if you use sorting layer order instead of Z position for your 2D sorting it doesn't matter that the particles have 3D movement as long as they don't go behind the camera

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Transparent PS materials are Z-sorted by one point anyway, which is the center of their bounding box

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Actually I think the settings you have there with Circle shape should work, as long as you move them up not with Start Speed but Velocity over Lifetime or any other module that can add velocity relative to world or local space

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The issue is Spread 1, should be 0

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It's for skipping parts of the circle when emitting

clear kayak
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Oh right, that looks like what I need, thanks

oak cloud
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hi, i have one question, i put my vfx on a point of map but this effect only play in the corner of map

ashen robin
# oak cloud

sounds like you're playing the particles at world origin instead of local origin

oak cloud
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but it's a simple vfx

ashen robin
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click those 'w's

oak cloud
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oh ok

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it's working

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sorry xD

cunning salmon
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hey all i was wondering does anyone know if you can add a material to multiple gameobjects that are already in the hierarchy?

full sparrow
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!Collab not here

crimson heronBOT
# full sparrow !Collab not here

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

sly hare
twin bone
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Hello, im currently having troubles with this. This Lamp icon is pretty jaring when trying to focus on the effect.
How can i toggle these off?

ashen robin
brisk basin
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In the VFX shader graph, why cant i use the Vertex block?

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its just greyed out .-.

covert star
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hello unity bros, I'm using the default particle effect system and I'm noticing something strange. when I run the effect in the editor vs when I run the game, the effects are coming out slightly different, like the forces from the forcefield are being applied differently. what would you recommend checking so that it appears consistent between the two? or should I just disregard the editor version and tweak it until I like how it looks in game?

shut cliff
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Any clue what's happening with in the bottom right of my slash effect here? (Donut shape)

warm torrent
ripe frigate
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anyone know a proper node setup for this?

when the bool is true i want to lerp the alpha of the object from 0 to 1 over the multiply speed, else it will lerp back down. Unfortunately right now it just flickers aggressively

warm torrent
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So you're adding delta time if bool is true, subtracting it otherwise

ripe frigate
warm torrent
spiral mesa
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I added a Collision with Depth Buffer in Unity 6 in Visual Effects Graph in the update loop, and it doesn't collide with my meshes. I'm using the Default layer, main camera has Depth Texture on, URP, i have the snow as Z=0, mesh as Z=0, but it doesn't collide at all. Does anyone have advice? Thank you!

warm torrent
spiral mesa
spiral mesa
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did you get it t o work? what was the issue

spiral mesa
spiral mesa
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time to sleep. I can't update to the BETA because it makes my project get a lot of errors. I will wait to see if the next BETA release will work with my project

spiral mesa
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Nvm it's says it's not supported with SetPosition but I'm using a different block called Collide with Depth Buffer. It doesn't work :/. I have a mesh with a Lit material that should've blocked the particles but didn't

ashen robin
spiral mesa
# ashen robin Give a pic of what you're rendering
  • So the snow visual effect graph I made just goes through my Sphere without interacting with it.
  • My Sphere is at z=0 in worldspace, same as my Snow effect.
  • I am using Unity 6000.2.13f1
  • Attached is also my vfx for Snow.
  • The layer used is Default on both, I checked my MainCamera for the tag. The default is on the MainCamera culling mask directly (and not the overlay ones), I verified by temporarily setting my overlay cameras inactive.
  • Attached are 4 screenshots.
  • Using URP.
ashen robin
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Lifetime Loss = 1

spiral mesa
ashen robin
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And the material there is opaque?

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Tried the asset and it works on my end after removing the time loss

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I'd try a fresh scene with defaults of everything

spiral mesa
spiral mesa
spiral mesa
spiral mesa
spiral mesa
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@ashen robin Here with this minimal Unity project with the following observed effects (open Assets/Scenes/SampleScene), regarding the Collide With Depth Buffer issue earlier:

  • If I turn on more than 1 overlay camera, the Collide With Depth Buffer doesn't work, but with 0 or 1 overlay cameras it works.
  • If I have 0 or 1 overlay cameras.
  • I observe I requireForward Rendering Path on Assets/Settings/OverlayRenderer.asset because Overlay cameras can only work with Forward rendering, setting it to Deferred or Deferred+ prevents the Overlay camera from working as Unity will turn them into Base cameras.
  • For the main camera, it does not seem to matter what Rendering Path I do.
  • This is also reproducible in my main project and was why it didn't work.
  • I've quickly tried Clear Depth and even Depth Texture setting on the cameras and it doesn't seem to affect the result either way.

The problem is in my main Unity game, I require multiple overlay cameras, because some things in the scene have a different position/view than others but I merge them together. It's a 3D piano app.

warm torrent
spiral mesa
ashen robin
twilit terrace
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hi everyone, how is it going? i have a question that may be stupid, but since i am a beginner, here it goes.
for some reason, spotlights and area lights are not working on my project. every other light works, but these two do not. any idea? am i missing something?

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also, idk if this is the right channel to ask this

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help pls notlikethis

warm torrent
# twilit terrace hi everyone, how is it going? i have a question that may be stupid, but since i ...

The range (and intensity also likely) of your spot light looks too small to properly reach the floor, as range is a maximum cutoff, not a guaranteed minimum reach
Outside of HDRP area light are baked only, not realtime
And also your point light has a spot-like appearance implying that the mesh material has an improper normal map which would mess up the appearance of all lights
#1390346776804069396 is the channel for lighting

versed pumice
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Hey guys, what concept should i look for if i want to have specific colliders on my vfx? For example i have some slash vfxs and i want to make collider for them to be very exact

ashen robin
severe heron
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Hey I have a question if anyone is able to answer. is there tutorials on how to make auras inside of unity? and if there is can someone send one to me? I can't find any tutorials that are what im trying to do

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I want to learn making things similar to like sols rng on Roblox

warm torrent
warm torrent
# severe heron or this

The first one looks like a screen space outline
The second one looks like soft-edged particles along or inside the mesh
I guess it technically could be a soft outline but can't tell with this resolution

severe heron
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oh ok thx

severe heron
full sparrow
dusk field
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Hey. Im starting to working on my space game soon, i want to create something between No Man sky and Star citizen.

Realism wise it will lean close to the star citizen but its going to have stylised graphic for simplicity sake and to reduce workloads. How would you handle planetary landings?

Im thinking of creating a fake planets with flat terrain and somehow mask transition between levels with clouds, fire reentry vfx,s but im thinking how to do that on moons or planet without atmosphere. Any ideas?

rough bay
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Hello there. I'm not sure what's happening. I'm trying to make the leaves in Unity render to look more realistic, but for some odd reason, when I was making the leaves transparent on both sides, they ended up overlapping. I researched but haven't found the answer to what the problem was yet. Does anyone have any idea?

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So far, it looked like the "backside" of the leaf is overlapping the "front."

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Except, when I looked behind the leaf, it overlaps correctly. Where did I go wrong?

warm torrent
rough bay
warm torrent
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Metallic workflow is fine, and since you don't have a smoothness map the specular/metallic alpha as smoothness source work the same

bold kelp
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Hey, I made a speed-based lifetime reduction in VFX Graph and it works, but now I want drag (or gravity) to react to particle velocity the same way lifetime does (Because only reducing lifetime makes the particles act faster during movement and chaotic.)

Right now Linear Drag doesn’t seem to scale with speed at all(in the set velocity)

What am I missing in this calculation?

ashen robin
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non-kinematic specifically

bold kelp
stiff topaz
spiral mesa
feral ferry
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actually it works but lines aren't only on the top

iron lotus
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how can i prveent my rain from like teleproting back up when looping? also whenever the cycle ends it just fades out then back in when falling again its like so obvious, my color over lifetime is off

junior thistle
tropic vault
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hey! I think I'm doing something wrong, the alpha channel isn't receiving the node correctly

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how can i fix that?

junior thistle
tropic vault
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my goal would be to create that trail effect

burnt coral
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For a flat quad could use Distance between UV and (0.5, 0.5)

tropic vault
tropic vault
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i will try that

hollow harbor
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any way to prevent a transparent trail from overlapping itself? It looks pretty bad

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like, avoid this

native wraith
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How would you guys create heat distortion with Unity 6 URP?

ashen robin
hollow harbor
ashen robin
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Actually since it's a trailrender that's a little more complicated since that's usually a single draw? I know it's chunked so there may be a bit more to the idea. But usually what you do is set a value at the pixel, say 1, and the next time you draw at that pixel if the pixel value is not 0 then you don't draw.

hollow harbor
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interesting

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in any case, I found a cursed workaround that does the trick

ashen robin
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Ah, ok. Yeah I don't want to lead you on a goose chase cause this is probably trailrender and I'm thinking it's a bit more complicated to this idea.

hollow harbor
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basically what I did is make it an opaque material, and do fake transparency by getting the screen colour, and using the alpha value to lerp between the colour of the mesh and the screen colour

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good enough for me

ashen robin
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if it works it works

wraith plover
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Does someone knows how to make Damage Popup with Particle System?

junior thistle
full sparrow
wraith plover
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Thats nice bro thanks

ashen robin
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Oh yeah that one works great. The graph they got going is pretty intense too

spare galleon
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Hello guys, i just wanted to ask if its a good idea to make vfx/particles in blender using shaders or will it be heavy on the game?

warm torrent
fluid tapir
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Hey there! Does anyone have some advice on making these particles look better, me personally, I think they are lacking something but idk what

tight root
ashen robin
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throw on some post-processing

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them HDR colorsss

fluid tapir
tight root
# fluid tapir Yeah the smoke I have one but it does not look really good, and what do you mean...

When things go boom, it normally has a flash of "igniting colors" (white, orange, red for simplicity).
You can make the vfxs look more convincing by mimic the real-life effects and simplify them.
You should check out this video for reference: https://youtu.be/bTUu4ZLtDSs?t=343

Gav and Dan celebrate the release of Battlefield 4 by setting off the biggest explosion they have ever done.
Check out Battlefield 4 here - http://bit.ly/Huu2aw

Follow Gav on Twitter - https://twitter.com/GavinFree/
Follow Dan on Twitter - https://twitter.com/DanielGruchy/

Filmed using a Phantom Flex at 2500fps
Huge Building Explosion at 2500f...

▶ Play video
ashen robin
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I think the effects are fine, just a bit more shadering / pp if we want to keep the low poly look. Like if I wanted a toon look to it all I'd add some outlining, bloom, maybe a single light source at the locations

tight root
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Mao's ideas are fine too. But I think the motion speed is the main problem for It lacks of "force". An explosion without force is really off.

ashen robin
fluid tapir
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I will try out

fluid tapir
tight root
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It looks great!

fluid tapir
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thanksss

tight root
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I just wanna "beg" for a tiny tiny adjustment if you have time and if you think it necessary. Please make the smoke "smoke out" instead of shutting it down completely!

pseudo zinc
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can someone help me with particle strip

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its very jagged

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i want smooth trail '

echo atlas
ashen robin
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but if you do want more depth to it, you can go make yourself a few complex meshes pretty easily. Only problem with those is that if you do want to animate them you're usually doing some vertex shadering instead of by some texture.

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Basically, what you're doing there with the particle system is fine. It's the shadering that's a problem.

echo atlas
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I can try to animate it with the shader correct?

ashen robin
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I'd try just making the meshes and throwing on some glossy transparent shader and maybe modify the size over time a bit

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shadering depends on your game style obviously so might want something more toonlike

ornate cairn
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What is a good way to make VFX graph particles interract with the 2D lighting system (URP)? The unlit mist in the darkened background looks very awkward

ashen robin
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Alternatively your game feels like it has some 2.5D aspect to it, why not just use 3D lights?

ornate cairn
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i've only ever worked on 2D games, so im not sure how exactly i would utilize 2D sprites on 3D meshes

ashen robin
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Yeah depends, would require a bit more strict placements with the lighting

ornate cairn
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from what i've read, most people recommend creating a 3D material per sprite, which sounds very annoying?

ashen robin
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You can use SpriteRenders in all spaces

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2D is fake in Unity, you just fixate the camera orthographically on two axis

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(which works fine and can be considered a positive in a lot of scenarios)

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Ah, maybe you'd have to modify the SpriteRender shader for 2.5D though. I forget but maybe a little complicated

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There are tutorials for it, you would need to modify it to enable that 3D lighting and shadow casting (if you want that)

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Any case just throwing this out there, but check out those docs if they load and maybe you'd be fine with what you've got so far.

ornate cairn
echo atlas
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hey guys how do I output mutiple meshes from the same particle output?

weary root
warm torrent
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There is no such limitation in URP that you would not be able to control particle alpha over lifetime

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I would try to define the alpha with nodes rather than in the block directly

dull obsidian
warm torrent
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Scene window also has an "always refresh" option that might affect this

dull obsidian
bold kelp
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Question - does adding a mesh count per output particle block randomize between those meshes ?
For some reason they feel like they don't

vestal zinc
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i'm looking to purchase a good fog visual effect. anyone have any recommendations?

junior thistle
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In hdrp you get local volumetric fog as well as global fog

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For free

silk iron
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haha

vestal zinc
# junior thistle In hdrp you get local volumetric fog as well as global fog

sorry, i'm on URP. it's less of a fog and more like a volumetric smoke. it'd be nice to be to have a shader that i can just assign to a volume of any size and it generates a fog inside. it's to block out areas of my game that are not ready because they're unimplemented. you're not wrong that i could just implement a cheap fog but i'm wondering if there are recommendations for volumetric fog assets

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i have another question. i'm on URP and for some reason some of the particle effects from these asset packs that i've purchased don't work. it seems to have something to do with Soft Particles because when i remove the Soft Particles option from the material they start working. is there something specific I need to be doing in the rendering pipeline to ensure soft particles work? enabling Depth Texture doesn't make it work either (i am fully aware that i don't know how any of this works so if you can point me to some docs or reference that would be clutch too)

junior thistle
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You could check there too

junior thistle
vestal zinc
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alright, thanks

green saddle
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I posted my question in the post processing channel but would anyone here know how to help too?

warm torrent
green saddle
warm torrent
zenith oasis
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I have a particle effect that uses a texture sheet to choose a random texture in the sheet for a particle instance. Is there a way to find which texture was chosen on an arbitrary particle instance within a bounding box?

zenith oasis
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basically want to track the the color of a given particle at a point in 3d space

quick valve
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Can someone help me make a cyllindrical billboard vertex shader in URP?

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With the shader graph

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I need it to work around the Z axis and still be able to rotate on the other axes (takes account object rotation)

hushed sable
junior thistle
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Maybe it needs more letters and warp them over time in some way

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Or substitute with some kind of voronoi tiling or combine

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It's hard to say cause it's not a technical question with a definitive answer

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But I think the inner parts look good

zenith oasis
warm torrent
dry charm
dire flower
tender geyser
warm torrent
tender geyser
limpid perch
#

Hi, the portal visual effect is working in both scene mode and game mode, but not in play mode. Any idea why and how to solve this?

inland turret
#

Hello. I don't know how to visualize heat with particles. I have a system where you have to heat up your office, but I don't know what would do the job.

warm torrent
inland turret
warm torrent
# inland turret Right now it just looks like red smoke.

It should be soft and subtle
Additive materials get more transparent the darker they are
The result would be a red glow
Combining that with steamlike particles is the best option that comes to mind if you don't get into distortion shaders

inland turret
inland turret
warm torrent
#

And view it against its intended environment, against a black void any particle will stand out more than intended, especially additive ones

inland turret
#

So U want it to glow? Its supposed to come out this vent here.

inland turret
warm torrent
#

I'd try the default, as mentioned, with a dark color, as mentioned

#

Making a glow kind of particle is one way to convey heat, whether that's appropriate to the object you want to emit it is up to you

#

There's also the "soft particles" option which really helps with effects that need to be close to solid objects or intersect with them

inland turret
unique sapphire
#

Hey there! Newbie question. I'm following a course from Coloso about shaders. In the first class I have to setup a basic mesh with a material and a png texture. I've followed the steps but I can only see an orange wireframe instead of my texture.

#

This is what I see:

warm torrent
vagrant horizon
#

Do we talk about the HDRP Water system here?

#

If so, the samples' water deformation using water decals are not working

#

Any clues?

silk iron
#

the error

#

try doing what it says

vagrant horizon
#

Yep, You are right, increasing the decal atlas size in the HDRP asset worked✅

#

@silk iron Thank you!

silk iron
#

i don't use HDRP either because of how it kills perf,

#

just be careful around these settings

vagrant horizon
vagrant horizon
silk iron
#

my game is fps full body multiplayer

#

soo good fps is needed

zenith oasis
neon gyro
#

Hi guys. I'm kinda new to VFX Graph.

I need to make changes to many VFX Graph Asset which can get tedious. Can I make an editor tool to programatically edit the VFX graph?

Basically I just need to apply a Set Position via Graphics Buffer.

eager drift
#

Has anybody used the Quick Outline package before? if so i have no idea how to make it so the outlines all render no matter what, ive set the Ztest to every setting and it doesnt change anythng visually. Is this because i'm enabling and disabling the outline?

#

or rather i want every front most outline to overwrite ones with lower Z value

wary meadow
#

Hello! I am working on AOE Spells in my game and am trying to constrain the particles to a game object so for example in the picture the particles wouldn't leave the sphere

warm torrent
wary meadow
#

thank you! ill try it out

cedar haven
#

Hi! Do you know any way to force particles to emit in the direction of, for example, an object in the game scene? I want the particles to act as some kind of indicator

warm torrent
#

Unless there's some reason it won't work adequately in your specific case

cedar haven
#

Yes, probably won't work in that way. I'm looking to achieve a similar effect to a tesla ball

#

But maaaaybe if I do it a bit differently this could be a possible solution

junior thistle
#

Just find the player and build a direction vector and use that as velocity

#

I assume you'd also want to stop emitting if the player is not in range so you'd need some code anyway

cedar haven
#

Oh yeah I guess I'll go in a similar direction, I'm just completely green when it comes to coding so I didn't even know what phrases to search for. Thanks!

warm torrent
cedar haven
# warm torrent The plasma strands aren't much like moving particles, or particles at all Do you...

I saw this tutorial that use particles for this effect
https://youtu.be/vjkKeM4NB3A?si=O-8yhI3rFH8a9Xx_
Yes I need it to be limited and to connect to one point

Hi, Guys, this is my first tutorial in UNITY. If you like it please subscribe to my channel. many more to come.

support me on patreon
https://www.patreon.com/user?u=23487548

follow me on Artstation
https://www.artstation.com/harshfx

▶ Play video
#

I'm pretty much a beginner with vfx too, figuring stuff out for a project

warm torrent
cedar haven
#

So is there a better way of doing this without the process getting too complicated?

#

Or just animating one strand somehow and then making it turn in the player's direction?

#

Trying to just use trails for a lightning effect and maybe I'll use that!

warm torrent
warm torrent
cedar haven
#

Thank you! I'm familiar with texture sheet animations I assume what you called "flipbook" right here.

warm torrent
#

External forces can be used to draw them in towards a point to some extent
And it is also an option to instantiate them at the target and use external forces to draw them towards the source instead
A bit hacky so your mileage may vary
Particles can be influenced or fully controlled directly from scripts too, but would not be my first option

cedar haven
#

Thank you sm! I'll figure something out using this, maybe consult our dev, it was super informative! ^^

keen night
#

Does anyone have any tips to get unity to look realistic?

warm torrent
# keen night Does anyone have any tips to get unity to look realistic?
  1. Study and understand what exactly is it in CGI that results in "realism"
    As a hint it is maybe 80% up to the lighting calculations, the quality of PBR materials, and post processing
  2. Study and understand what tools and features Unity offers to that end
    Most of them can be found in HDRP, but realism isn't exclusive to it as it mostly depends on the material you work with and technical/artistic choices
mighty zephyr
#

Hi there i am dipping my toes into vfx graph following a tutorial but it looks the hdrp distortion node

#

any suggestions on what i can do?

undone temple
#

Hi there currently working on a project and I was wondering if there is a way to use black and white values of a texture in VFX Graph to drive the position of my particles

dry charm
#

Made this system, one help guys that I really wanted to know guys is .... I am using vertex colour for mask .... in blender if I create 2 vertex map is it possible to access them separately in unity..... and also if not I can split them using RGBA right... soo anybody know to paint in different channels of blender vertex paint.. I am not able to find any option to isolate rgb channels in blender unfortunately....... anyway how is this shader... I will be finishing it with a touch of particle system to end it ...

warm torrent
#

In Blender it helps to Split the vertex color in the shader editor and preview one channel at a time
As long as you make sure to use the right color brush

#

You can also transfer that kind of data between channels, including from vertex color to UV channels, from and to textures and between separate objects
If needed
Sometimes brushes are a bit inadequate for tech art

dry charm
#

Hmmm.. I was painting with green and red and then exporting to unity. But something was wrong . Lemme try it... painting with red.. and on top with pure green to achieve 2 channels?...

warm torrent
dry charm
#

Yepp I will test them thanks

dry charm
#

guys i made a simple slash shader , but i need to have a trail of sparks which is like the mesh,, u saw the slash right that shape itself .. but a train of sparks like that slash, is there any node to do that(struggles of trying vfx graph for first time after months in shuriken)

hushed trench
#

i hate everything. please help, ive spent all night, 1 AM to 8AM trying to make a muzzle flash

#

it seems so simple, but i just cant do it. someone please help, im using HDRP

junior thistle
#

The simplest way of making realistic muzzle flashes is baking flipbooks for that

#

But you don't need to, you can make it via a shader or even some basic particles, depending on what you're going for exactly

hushed trench
#

I honestly have no clue what I’m doing so I’ve tried some tutorials

#

@junior thistle I’ve been messing with bursts and using materials

hushed trench
#

im doing a realistic FPS, i just kinda free balled the code and got this. the middle square is for help when i animate later. i also accidentally left a muzzle flash light i have on

ionic latch
#

Hey, I wanted to ask you, I've just started getting interested in visual effects and I wanted to ask where to begin?

dry charm
ionic latch
dry charm
ionic latch
junior thistle
junior thistle
hushed trench
#

didnt work

#

its just the question of how, i dont understand a single thing about the vfx and just neeed help with some way to make the muzzle flash

#

i just dont know how to make it

spiral mesa
#

In Unity, I want to create a gemstone that's scalable in the Y direction, but keeping the nice edges. This is because I'm creating a gemstone that gradually grows and shrinks vertically.

Is there a simple way to achieve this? I want the gemstone parameters to be customizable.

junior thistle
#

If you don't want to do that, why not just find a muzzle flash asset from the unity asset store?

I believe there are free ones provided for free by unity in some particle pack

next notch
#

this is my first vfx any tips? is the bloom too much also I struggled to controll the bloom individually do i have to make my own material shader to control intensity better?

junior thistle
clear spruce
#

Is it a 3d mesh? If so, could you not just pull these two groups of vertices apart from each other (in vertex shader for example)?

#

In the case of this particular stone at least it would be as easy as something like localPos.y += sign(pos.y) * expansionFactor; assuming the pivot to be at the middle. In this case it seems like you would not even have to worry about the normals getting changed (all affected faces are parallel to the stretch direction)

clear spruce
#

If it is a 2d sprite or a 3d model where the shading is based on a texture, we probably need more information about how you want it to work

dry charm
next notch
#

how can I remove the background of the texture? i have used transparent and additive but it doesnt work.

warm torrent
clear spruce
spiral mesa
dry charm
warm torrent
#

Because normally you can scale any mesh and the edges stay "nice", at least compared to how scaling an image loses resolution

real rapids
#

Did Set position Shape AABox Change? I cant find it and nothing i try works like it? 🙂

spiral mesa
warm torrent
zinc void
#

Running into an issue with the particle system I am trying to set up on a canvas set to screen space camera
When I enable an object with a image comp located on the same canvas it blocks the particles from appearing on screen and I'm not sure as to why

zinc void
#

nvm found the issue

warm torrent
olive zenith
#

Hello devs.....Im trying to guess how those type of effects can be recreated in unity.... So from my POV.....Plane + shader (abyss like) + VFX particles rocks falling.....Mesh Hand with shader + animation. Or im wrong....any VFX artist here? Im creating something similar for my game. Inspired from this one. Thanks for helping.

dry charm
# olive zenith Hello devs.....Im trying to guess how those type of effects can be recreated in ...

Yes it's shader + that green thing is a plane or a mesh with shader applied on it .. for like coming from the weapon we can use gradient on different axis and it will look like the shader is growing from the player to enemy.. I think simple voronoi and noise mix texture with mask and hdr colour try to make a shader .. also that hand is a mask texture applied on top of it...we can control how mask is moving with simple tiling on the plane uv .... OR IF THE HAND NEEDS TO BE PROTUDED FROM GROUND hand is. An extra mesh on top of default layer... so basically different layers acting together

#

Hope it helps

graceful crown
#

hello i have a question, is it possible to make simillar cable with a shader or a node in unity?

warm torrent
graceful crown
#

ty 🙏

ashen robin
#

splinessss

clear spruce
# graceful crown hello i have a question, is it possible to make simillar cable with a shader or ...

When it comes to the shape of the curve, if you want the hanging to work physically correctly (right amount of curvature on each point), you can take a look at catenaries. Hyperbolic cosine happens to match the shape of a hanging rope of any length (just stretched differently) so it shouldn't be too difficult to calculate. I don't think bezier based (which most are) splines can accurately represent the cosh curve, but you can obviously get arbitrarily close. I assume many games probably use parabolas as they look bit similar but they will have a little too sharp point at the middle. A real catenary shape should look the most natural.

#

You can see how the parabola looks quite sharp in the middle. There are many ways you can achieve the rendering of the lines though. A line rendered would be my first thought too but I'm sure you could also use a vertex shader (billboarded line) or the VFX graph line strips, but the latter especially I would think is maybe not the best solution. The VFX graph doesn't even seem to have a cosh node built-in though you could make it yourself using the exponent function or potentially with custom HLSL node. The shader graph does seem to support hyperbolic trigonometric functions and so does written shader code.

clear spruce
#

The difference between parabolic shape and the catenary becomes smaller the less your cables sag but I just wanted to point out that the physically accurate shape is well known and can be achieved quite accurately. I'm sure there are a lot of resources available as to how to do the math for hanging cables in games since a lot of games have them. Something like this as an example: https://www.alanzucconi.com/2020/12/13/catenary-2/. The reason they use iterative methods there is because calculating the length of such curve is not trivial, it isn't even trivial for parabolas. There might be easier way the other way around if the length of rope isn't fixed but rather the amount of sagging it has.

olive zenith
dry charm
# olive zenith Not so polished since the hand still need some magic shader.... but like prototy...

It can work... The red thing looks little weird for some reason ... The mesh i guess ... The hand model is good but the material on it feels so plain..... Also make the red material move in forward manner. Now it's just random voronoi movement and not any direction.. use tiling and offset simple it is... Also u can make the hand like popping up from ground for some more better look.. and add some particles all around the red like something is coming up very small dust kind of particles it will make it look alive. Now it's really static. For prototype this is so good ... Good job

olive zenith
# dry charm It can work... The red thing looks little weird for some reason ... The mesh i g...

now im adding Gradient so i can choose the top or bottom darker.... mesh is just prototype.....for scrolling it is already here downwards hard to see since speed small. The PIT floor has another shader with Gradient noise swirling.... where walls have different shader..... now im also working around Dissolving. So i can make them oppen and close....and after polishing with some more particles

woven bronze
#

has anyone tried VFX apprentice courses, is there a lot covered in unity/unreal? is it worth it?

dry charm
#

Guys Does anybody know how to leave trails.. not trails like simple very small particles spawn in the position of the mesh which is moving like the slash..... its super easy with particle system but i need to know how we can make that in vfx graph

warm torrent
#

Is the video an example of how you want it to look or how you don't want it to look? Wording is unclear

dry charm
# warm torrent Is the video an example of how you want it to look or how you _don't_ want it to...

sry y mistake... the video is without any trails... i want it to look in such a manner that this exact thing+ particles spawning in the mesh and it will follow that mesh when its rotating.. so when i set it to global. it will look like its particles staying behind due to force of slash..... also i am trying to take the use of gpu to enhance my stuff. thats y i am asking on how to do it in vfx graph .. it opens lot of new ideas

warm torrent
# dry charm sry y mistake... the video is without any trails... i want it to look in such a ...

While it's usually just fine (and with sparse particle effects even better for overhead performance cost) to use the particle system instead of vfx graph it is more powerful
If you have a plan how to do something in Particle System, that translates directly to VFX graph as long as you're familiar with its nodes because what you have as Modules in PS, you mostly have to build for yourself in VFX graph

stone tinsel
#

Im trying to make a snow effect (like a really really heavy blizzard), and I have it working but I have a feeling it is WAY to demanding with how many particles I have, would it make it better if I just made it a smaller area that followed above the player

#

the only issue is that the particles also move when the player moves

#

for whatever reason

#

nvm fixed it

dry charm
#

guys suggestions and critique help... its in a prototype stage. i want to get ideas on what all stuff i can add and what to remove.. any critiques are welcomed

warm torrent
#

How would we know what to suggest when we don't know your design goals or artistic intent
Someone might suggest something that makes it more realistic, while another could suggest something that makes it more cartoony
The suggestions would be equal but totally conflicting

#

Visuals are for communication specific ideas, themes, moods, as well as gameplay cues and information
Someone involved in the process must understand what you intend those to be to be able to steer you in the right direction

tame tinsel
#

This is a model from the game Arknights Endfield. Is there a shader in unity that can convert a hand-painted base color to look like this?

warm torrent
warm torrent
#

Toon shading of that type isn't made from converting a color map though, there's separate normal mapping, and different properties varying by material

lapis bloom
slender vector
#

Any idea how to achieve this? Is this a volume effect? Or just meshes with Tangeant VFX along meshes? like pulsing on the surface

ashen robin
#

decals

#

light cookies
also custom shader that does provide some secondary animated texture to scroll over regional areas

warm torrent
#

The effect conforms to the geometry so it's at least projected in some way

#

There are "mesh decals" in addition to the typical screen space decals, but it doesn't look like a situation where meshes would be advantageous to use

slender vector
ashen robin
clear spruce
#

In the example at least there seems to be almost straight walls where the effect appears in which case one would have hard time not to get a lot of stretching. Combining with the triplanar mapping approach would be one potential solution to that

slender vector
clear spruce
slender vector
#

Because adding a tri-planar to the shader will only affect the specific mesh, but I don't want to break the animation, I want it to be applied across the entire area where I will put it.

clear spruce
slender vector
#

I'll try some things. Thanks for the ideas 🫂

clear spruce
#

If you have a lot of hard edges in the scene, the triplanar mapping approach could struggle with that though (the effect wouldn't blend accross those hard edges)

silver yew
#

Hey guys, a tiny bit of help would be really appreciated here. I have a partiicular VFX that I'm moving into position right before it's needed. It doesn't seem to want to render at all UNLESS I have my Scene view open and looking at it, at which point it renders in both the Scene and Game views. The bounds are 100x100x100 because I thought it might just be frustum culling, but it seems like it's not? I can't understand what the deal is.

#

It seems to only render when Scene view is also looking at it

zealous spindle
#

hello everyone, I want to learn to make VFX for games, where do I start? UnityChanHuh

clear spruce
# zealous spindle hello everyone, I want to learn to make VFX for games, where do I start? <:Unit...

Effects of what kind? Shaders and particle based effects are the two base types of effects. If you want to learn effects in general, you would want to learn both eventually. Particles I would say are the easier of the two, the old particle system (Shuriken) is especially easy to learn. The VFX graph is a more versatile but probably harder to learn particle based system. Shaders are a whole another world in themselves but you can get started pretty quick with the shader graph.

zealous spindle
#

Thank you for replying to my message, it really helped me, I appreciate it. UnityChanThumbsUp

tame tinsel
#

help i am using urp render . Color intensity not showing in unity

full sparrow
limber ivy
clear spruce
limber ivy
#

If you do, which one would you say is harder to learn?

#

I heard is usuing vfx graph?

clear spruce
# limber ivy yes!!! Say, do you also do both? Shaders and vfx

Sure, using both at the same time is fun too. I quite like the way they have made it possible to use VFX graph with custom Shader Graph shader for the individual particles. It's really hard to say which is harder to learn. Shader graph perhaps is in some sense simpler but also harder to build intuition on how it actually works under the hood (compared to just particles that move in space). I would assume it depends from person to person how easy it is to learn each system but learning one definitely makes it bit easier to learn the next since the graph based editors themselves are quite similar (assuming using Shader Graph instead of shader code).

#

Unfortunately we don't have a dedicated shader channel on this server anymore but you can always make a thread in #1390346776804069396 or ask in #1391720450752516147 if you need help with shaders. This channel is mainly used for the two particle based systems (Shuriken and VFX graph) though vfx as a term often means anything graphical like shaders

limber ivy
#

AH I see. Thanks for your input dude!

silent pond
#

Hi, I need to implement fog and allow the player to interact with it. What documentation should I look at, or where should I start?

clear spruce
orchid carbon
#

hello, does anyone know how to make sword slashes?

#

do i make a mesh in blender?

#

idk if thats the best way bc then its so hard to time the mesh with the sword

#

im honestly so confused on where to start

#

youtube videos all show with meshes but not fully sure

#

this is the attack

viral marsh
#

Hey, I am using the unity 6000.3 vfx graph, and I can't figure out how to make particles inherit the parent position, like there is just no inherit block :/
Please @ me and thanks in advance!

viral marsh
#

Ok, I think I got it, the naming is way worse than what it used to be tho :/

orchid carbon
#

im so lost xd

#

or basically any place online to learn

viral marsh
#

but I haven't personally made any

orchid carbon
#

but for my raccoon would you use a defined mesh?

#

or procedural?

viral marsh
#

no clue

#

I prefer procedural things in general but that's not necessarily better, just my preference

orchid carbon
#

yea i prefer procedural too

#

otherwise i'd have to make a new mesh for every attack

#

how would you start with procedural?

#

is it a particle effect or a shader graph?

viral marsh
#

that I honestly have no clue about, I haven't made any complex graphs, just simple stuff

orchid carbon
#

i see i see

#

thanks anyw!

viral marsh
viral marsh
#

It might sound a bit confusing, so here's an image.
To the right, right below the VFX gizmo, you can see the original particle.
To the left, you can see the child particles spawned on collision/death of the original one.

#

Ok wait what, this is caused by the set position shape circle node in the original particle, what??
Disabling this fixes the issue, but my particles no longer spawn the intended way ofc.
What is even going on here?

viral marsh
#

Ok, I finally fixed this.
I had to switch from collision to kill mode, but why?
This literally makes 0 sense and even seems like a bug, especially considering the official unity tutorial used the collision node.

viral marsh
ashen robin
#

Let the trail system be local to the weapon mesh so it'll follow it

orchid carbon
#

or particle system with a trail

warm torrent
pure dagger
#

Can anyone confirm whether VFX is supposed to work in webgl builds (Unity 6.3)? Using URP

I’m getting a weird error at runtime on the game canvas “invalid vfx particle system. Skipping” but I can’t seem to find much information on what exactly this means - some people say it’s to do with lack of compute shader support but enabling WebGPU support didn’t fix it, and the hardware+browser definitely do support it. I’d also expect the error to say something else if it was due to that, or fail to build in the first place..

Is this error telling me the vfx effect (or something else in my project) is misconfigured?

pure dagger
#

Oh I think I’ve worked it out - when I enabled WebGPU, I didn’t know that I should then re-order the list so that WebGPU is highest in the list. After doing that the error is gone and I see the vfx. Also TIL it uses WebGPU for the whole renderer and it isn’t just some kind of extension to webgl2

For anyone who sees this in future, if using addressables you’ll also probably need to rebuild them too, because until I did that I got another runtime error “desired shader compiler platform is not available in shader blob”

#

I just tried it with the “auto graphics api” (which in my case sets the list to be greyed out with only webgl2 in it), and the “invalid vfx particle system” error comes back

When disabling auto graphics API and including WebGPU first followed by webgl2, chrome loads fine and uses WebGPU, but Firefox on my device (which has WebGPU enabled) causes an exception which crashes the webgl game with no fallback to webgl2. I’m guessing this is part of why the WebGPU stuff is experimental so I’m just gonna leave WebGPU alone but hopefully this saves someone else some time in future

ashen robin
#

I think as of recent the WebGPU has came out of experimental

zenith river
#

is there a way to change this preview?
I need my shader to be for UV1 but in Unity it turns all black, differently from UV0

#

it screws up the rest of the previews

noble osprey
#

Hi all, bit of a random question, but is it possible to 'define' a custom shape for VFX graph particles to collide with? For example, see the image (the 'shape' is supposed to be a glass 'thing' that the particles fill up)

What I'd like is for the particles to be emitted from the botton (they move upwards and spread).

stiff topaz
#

Morning. For people interested, we've released a new livestream that focus on VFX Graph. The idea was to try to create VFX Grass with VFX Graph with different short time constraints (10min/ 1hour / 1Day).
In addition to the stream, the project is available if you want to take a look: https://github.com/OrsonFavrel/VFXGraph-ClockedAndLoaded . While not a final production solution, pretty sure that some information could be interesting if you're into vfx and/or shaders.
https://www.youtube.com/watch?v=4nrv6RK2KNk

GitHub

Contribute to OrsonFavrel/VFXGraph-ClockedAndLoaded development by creating an account on GitHub.

Unity Senior Technical Artist Orson Favrel and Lead Learning Designer Aaron Sharp show us how to make VFX Grass with VFX Graph based on time constraints and how the approach differs depending on the circumstances.

▶ Play video
pure dagger
#

For example some kind of masking where you only render the effects using the container as a mask so it just looks like the effect is entirely within the container

noble osprey
pure dagger
#

I haven’t seen that before but if you mean the thing at 0:05 of this https://youtu.be/_7qxYtTZZA8 I’d be thinking the opposite way about it, more like spawning particles from the surface of a mesh

This is the first part of a video I am working on. I plan on showing EVERY Stargate opening in all 3 Stargate series. I had forgoten about this project and this is the only video I found. For now it is only the openings in season 1 of SG-1. I found out while watching this that they used the same SGC Gate Kawoosh EVERY time! I plan on releasing 1...

▶ Play video
#

It’s like if you stretched out elastic and pushed a ball through it, get a mesh to move like that (probably using a vertex shader), then use a custom shader on the mesh and also add effects/particles using the mesh surface

noble osprey
#

Yeah I'm working on the mesh part atm using BlendShapes. It's looking promising.

clear spruce
# noble osprey Yeah, I'm trying something else at the moment that is showing promise. Basicall...

That effect to me looks more like particles flying in similar directions with bit of variation rather than something confined to a specific shape. The only feature I could think of you could use to make the custom collision happen would be to use Collide with Signed Distance Field. SDFs can represent any shape pretty much but getting any decent dynamic effect like that would likely be hard. I would more so look into ways you could simulate the behavior of separate particles so they would together form that shape rather than trying to force it

pure dagger
#

Blend shapes is a good idea

noble osprey
#

Yeah, the original effect was created by the VFX team literally firing a jet engine into a pool. lol.

pure dagger
#

I don’t think particle collisions is the way for this though, I would think the constraint you’d be looking for is the surface of a mesh - possibly multiple meshes to give it more volume

#

Yeah like that

noble osprey
#

Thinking some sort of displacement on the object as it 'pushes' out. Maybe some additional particles 'stuck' to the mesh maybe.

clear spruce
#

Making the particles look like that bubbly water likely isn't a trivial task at all either

noble osprey
#

Oh I know. lol. I've done it with VFX tools, the struggle is translating to Unity.

pure dagger
#

I don’t think it would be that hard to get a pretty good imitation of it

#

You’re seeing the same kind of thing as a rolling explosion and there will be a ton of content about that

clear spruce
#

Water with it's refractive and reflective properties is often quite hard to make good but luckily those examples look more like opaque white bubbles which can make it much easier to take shortcuts

pure dagger
#

To me it’s almost like glossy smoke with exaggerated normals

steel plume
#

guys i want to make an array of color and each particle spawn with a diferent color in the VFX Graph how can i achive this ?

#

nvm i did it by exposing a color property and make an color array using C# and assign them from the outside then sending the graph the color

#

now why set angle in intilize doesn't work with me the particle doesn't rotate at all , i want it to rotate at spawn

#

and still doesn't work

steel plume
#

solved i use using curve and for some reason this doesn't work use the normal angle

bold kelp
#

Has anybody experienced in game screen get a black flicker when a VFX is launched?

lapis bloom
#

I'll share it again once I make the nodes more readable

lapis bloom
proven relic
ashen robin
#

Wonder why there's still no shader graph support for vfx graph decals. Can't seem to make them interesting without some custom shader support

#

Doing my own GPU callbacks to spawn projectors

tame shell
#

i just personally looked at how i think his name is kriptofx did his with assets of his i have and tweaked them/changed them

noble osprey
#

Hey all, I'm having an issue figuring something out and hope someone would be able to point me in the right direction.

I have the graph in the attached image. Very simply I'm using a free 3d noise ShaderGraph that I found to create a normal map. This part works perfectly. However, what I would like to do is 'move' the 3d noise on z axis, so I can get a nice 'ripple' effect on my surface.

The selected nodes in the image are what I have put together in terms of making the 3d noise move (Disconnected at the moment, with the position node plugged directly into the Noise node). The problem lies somewhere in these nodes as when I attach them to the rest of the 'chain' my normal map completely disappears from the model and I can't really see why.

Would anyone have any ideas please?

noble osprey
eternal pasture
noble osprey
eternal pasture
noble osprey
eternal pasture
noble osprey
thick plume
#

I have a object with a particle system on it and when i enable it it plays an explosion But I want to change the sorting order so i can see it any ideas? Its 3d but my game is 2d But it says it works in both 3d and 2d

ashen robin
thick plume
#

are you talking about this?

ashen robin
#

Render queue ye

thick plume
ashen robin
#

When in doubt just mess around with the values

pearl hound
#

Diving in the render queue tweaks starts the never ending story of tweaking every values on all the materials lol

queen sandal
#

I want to make realistic rain and fire (like campfire) in Unity URP. As realistic as RDR2/GTA5/FarCry5. Is particle system capable of that or do I need to learn VFX Graph?

#

I find VFX Graph a little hard to understand.

junior thistle
#

So yes

queen sandal
#

Also, for beginner, Particle System is easier to understand I guess?

#

Or do people prefer VFX Graph?

#

I see more tutorials on VFX Particles on YouTube.

junior thistle
#

Your requirements are vague so I can't give you a straight answer

#

For example, if you wanna make fire via flipbook textures, then you can use the particle system and it's gonna look the same

#

But I don't know what's realistic for you

#

Like, if you want rain drops falling, then again, ps and vfx graph can both achieve this

#

But if you want interaction with the ground, adding wetness and scrolling water on the ground etc, then you're going to need to use some kind of shader

#

I don't know what your definition of realistic rain is

queen sandal
queen sandal
#

Ill go with vfx particles then.

junior thistle
#

But you would need to know how to create flipbook textures

queen sandal
#

Okay thanks, I'll try.

noble osprey
viral marsh
#

Hey, I am having a bit of a hard time working with the vfx graph because I don't see it's spawn radius etc. when placing it in the scene.
Is there a way to visualize this somehow?
The thing seen in the picture is if I select the spawn circle within the graph, but that doesn't really follow the value I set in the inspector for radius etc.
Please @ me and thanks in advance!

#

Also, I am having a really hard time seeing the difference between enabling/disabling any of the settings in the vfx renderer when it comes to proves, someone mind explaining why?
I use both a reflection probe and apv.

viral marsh
#

Oh, and 1 more question.
Since these are raindrops, I wanna be able to rotate the system to fit the window, but I also want the bounds to only go down.
Since I am using manual now, they get rotated with the system.
So I was wondering if there's a way to keep bounds going straight down even if the system is rotated?

#

I tried googling all of these but couldn't really find a good answer so I am asking here.

stiff topaz
# queen sandal A fire like this. It's obviously a real photo so I'm not hoping this much realis...

You can take a look at this presentation starting roughly at 12 min that showcase the creation of a Bonfire effect with VFX Graph in URP:
https://www.youtube.com/watch?v=20WjQIFl85o
Here's also a package that contains the final VFX asset that you can use to learn from. I hope it will help you achieve what you are looking for.

Calling all technical artists! In this video, you'll discover how to quickly create a gameplay sequence using Unity 6’s updated VFX Graph, Shader Graph, and other artist-friendly tools. You’ll also get a primer on designing materials and visual effects, setting up post-processing, and creating a resolution-independent user interface.

Speake...

▶ Play video
heady kayak
#

Hello, I downloaded The VisualEffectGraph additions from the unity registry in the package manager and there is a Lightning prefab in it that I want to use, I just slid it into the hierarchy and it doesn't work(doesn't appear). I'm looping it using this script: https://paste.ofcode.org/mgMsTcNqpCtcNHz8TuKUCj

soft fractal
#

This is boggling me, I have a package with all the pieces im working with if anyone is interested, i have no idea why this isnt working

tough arch
soft fractal
#

seems to be moving along with anim, ye

tough arch
soft fractal
#

will look

tough arch
#
Visual Effect Graph Additions
This sample includes assets and example graphs that help you get started with the Visual Effect Graph.

Is there no sample that demonstrates the skinned mesh node?

soft fractal
tough arch
#

What samples are there then?

soft fractal
#

the highlighted ones that dont include any skinned mesh examples

#

going to github repo to fetch their full sample project rq

soft fractal
#

theres is in unity 6 so I doubt itll be applicable

tough arch
soft fractal
tough arch
#

Wait, actually, 2023?? Why? This is a discarded beta/alpha version.

#

I wouldn't be surprised if it's even an engine bug.

tough arch
#

Yes. It was renamed to unity 6 long ago.

#

There's no stable 2023 version.

soft fractal
#

im gonna have some kind words with my universities it team

#

literally the only reason I decided to use this version was for easy lab <=> home use

#

i stg if its an engine bug ;-;

tough arch
#

Nono. Definitely update to unity 6.

soft fractal
#

so just scrap going back to 2022?

#

is there any significant differences? Ive been seeing ppl have problems with 6

tough arch
#

2022 is gonna be out of lts soon. Unity 6 and later versions(6.3) should be more stable and contain more fixes.
You will see people having problems with any version. No software is bug proof.

tough arch
# viral marsh

I don't know much about the vfx graph, but did you try checking the documentation?

viral marsh
#

I am able to find my way around code and issues with that, but graphs and stuff are not something I am good at tbh

soft fractal
tough arch
warm torrent
queen sandal
# junior thistle But you would need to know how to create flipbook textures

Hi. By "flipbook textures", did you mean this "Texture Sheet Animation"? It's mentioned on this Unity tutorial at point 7.

https://learn.unity.com/pathway/creative-core/unit/creative-core-vfx/tutorial/create-a-burst-particle-3

Unity Learn

Some VFX are triggered by a user’s actions, which makes the application feel more responsive and dynamic. In this tutorial, you will create a new smoke burst effect, then allow the user to generate that effect whenever they want to ignite or extinguish the fire.

By the end of this tutorial, you'll be able to:

Create a single burst of particl...

#

A texture sheet contains a number of sub-images that can be cycled through to produce a more dynamic animation, as opposed to an individual image.

#

I can find some YouTube results when search "flipbook textures" but all of them seem related to VFX graph.

warm torrent
#

Or even in shaders outside of any particle simulations, it's a generic technique

queen sandal
#

I just can't understand this term "flipbook textures". I can create basic fire using that technique in the tutorial I shared above. It calls it "Texture Sheet animation". I wonder if it's same thing as "flipbook texutres".

warm torrent
#

It is

queen sandal
warm torrent
#

The advantage of flipbooks is that they can be however realistic or accurately simulated as you can make them, separately from the particle system
The disadvantage is that they're pre-rendered and only as good as you can make them, and due to that they're not interactive and may easily appear flat
Luckily there are many high quality flipbooks available, even free from unity themselves
https://unity.com/blog/engine-platform/free-vfx-image-sequences-flipbooks

warm torrent
#

VFX Graph on the other hand cannot

#

But at the end of the day Sprites, texture sheets (or texture arrays) are different asset types for doing the same thing, in this context

queen sandal
#

So flipbook textures is a general term for using this technique with multiple images to give illusion of real animated effect?

warm torrent
#

Yes

queen sandal
#

Cool, thanks

#

I'll try now.

warm torrent
#

The flipbook index can be incremented by time for the illusion of animation effect, but they can also be picked randomly (or controlled by virtually any input)

#

The clouds texture for example looks like it's meant for random selection rather than over time animation

queen sandal
#

I downloaded this from that link you shared. It will work for me.

warm torrent
#

Sorry, misreading

queen sandal
#

I always wanted to create random clouds instead of a fixed texture.

warm torrent
#

Many ways to do "clouds" but yes

#

Random selection per particle with a flipbook texture is also useful for explosion debris and other highly varied small objects

#

Can even have multiple different animations per row in the flipbook, which are then chosen randomly per particle, or by other logic

queen sandal
#

That link mentions some textures with word "temperature", like "Flame02-temperature".

#

I don't get what it means.

#

Also, like "SmallFlame01-mini-temperature"

#

Maybe they mean temperature of the fire? More temperature = aggressive/big fire?

#

Actually no. It does seem to mean something else.

#

"Flame02", "Flame02-temperature" both need to be used together, I guess.

#

That's why they have same name "Flame02"

queen sandal
#

Maybe temperature version is given to give manual colors?

warm torrent
queen sandal
#

Yeah I'll try if needed.

limber rose
#

anyone knows whats wrong with my unity? every vfx, lighting, point light and anything else connected to lighting and shaders is broken...

warm torrent
heady kayak
#

hi, do you guys know how to make a visual effect emit more like on a plane? here the lightning kinda goes everywhere but I'd like it to emit onto the water

urban charm
soft fractal
#

read/write

#

stg in the docs it said it would auto enable it for vfx graph use

#

nvm, im blind af ;-;

queen sandal
#

I'm using texture sheet animation. There are 64 individual pieces in the texture. It works but the individual piece is forced square in the particle system. But, in actual texture, it's not square. How can I maintain aspect ratio?

warm torrent
warm torrent
queen sandal
#

For some reason, the particle keeps scaling up the farther the camera is. It seems like if I put Min particle size as 0, only then it fixes it. If I put it anything else like 1, it messes up. I wonder if it's a bug or something wrong.

#

I'm using only a single particle currently.

junior thistle
#

The reason is the max/min size part is in screen size

queen sandal
#

Maybe it's more about UX rather than visual look.

#

Maybe I need Size over lifetime for that?

#

I guess I'm correct, it's more about user experience. I saw a sample project in Unity tutorial. They've set min = 0, max = 0.5.

junior thistle
#

The former sre actual physical sizes

#

The latter is just a clamp in screen size

#

You don't need to use the clamp

queen sandal
#

By the way, "Start size" is this?

#

Nevermind. For some reason, Start Size is missing in this component. I'm figuring out why.

#

Oh, it's because I'm using 3D Start Size.

cerulean rose
#

i am trying to make pettles coming out of skinned mesh - but for some reason they are coming out of root bone only io dont know what i am doing wrong, i have also set mesh to read/write let me know if someone knows the solution, also mention me for solution. Thanks

junior thistle
queen sandal
queen sandal
# warm torrent Not necessary

Those flame textures giving me amazing result already. Here, it's just one particle and it looks very good enough. I added some emission. It will indeed give realistic result when combined with multiple particles and smoke and other stuff.

#

I've set the texture material to Unlit. Because with lit, it was becoming darker on areas where sun was in opposite direction.

#

I'm literally enjoying the result even though I'm just only experimenting so far 🤣

queen sandal
#

Is there any way to give random rotation (e.g., +15 and -15 degrees) to each particle with "Vertical Billboard" renderer mode enabled? It seems like I can't rotate it along x and y axis because of billboard setting. It will always face camera.

I could use a different renderer but I also need overall textures to primarily look towards camera only.

In other words, I want them facing mostly on my side but with some small rotation. So they're not perfectly facing me.

junior thistle
# queen sandal Is there any way to give random rotation (e.g., +15 and -15 degrees) to each par...

Billboards face the camera by definition.

You want them to rotate with the camera, but with an up to 15 degree offset. So that means making them normal quads wouldn't work cause they wouldn't rotate with the camera at all.

Afaik, you can't achieve that in the particle system. You would need to find all the emitted particles with code and give them a random rotation within a parameter (being -15 to 15 degrees from camera rotation for example)

Usually, random rotation along the z axis is enough if you make your flipbooks the right way

forest prairie
#

Any idea how I would line up my game logic with what this meteor effect hits visually? I've tried to just use the particles as a visual only and calculate the positions my game object hits separately but I find it a bit jarring that a meteor hits a unit but doesn't always deal damage

queen sandal
#

https://www.youtube.com/watch?v=h8Sj-UhHGn4

I'm making a fire like this. The current issue is, it looks good, but if you notice carefully (near the wood, at the base of campfire), you see the flame particles abruptly appearing instead of smoothly appearing. So it makes it a bit unrealistic. Any way to prevent that or make it better?

ГП: GeForce GTX 1060 6GB
ЦП: Intel(R) Core(TM) i5-8600 CPU @ 3.10GHz
Память: 16 GB RAM (15.95 GB RAM доступно)
Текущее разрешение: 2560 x 1080, 60Hz
Операционная система:

▶ Play video
#

You'll notice them in this area.

urban charm
#

I have been trying to use OnParticleCollision2D but I can't seem to get it to work. The particle released doesn't detect any collisions with the enemies

#

I want the gameobject which is colliding with the particle to be destroyed, not the gameobject the particle system is attached to
how do i achieve that?
one way would be to just place this code onto the gameobject which is colliding with the particle, but i don't want it to be managed by that gameobject. I want it to be managed by the unit which the particle system is attached to

#

One thing to note is that the particle and the enemy don't have the same z axis

queen sandal
#

Nevermind, I found the solution using Color over lifetime (you can set alpha).

queen sandal
#

I just can't understand the use of these Loop, Ping Pong and Clamp. They seem to make no effect for me.

#

Unity docs say:

#

Loop: Plays the curve the specified number times over a particle’s life. For example, if you make a curve that scales a particle’s size up and down, you can tell it to loop multiple times, which causes the “up and down” animation to happen multiple times before the particle dies, instead of just once.
Ping Pong: Similar to Loop, but plays the curve forwards then backwards in a continuous oscillation.
Clamp: Limits particle queries that fall outside the curve time range to the first or last value of the curve.

#

How do you specifiy the number of times a curve plays over one lifetime?

#

Maybe I see no effect because currently the curve plays only once per lifetime.

queen sandal
#

How can I make the particles rise up but converge and die at one point, instead of rise up but keep spreading?

#

I reduced cone angle to 0, but that makes it cylinder, so they still don't converge.

#

I used the negative speed trick, but that makes particles go downwards.

junior thistle
flat seal
#

does any one know how to make a particle spawn outside the radius and move towards the mid point basically and absorption effect?

queen sandal
dreamy hinge
#

Am new to vfx but can i change texture in vfx graph?

#

Ik it's stupid question

warm torrent
#

@queen sandal @junior thistle 3D rotation works with billboards, but not with vertical billboards (nor other render modes which determine all rotations)

queen sandal
#

Yes I already noticed this issue with vertical billboard.

warm torrent
queen sandal
#

I'll try that also.

dreamy hinge
warm torrent
dreamy hinge
#

Anyone knows a good place for free flip frames or idk the name, for vfx

dreamy hinge
#

Particles or vfx graph

queen sandal
#

This link contains some flame and smoke and explosion particles I'm using.

#

Free to use.

#

Dang. It contains clouds too. I'd try to make clouds. May not look as good as volumetric but definitely worth trying.

dreamy hinge
queen sandal
#

That's why I asked what kind of vfx 😉

dreamy hinge
#

Lol

heady kayak
#

hi, I've never used VFX graph, I just want to use visual effect package additions, especially the lightning vfx prefab, I don't understand anything about the graph but it looks like it has some predefined loop settings, how to make the vfx play and stop playing? now it plays on default

queen sandal
#

If you see across any real fire/flame, you notice heat distortion which causes the objects behind it distorted. I wanted to create same for my fire. So I found this "Distortion" parameter and it does seem to do the trick. Is this what this option for?

It works quite well, but strength is not so much. I used value "5000" but it seems limited. I'm not sure if it depends on type of textures. I used fully opaque texture.

I found another solution is to create a custom shader using shader graph, but that seemed complicated. This is the only easiest way I found.

#

Also, this option kind of seem to make objects blur instead of distorted. Although the illusion is quite okay.

urban charm
#

I have an enemy with dynamic rb , trigger on , simulated and a box collider on it. I want to use a particle system to detect when the particle and the enemy overlap with each other. I don't want them to collide, it should act like an aoe ability. I have been trying to figure out how to do this, but I genuinly can't. I tried using collisions, triggers, either of them, neither of them and a lot of combinations. If anyone could tell me how people usually check for particle (collision/triggers), that would be really helpful

#

it's a AOE ATTACK

urban charm
#

damn

queen sandal
thin vapor
#

why is this material rendering gray when it's meant to be white? can't be the lighting since it's set to unlit

#

you can see it's white in the preview

calm moon
#

why is it already clipping when the threshold is 0.001?

clear spruce
# calm moon why is it already clipping when the threshold is 0.001?

How do you know it's clipping? Maybe you are misunderstanding what it does. All it makes is it makes alpha values less than the Threshold not render. The clip threshold is mostly useful for optimization and for alpha cutoff effects (on opaque geometry). For transparent geometry all alpha values more than the threshold will render as if there was no clipping happening at all

calm moon
#

But now I kinda need to figure out how to mask the edges to make it look like the water is splashing and not a perfect circle

fossil iris
#

yo @calm moon, for masking those edges, try using a simple Fresnel effect or a Radial Mask in your shader.

u can multiply your noise/texture with a circular gradient to soften the outer part. also, if u're using alpha clipping, bumping up the edge smoothness in the shader graph should stop it from looking like a perfect circle. hope that helps!

fossil iris
# calm moon Thank you!

all good man! glad it helped. if u ever get stuck with some complex shader logic or need some custom monster sfx for ur vfx, just hmu.

can't wait to see how the final splash looks!

urban charm
#

does anyone know how the particle system collision/trigger detection happens?

granite narwhal
#

Hi guys 😄 I am building out my scene but struggling to come up with a way to make the underwater look good. Realistically I want like some sort of fog to fog out at a distance, but It seems in URP I cannot do this and I use a fog for my outside enviroment anyways. Any solution to create some sort of fog that makes underwater feel more ... underwater? Or any other solution.

My current build just changes post process volume based on a box collider trigger for reference. thanks!

granite narwhal
#

I thought there was some Fog in volume but i guess not?

#

I guess its only in HDRP but i guess my question is there a work around in URP

warm torrent
warm torrent
#

Both look flawed when the camera is intersecting the water surface, and solving that is possible but more complicated 1 2
Typically it requires either figuring out mathematically where the water surface is for masking out a full-screen water shader, or "carving" a camera-facing plane with the underwater shader to perfectly cut off at the surface

dreamy hinge
granite narwhal
#

and mine uses a volume box collider

calm moon
#

Hey all, How do I set a vfx graph particle to stay a certain size for a certain amount of time, then shrink back to zero?

I have a top-down puddle i've set to grow when activated but I want it to stay at this size for 3 seconds and then shrink back to nothing

ashen robin
calm moon
ashen robin
#

should work fine but depends how the shader is being manipulated in the shader graph

#

Like you can just modify the UVs inside of the shader graph if you wanted to, otherwise keep UVs as is and modify the size in the vfx graph.

#

That's a multiply over lifetime node btw, not set.

unkempt yarrow
#

Heya, I am currently trying to follow this tutorial : https://www.youtube.com/watch?v=gRq-IdShxpU & it's outdated. However someone in the comments mentioned enabling alpha clipping, but I'm not sure how to 🥺 Im using a urp lit shader graph that's set to transparent :,) I Feel like I am missing a very obvious button or something haha

clear spruce
unkempt yarrow
keen wave
#

have a project with vfx, works perfectly on pc, - ps5 build the vfx particles just float and stay inactive - no logic differences at all. Same project diff build target, any ideas? They are spawned in correctly, positioned with our point cloud caches but wont actually do more than than be spawned in.

queen sandal
#

I'm trying to understand what this Texture is exactly used for. Docs say:

Texture: A texture to use for tinting and discarding particles.

Also this:

Texture: Use this for tinting and to determine how the particle is destroyed.

#

I can see that it affects the tint of particles. But I don't understand why it says "discarding particles" and "how the particle is destroyed".

warm torrent
calm moon
#

hey all, is it possile to trigger another attribute when a particle reaches a certain age value?

gritty osprey
#

this feels like it shoudl be so basic but im losing my mind 😭

I have 2 planes that spawn at random angles rotated around a pivot - does anyone know a vfx graph setup that allows me to spawn them more inwards along their x axes? (illustrated in teh direction of the arrows)

#

i tried converting the angle to a rightwards direction but got this instead with them both pointing hte the wrong direction (the sphere is the center/pivot)

ashen robin
calm moon
ashen robin
#

it returns 0 to 1, where 0 is the start of the lifetime and 1 is the end

ashen robin
calm moon
warm torrent
calm moon
urban charm
#

anyone know why it On particle trigger gets called iff outside is set to callback? isn't the yellow sphere supposed to represent the bounds of the particle (I only have one particle which is expanding) itself

#
void OnParticleTrigger()
    {
        Debug.Log("Particle Trigger Detected."); 
    }
arctic void
#

Has anyone worked with VFX graph and Shader Graph together? Im having trouble making my VFX Tile properly. Even though its showing up in all the previews as it should

#

This is how it comes out, no Tiling

warm torrent
#

SG previews only show RGB, but you are using A channel of the vec4 so the result might be not what you expect

#

You could confirm that with a preview node in the A output after split, or possibly just use one of the color channels if that's your intention anyway

calm moon
#

Hi all, How should I go about controlling the lifetime of a VFX particle via toggle?

specifically, how to enable a toggle function where, if ON, the particle spawns normally with its size over lifetime etc. When toggled OFF, the particle reverses the animation before ending/despawning

warm torrent
calm moon
#

the curve controlling the size over lifetime, and I cant quite tie the asset to lifetime anymore cause I need it to be a toggle now

ashen robin
#

and instead of using lifetime over curves you'd just use SET with an animation curve off to the side

warm torrent
#

Flipping the curve with one minus would be super simple
But that alone won't work if you want the toggle to take effect seamlessly during the simulation

ashen robin
#

Actually you may can keep the lifetime attribute and turn off reap particle, but I'm not too sure if age could exceed the lifetime

#

but I guess you can logic your way to work around that

warm torrent
#

If you can set age or lifetime attributes, seems it should be possible to swap to the one-minus curve and set lifetime to age, and age to lifetime minus age
Might need a custom attribute to avoid circular logic, and it probably could be done with a custom age attribute also

#

But this is more complex than what I've had to use VFX graph for so just guesstimating here

harsh fox
#

Where could I find open sourced vfx textures?

tranquil schooner
#

How is VFXAttributes in a custom hlsl block in a VFX graph supposed to work? I have tried to add a custom hlsl block, pasted the snippet in the documentation like:

void Move(inout VFXAttributes attributes, in float3 offset)
{
  attributes.position += offset;
}

but then I get this error Unable to create slot for property attributes of type UnityEditor.VFX.VFXAttribute UnityEditor.VFX.VFXSlot.CreateSub

anyone knows how is it supposed to work?

urban charm
#

@warm torrent would it be possible for you to look into my unnatural particle system trigger?

#

it just doesn't seem to work and I can't quite figure out what I am doing wrong

pallid plume
#

this issue has been racking my brain for the past like 5 days

warm torrent
urban charm
urban charm
#

@warm torrent

#

I got to know that unity's particle system detects the trigger module's inside, outside, enter and exit through the particle's transform. if a particle keeps on expanding while remaining stuck to the same point, it's not going to trigger anything unless a collider passes through the particle's position. Is this true or not.

warm torrent
# urban charm I got to know that unity's particle system detects the trigger module's inside, ...

That hasn't ever come up in my use but I would not be surprised if the trigger scaling is ignored without accompanying motion that would cause a contact
I'd have to test that to know, or you could do that just as well
Really this doesn't seem like a good case for a particle trigger since you have just one
Triggers in general are pretty inaccurate but particles are even less so
If you're doing an AoE with no more than one radius to check, I'd instead check the distance to targets directly, or use Physics2D.OverlapCircle

urban charm
warm torrent
warm torrent
#

At that point the PS might not be necessary if it's not doing anything a sprite renderer couldn't do either
But no big difference

urban charm
#

I am supposed to get a log saying that the size of the only particle is something, i don't get any logs.

urban charm
#

nvm, stupid mistake to use writeline

clear spruce
urban charm
#

does anyone know what happens when you release from a pool internally? does the element get released from just the pool or from all collections which have that object present in them?

full sparrow
spare galleon
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When should I use VFX graph and when should I use the particle system?

warm torrent
# spare galleon When should I use VFX graph and when should I use the particle system?

VFX Graph when you want mass particle performance, so particle counts more than a thousand or two
Or when you want to do complex effects that aren't practical to do or can't be done with PS modules, especially if more than a little scripting would be required to extend the PS
Particle System when you need flexible particle physics or physics callbacks in general
Or when the target platform doesn't support VFX Graph
Or if the effect is so simple it's easier to do in PS or not worth the overhead cost of VFX Graph

spare galleon
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thanks for the explanation :)

gray ravine
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Why are the particles so "in line" with the edge on the left and top but more spread out on the right and bottom?

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gray ravine
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its also weird because I have to give it an offset of 0.55 x and -0.25 y to be centered when it should really be centered at 0,0

gray ravine
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im having a lot of weird issues with particles in this project tbh. Soft particles refuse to work too. This object is opaque, I have the depth texture enabled, my camera is rendering the depth texture, and soft particles is checked off on the material that I'm using for these particles.

warm torrent
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As a sanity check I'd make a new particle default system not parented to anything, then replicate the Shape module to see if those particles also "wander"

cerulean rose
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I want to make a wind effect in my game but ribbons are not working well they move like snakes, anyone have any good tutorial or help .. it would be thankful

noble osprey
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I have a particle emitter (VFX Graph) that is using a mesh as the particle type, and it works great and does almost everything I want it to do. I have the particles colliding with a plane (the floor) with a slight bounce, but (and I'm not sure if this is a limitation or not) their rotation/angle stays fixed, so it looks kinda weird when they hit the ground and bounce but their rotation doesn't change. Is there a way to fix this please?

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cerulean rose
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Another question- have anyone made fur with vfx graph

noble osprey
gray ravine
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gray ravine
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I tried adjusting the values for the soft particles in the material but wasn't working

warm torrent
gray ravine
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mm i see, thanks

warm torrent
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I'd try a clearer test environment that shows if the soft particle variables are having any impact at all
Especially to an outside observer who won't know if you have stuff like fog there too

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Means also the particle color for testing should be unmistakeable

cerulean rose
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This is not working in for skinned mesh follow mesh, i am trying to make fur with vfx but not working

desert peak
cerulean rose
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They spawn but on height to character and not updating if animated, if i put skinned mesh in uodate block it works but they keep spawning again and again

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this is an example by unity, why is it super complicated compared to before it was the way i shared above SS

strange sky
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Hi guys, does anyone know how I can recreate this ? with a 3d model

ember delta
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I'm having some trouble with my ribbon effect, I've been trying to figure out how to get it to render on top of the background model, I need the background model to be where it is because I have a character standing on it and showing reflections and whatnot, and I've found the sorting layers, but I can't apply that to the background model, only the hud and vfx

would anybody be able to help me out here? even using a "renderobjects" pp component isn't letting me render it on top of it

ashen robin
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That'll help you to randomly sample points around the skinmesh

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There's also smoke examples so just stick those on each point

strange sky
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ok thx i will take a look

ashen robin
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Actually may want to do more of a volumetric smoke with that style which is a little more difficult

neat maple
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I have a strange problem with VFX graph's remap node, causing particles to not die. I have a condition bool that is sent to a Set Alive node.

Using the red condition shown, some particles never die. Using the green condition, it works fine. If I remove the clamp, it also works fine.

So, I dug a bit into how remap is implemented, and I found that it does the clamping before the remapping, thus introducing clamping "errors", breaking my logic.
Is there a reason for not clamping after the remap?

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hm, upon re-inspection of the logic, I'm not 100% sure why there would be a rounding error 🤔 yet the problem is quite clearly there

restive pewter
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how do you guys make the slash effect thing? is it really make a a round mesh then instantiate it for each effect? i watch like 3 tutorial idk

true otter
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so, i am still somewhat new to unity entirely. I am working on a project, where i am rendering scans from a lidar sensor in 3d. I started by simply using the unity shuriken particle system and now i want to switch to a vfx effect for more performance. I followed a tutorial explaining how to do that, however this setup is using a single burst for spawning the particles, which is why old particles are deleted, everytime a new scan from my sensor is arriving. This is what my full vfx graph looks like right now:

All data for these particles (position, size, lifetime, color) are passed in via 2d textures.

Can someone point me in the right direction or show a good tutorial that would allow me to at any point add new particles into my system without removing the old ones, where i can still control position/color etc. from my monobehaviour?

ashen robin
ashen robin
serene pike
restive pewter
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fr fr

woven bronze
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Hi guys, I'm a generalist for an indie team here and am wanting to help them out with vfx work, but am a complete novice for vfx stuff. Is there anything in particular you guys have used to learn unity's particle system? Is shader/material work important in working with vfx? I'm just looking to learn the basics, waterfalls, slime puddles with bubbles, fire etc. and build on that

Ideally content for unity 6

ashen robin
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You can do a bunch without shader stuff and having those textures, but once you want to scroll textures over those uvs then you need to understand some shader concepts.

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alternatively you can animate textures the old fashion way with flipbooks, which works great for things like fire and smoke, but requires a lot more custom assets.

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Without any of that in mind, you can animate stuff to an extent by just changing the color gradients and size of the particles overtime pretty easily.

woven bronze
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Awesome thanks!

cosmic holly
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I need help. Basically, I need to close this part (circled in black) so that the inside of the shape isn't visible (2nd image), but I have no idea how to do it. I've sent my entire shader (3rd and 4th images). Does anyone have a solution to fix this problem?

astral rune
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what does the mesh look like?

broken storm
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Does anyone know how i can somewhat recreate the blackwall effects from cyberpunk?

ashen robin
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looks like just a texture to me

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could use decals if you want an easy solution

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probably is because the second image has it all skewed

warm torrent
# broken storm Does anyone know how i can somewhat recreate the blackwall effects from cyberpun...

I have not seen it in motion but based on the images I'd say it could be a parallax shader for the internal layers, and maybe animated mesh that's mixed with the environment using stencils or by copying the environment textures onto the bricks, like some "earth shatter" effects you see in some moba games
But since the bricks do warp along with the surface, they could be simply a part of the parallaxing also

ashen robin
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yeah if it looks 3d-ish it's probably some very defined normal mapping / parallax stuff going on

broken storm
ashen robin
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textures yeah

warm torrent
# broken storm Heres it in motion if that helps

That does help
Definitely seems to be all parallax
The bricks are one variety, the "layers" of dots and circuitry seem to be another, and the grainy stripey "blocks" are probably yet another

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Additionally there's flat plane particles with the dotted lines on top of the thing, animated to flicker, and blended using depth ("soft particles") so the intersection is not so harsh

broken storm
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That helps alot!! I'll be looking into stenciling and parallax shaders

broken storm
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How would i make it blend into terrain dynamically if that's possible?

currently i just use a plane, but i'd like for it to be able to blend into meshes and stuff

warm torrent
broken storm
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Hmm that'll be tricky converting the shader to that

ashen robin
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Decals or you'll be implementing the texture into each shader

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Or some integration with the rendering layers (similar to decals)

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broken storm
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dusty creek
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unity won't let me use my custom meshes for my particle effect, any help?

raw torrent
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Anyone got or know of a tutorial on how I can make a gravity crushing vfx?

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So like as if gravity is 100x so there is a lot of force crushing someone

clear spruce
raw torrent
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In like 30 minutes I will try and explain it better I’m in class rn

raw torrent
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Couldn’t really find anything online to show it off how I like so here is The closest ChatGPT could make to how I want it to look

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See how in those the effect makes it look like the ground is having gravity applied and almost crushed

warm torrent
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Which is not necessarily a problem
A lot of games connect visual effects and their actual effects using nothing but repeated association
For example does a green magic effect mean health or poison? That's something the media has to teach to the viewer

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But if you want advice how to specifically squash or crater something or imply that kind of action with effects, you'll have to be specific

raw torrent
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So i was thinking like color wise should look like a galaxy and I really want to illustrate the fact that it’s pushing down with a lot of gravitational force just not sure how to achieve this the best

clear spruce
raw torrent
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Thing is I really want to find a way to illustrate in the ground or smth so even if a character isn’t in it you can still tell that it’s applying immense gravity force

clear spruce
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Similar to what you have in the second AI picture but with all the particles getting sucked downwards

warm torrent
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Distortion of the pinching and spiral kind is probably the most universal way to communicate gravity in addition to particles being sucked in or pressed down
Beyond that you probably want to teach specific types of effects to be associated with that element

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A wind effect may create leaf or debris particles to blow around, even if none actually exist in the environment

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Decals could be used to form cracks on the ground, or to even make it crater down

mighty mulch
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Hi, sorry if this is a basic question but I looked around online and couldn't figure it out. I am very new to unity. I am trying to create a simple butterfly particle system and I have the particles set to orient to velocity but for some reason they are still sideways? I tried rotating my mesh but it made no difference. I have attached a video of what's happening and then screenshots of my current settings. It is URP with a simple vertex shader graph and a simple mesh. thank you foor any help you can give.

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mighty mulch
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mighty mulch
warm torrent
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Applying the rotation resets the object rotation to zero but converts the result of the rotation into new vertex positions to match it
Rotating the object and applying rotation is the same as rotating the geometry vertices directly
But this panel says that rotation has not been applied

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So if rotation / all transforms aren't applied either before export or as a part of it, the mesh as the particle system sees it never got rotated

mighty mulch
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ahh thanks it looks like thats what happened, I'll try now

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fixed thank you!

warm torrent
# mighty mulch fixed thank you!

Easy thing to mix up, since there's no visual indication between the two types of scaling
And because it doesn't matter which, until it suddenly does
And because fbx exporting might not always apply transforms for everything even when the box is checked, I think

dusty creek
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how do i get my mesh particles to stop rendering at different sizes? i'm trying to make a stream effect that randomly outputs 1 of 2 low poly droplet meshes with different lengths but the same thickness

sudden pebble
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Is it possible to somehow make the arc more rounded? And then with every turn it’s so unrounded

sudden pebble
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sudden pebble
clear spruce
full sparrow
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dusky frigate
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hey, everyone!
im very new to shader graph and unity as a whole, and currently im trying to make a screen space rain shader
this goes directly into my SRP and (for now) uses the default "Rain" node in URP

the only issue is that I don't know how to allow the modification of normal/smoothness for fullscreen shaders, which makes the rain drops and puddles look incredibly flat

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ive experimented a bit but nothing ive tried seems to help, even adding roughness and normal maps to the fragment and directly linking them

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apologies for the basic question, i just cant find anything that explains how to do this

ashen robin
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Didn't know there was a rain node, but I'd assume just plugging in your maps into it would work

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Oh, it's fullscreen. I wouldn't think normals or smoothness would apply. You need to bake that texture into it I would expect

dusky frigate
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i remember being able to make objects look "wet" by blending the smoothness, but puddles still looked flat