#✨┃vfx-and-particles

1 messages · Page 31 of 1

prime dome
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guys how the fuck do I turn on and off shadow casting for particles

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i did it a while ago but been looking for it and can't find the option

bleak oar
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my computer kept crashing after playing my game for about 50 seconds. it was because I didn't have enough space on my HD . clean ur drives yall

cloud crane
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my sprites ingame are showing up blurry

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the top is how it looks in my paint software, the bottom is how its showing up in my scene editor

cloud crane
native jasper
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Hi everyone, does anyone know how I can achieve this volumetric nebula effect in the universal render pipeline ?

molten grotto
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any ideas why the "Lit" output blocks are not visible ?

molten grotto
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^ apparently its not yet supported in URP ( coming 2021 ?.. )

molten grotto
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this seems like an over kill to rotate a particle on the Y axis ( world-space ) , is there something simpler for this ?

molten grotto
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trying to make a shader to be used with vfx graph but i keep getting unrecognized identifier 'UnityTexture2D' at line 1437 (on d3d11) everytime i try use the 2d texture sample node

thorny pike
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have you tried the transform node?

molten grotto
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in my case the position is fixed while the rotation has to align with an axis and rotate around it

molten grotto
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what do the (L) and (w) labels mean ?

molten grotto
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Trying to add rotation to this setup

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seems to work with the transformer but the particles spawn point are overlapping , any ideas ?

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i think i got it , it doesn't make any sense but it works ...

thorny pike
molten grotto
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thanks

sinful kite
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I need help building a simple shader, i can pay anyone who is able to lend a hand!
I need a transparent Fade shader that automatically changes it's HDR color over time, cycling through a list of color or all the RBG colors.

ebon wind
sinful kite
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ty

cloud crane
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how can i increase the width of a line renderer past .10?

cloud crane
shut snow
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Does anyone know how to have a particle emit facing view when i see it but on another machine it faces forward

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basically when it turns it always faces forward

outer hedge
upbeat parcel
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guys what is the difference between vfx graphs and particles?

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are vfx graphs just a way of making particles' look?

upbeat parcel
hearty flare
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it runs on the GPU, yes

upbeat parcel
hearty flare
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unless it's targeting modern phones, probably not

upbeat parcel
soft pelican
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this one seemed to do the best, but as you can see.. still has issues...

jagged cipher
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Hey guys, I've got a particle system question. I'm making a 2D game (top down), but I'm still using unity 3D. The issue is that I'm trying to test my particles when playing the game, but the particle effects aren't rendering in the game view. I have play on awake active. haven't had this issue when doing regular 3D so I'm wondering if there's a simple fix I'm overlooking.

jagged cipher
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Figured it out, Z was above the camera

dull obsidian
# upbeat parcel so can vfx graph only be used for GPUs?

yes VFX graph simulation is GPU compute only right now. but a small note that CPU simulation may possibly be added to VFX graph in the future. though it's not guaranteed to happen and it could be a long while if it ever does. the average mobile device having sufficient GPU compute could very well arrive first. ¯_(ツ)_/¯

https://portal.productboard.com/unity/1-unity-engine-graphics/c/102-cpu-simulation

This will allow you to simulate particles and trails on CPU.

dull obsidian
# upbeat parcel then I assume, I shouldnt use vfx graphs for my 2d mobile game :d

speaking of that, even if you do have a 2D project that targets newer higher end (GPU compute) mobile devices, you would need to wait for this feature to land to use VFX graph natively with URP's 2D renderer : https://portal.productboard.com/unity/1-unity-engine-graphics/c/116-urp-support-compute-capable-devices-only-2d-renderer-support

Add support for the VFX Graph to be used with URP's 2D renderer.

upbeat parcel
dull obsidian
tidal zodiac
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Hi guys. Is it still impossible to make character collide or physic interact with VFX that are created with visual effect graph?

dull obsidian
soft pelican
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Troubleshooting what appears to be a memory leak. I’m using the profiler to find it, and noticed that when a new instance of the VFX visual effect is instantiated, the number of allocated “Not Saved->Material” increases (as expected). However, when the visual effect object is destroyed, the number of allocated materials does NOT decrease (unexpected). Furthermore, creating a new instance of the same visual effect increases the material count AGAIN (unexpected). Is there something special I need to do to make the VFX release the material when destroyed, or to reuse a previously instantiated materials?

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oh it's removing the mats from memory now- guess I was reading the profiler wrong somehow- nevermind

tidal zodiac
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@dull obsidian Hey. Thank you very much. I meant something like my character controller collides and breaks the sphere that i've made with VFX Graph

soft pelican
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@tidal zodiac if you add a 3d-vector (camera position) as a parameter for your VFX graph- you can feed that position into a SphereCollision node to affect particles. You can then update the position of the collider in VFX from your scene scripts, with via the VisualEffect component.

cosmic totem
molten grotto
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wdym

tidal zodiac
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@soft pelican Thank you very much! I will try this! Can u break down it for me?
I must add Vector3 parameter in VFX graph, and then connect it to sphereCollision node?

tidal zodiac
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I cannot find that node :/

soft pelican
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@tidal zodiac correct. the sphere collider node itself has several parameters- you'd want to drag that Vector3 vfx input parameter to the position input of the sphere collider, it looks like you can just use a hard-coded value for the sphere radius via trial & error. To find the sphere collider node: click on your "update" context to select it, then hit space bar. you should see "colliders" listed at that point- it's one of those. Once you have the VFX setup, you'll need to use this class https://docs.unity3d.com/2019.3/Documentation/ScriptReference/VFX.VisualEffect.html, and it's SetVector3 function, in a monobehavior to assign the sphere position to the VFX. The SetVector3 function will take as parameters, the VFX parameter name, and the vector itself.

tidal zodiac
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U are awesome!

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Do u think that method will work ? 🙂

thin mica
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I'm trying to make an affect for a weapon I am making, but I have pretty poor knowledge on VFX graph and particle systems so I was wondering if anyone knew where I could find some beginner videos for that?

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For reference I am trying to make an effect similar to this one but around a weapon.

soft pelican
tidal zodiac
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@soft pelican Hey. It seems I cannot do it right i guess :/
I tried with VFX Property Binder but It seems it is working only in world space :/

Basically, I cannot understand how to detect at first that my sphere for example (I am doing it with simple sphere at the beginning) is colliding with the VFX particles
Should I create a script and apply it to the sphere, then use onCollisionEnter method?

And then, how to make the Visual Effect "understand" from which side I am entering with the sphere so it would break only from there?
Sorry for the stupid questions tho 😄

prime dome
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Hey,
i'm trying to recreate a specific VFX from "Devil May Cry 5 Special Edition". I've been trying to get it done for months now but can't seem to get the hang of it. Are there any experts/tutors willing to help me out with this? I'm also willing to pay for the help/lesson(s). I also tried to reaching out to unitys 1:1 live help but my request doesn't get answered. I'm familiar with Shader Graph/Particle System/VFX Graph. The effect is AAA worthy so i really need an expert on this topic. If anyone is interested in this "job" feel free to dm me on discord.

Greets!

Ps.: I know this might not be the right place to ask for this but i've tried looking for tutors or alikes online and couldn't find anyone/anything besides the unity 1:1 help sessions and i'm really really desperate with this effect by now.

storm pendant
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Hi!
Having this issue with the VFX shader asset... A normal HDRP transparent Shadergraph shader has the "Receive Fog" toggle, but on a Shader Graph that is used on visual effects don't have this option.
The particle strip quad should be invisible. It has a HD Scene Color directly in it's base color, but it is colored by the fog.
The mesh above it is using the same HD scene color, where it toggle the receive fog on and off for the comparison.
Is there some way to control if a VFX should receive fog or not?

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woops wrong file

dull obsidian
prime dome
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sure thing @dull obsidian

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i timestamped it

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I'm talking about the circling curve-shaped slashes + "implosion"

dull obsidian
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i'm not sure if there is an easy solution for this right now, but i do know that VFX graph's integration with Shader Graph is being worked on and will be improved greatly in the not so distant future, resolving issues like this. there will no longer be VFX specific shader graphs, you will be able to use any shader graph with all properties, like the receive fog property.
https://portal.productboard.com/unity/1-unity-engine-graphics/c/232-shader-graph-integration-with-vfx-graph
https://github.com/Unity-Technologies/Graphics/pull/3467

Access any shader of HDRP from VFXGraph (eg: hair, fabric...).

storm pendant
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Arh, that's great news!

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That'd open up so much content authoring in the future.
Tho, it won't help me at the moment :/

prime dome
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how can i make a scanner vfx

storm pendant
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Is there a way to Modify the shader that is generated from the Shader Graph VFX variation?
I've found the specific line that applies the fog in the shader or should I ask in the #archived-shaders channel?

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I Just want to comment that line out.

frozen lake
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I'm very new to making vfx and particles, can anyone suggest how I might be able to make particles appear that fill up this 2d cone shaped spell, expanding outwards?
The angle and size is variable so I can't use a single premade particle system, any pointers in the right direction for what systems could be used for this would be helpful.

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it needs to start at zero and then expands outwards and I need the particles to fill it up in that way

soft pelican
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@tidal zodiac you dont need to DO anything to make the VFX particles collide with the sphere, once you have added the sphere collider to VFX. Once added, the vfx particles will collide with, and be unable to pass through the surface of the sphere. I'm not sure I understand your question about "which side".. the collider sphere would be smaller than your sphere of particles-where it passes through the larger sphere of particles shouldn't really matter. worldspace vs localspace: you have two options, yo can either use the InverseTransform function to convert the position of the sphere into local coordianates and pass THAT to the vfx, OR you can canvert your VFX graph to use world coordinate (that option is in top right corner of each "context" section)

thorny pike
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I can share some resources with you for weapon effects

steel oar
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hey guys i just started learning unity, and i want to trigger my VFX Graph when i press a button how can i do that?

prime dome
prime dome
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any experts here willing to hep with this :
https://realtimevfx.com/t/recreating-a-specific-vfx/16147/6

Real Time VFX

It really does help me a lot. Thank you so much. I will give this another good shot using the insight you gave me. I didn’t know about the youtube framing feature either. That will come in very handy in the future aswell. I will keep this up to date and hopefully come back with the effect recreated 🙂

novel thorn
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Hello is their any people online?

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(that can give help)

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Why dose the Scene show the muzzle flash glow, but the game view shows the original texture

slate sable
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Or you can try adding more bloom in your volume if you are using HDRP

sterile forum
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Can you do grass with VFX graph?

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In hdrp

prime dome
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I seem to have an issue where my texture pack is getting some chaff in regions it's supposed to be alpha

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I want this stuff to go away.

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I'm going to try to change to a better texture packer.

prime dome
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That didn't work.

prime dome
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I wasn't using the right shader.

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OK, does anyone know how to make the particles solid?

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I have alpha totally removed.

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(on material)

hearty flare
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use an unlit cutout material

prime dome
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Like code it in the script or change shader?

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OK.

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Thanks, good copy. Would be handy if it was designated shader next time @hearty flare

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Have to play with settings a bit, but getting what I want. Thanks.

unborn geyser
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Hey, I'm trying to build for WebGL, and for some reason my godrays VFX (using stretched billboards) aren't showing up, despite working in-editor and in PC builds. Does anyone know why this might be happening?

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(Image of the actual settings...)

sterile forum
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I know this is possible but not sure how to do it. I've seen references to doing it online but no explanation on how. I want to use the alphamap from the terrain, but only the red channel, to add particles to just one texture on my terrain. But I can't figure out how to make this connection:

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Here is the post that mentions it from one of the unity devs.

quasi fjord
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Hi guys, anyone knows how to increase the segments on a particle strip? I have a simple smoke that becomes jaggy when moveing the source away

slate sable
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@sterile forum I tried something like that here. Not using splat or height maps tho.
To sample the maps, I would use world pos XZ / map size for UVs.
For spawning maybe try Position Sequential 3D with count Y set to 1 to only get one layer.
Also on the spawn, check the sampled value and if it's not your desired layer kill the particle.
You can use single burst and turn off aging in the inspector for the particles to stay.
I'm not sure if it's the best way to do it but I hope it helps. 🙂

sterile forum
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@slate sable a couple questions. Is the world pos XZ / map size a node?

slate sable
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@sterile forum sorry, I was little too deep in shaders rn. By world pos I meant Get Attribute: position and the map size would be a property that you would have to type in manually or by code.
Map size, meaning size of the terrain

eager galleon
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Does anyone know why some of my vfx graphs not working when spawned at runtime? Only when i change some parameter they starting to work

prime dome
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OK, so I have this issue.

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I have the glare for the marble as a 3rd layer in this game object.

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It's layered to be on layer 4, the particles shows at layer 3, marble background at layer 2...

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But the glare is behind the particle. How do I fix this?

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Also, the particles are layered under the "renderer" tab under the "inspector" window, correct?

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This is the 3rd layer for the game object in unity.

sterile forum
prime dome
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Howdy, any bites?

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I found the solution: evidently I needed to play with the z axis as well as adjusting layers. Thanks for hearing me.

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OK, how do I make my rainbow bomb the object it uses to show a rainbow bomb?

surreal imp
quasi fjord
sinful kite
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Is there a shader that ignores rotation?

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example: I have a plane on a pickup object, I want that plane to always show the same orientation on the plane's texture (an arrow pointing north), no matter which way the player moves it.

weak bane
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Hi, I need help related to particles. is this the right channel?

hearty flare
weak bane
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I'm using the particles as a collectible items that will appear after the enemy is killed. I think with particles will be more practical because the direction where the items will be launched will always be random by default.

but there is a problem. I deactivated the loop option and set to only appear Max 8 particles, but as soon as I pick one particle it respawn. I set the duration of the particle effect to be a bit long so the player has time to pick the item but for all this duration the particles will reappear and the player can get more and more items until the particle system dies by itself.

How can I make the particle don't respawn?

fluid lagoon
sinful kite
fluid lagoon
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even if not able to use shadergraph, that generated shader code at the bottom of that doc page may be helpful as a reference

opaque knoll
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UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()```
Why am i getting this even though i'm simply connecting a float output to float input?
steel oar
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someone that can help me with vfx graph?

steel oar
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what im trying to do is add sound effects when my fireworks explode but i can't get it to work. anyone knows how to do so?

prime dome
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you can add a sound source to the object that has your vfx graph and play it the exact moment your fireworks explode @steel oar

steel oar
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@prime dome huh im, so lost right now

prime dome
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your vfx graph is attached in a visual effect component on your object

steel oar
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@prime dome are you able to show me in a call?

prime dome
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your vfx graph is in the asset template

steel oar
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yep

prime dome
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add this component to your object

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and adjust it in a way it plays when your explosion takes place

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f.e if your explosion takes place 2 seconds in the effect

steel oar
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the problem is that it's random

prime dome
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you adjust the sound clip accordingly

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mhhhh

steel oar
prime dome
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that makes it a lot more complicated

steel oar
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ye

prime dome
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you could maybe turn the explosion into an event

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and tell the audio source to play when the event happens

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idk how to do that tho

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but its possible for sure

steel oar
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i have an idea i can just set the velocity to be a bigger difference that way the explosions are more apart and the explosions will always happen the same time.

prime dome
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working with events is a way better solution imo you would have to do some research on this tho

steel oar
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yeah but i just started coding

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i think it's to hard

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i have one more question. how do i trigger my vfx graph with a script?

prime dome
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playing a sound source via code might be a bit tricky but not too hard

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and once you have the hang of it you can do tons of stuff

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definitely worth leaning

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you need to be able to control your vfx graph via script anyways if you want to implement it properly

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obviously takes research and learning

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but its worth for sure

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if classic coding is too hard you can also try BOLT

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it lets you create complex code via a node based system

steel oar
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the visual thingy?

prime dome
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yes

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its good

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and very flexible

steel oar
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i'll try that next time

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but this is for class

prime dome
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i see bolt is very good tho i can also do anything with it without having to jump into spag c# coding

steel oar
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xd

prime dome
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for sure it lets you access vfx graph aswell

steel oar
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about this

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i want it so when i click my button my vfx graph get's trigger but it only needs to do 1 explosion and then stop.

prime dome
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from what i can see in the code is: vfx graph is playing and if you press space it stops

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just do it the other way around

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isPlaying = false -> spacebar -> play vfx graph

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that requires the graph to not loop if thats not the case

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you can also use a timer but thats a lot more complex

steel oar
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so when it's triggers it sets isplaying to false?

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i wish i started with bolt right now lol

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sounds alot more easy

prime dome
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using UnityEngine.Experimental.VFX as you can see in the 2nd line

steel oar
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yep

prime dome
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implements functions to control the vfx graph

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you can check through those functions and you will probably find something that suits ur needs

steel oar
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i'll try thanks for the help mate

prime dome
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np

opaque knoll
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Yeah i really need help
My vfx subgraphs' slot kept being resetted...

still aurora
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I may have run into a very specific bug and I don't know anyone else with this experience but I imported my own mesh to use an additive shader with but I've had several problems with it that only seem to be happening with only the mesh I imported

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See I created just a normal unity 3d object and the shader works fine (on the left)

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but the mesh I created not only does not have all the UVs filled in but also is a purple color for some reason

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I suspect it's some import issue but I have re-imported it several times to no avail

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Here's the shader graph btw

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I'm following a tutorial closely and still can't figure out why it's doing this

still aurora
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Figured it out

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Because I separated it from another object it still had vertex data carrying over from the export and all I had to do was erase the data from blender

errant rose
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so what is the most used option for vfx for built-in. I have been dabbling with URP and the Visual Effects Graph and, sure mostly following tutorials but at least I can customize a lot of it. Now I am running the built-in and don't really know my options.
Is it basically the particle system I have to work with?

errant rose
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I want particles to spawn at the perifery of a circle, but up not outwards, is that possible. cant fin dthe settings for it

steel oar
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@errant rose what do u mean?

errant rose
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ohh sorry think I got it working. When I change to "shape" = circle it was only spawning in the direction from center to rim but I wanted it to spawn upwards

steel oar
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oh okay so it's working fine now?

errant rose
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yes mostly 🙂

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it will do for now, thanks

steel oar
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ok

prime dome
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any help appreciated

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when i put no shader on it it works just fine spawning me a blue orb

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but when i feed in my shader its not there

cobalt scarab
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@prime dome Don't cross-post

prime dome
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its literally two channels and this goes into both categories thought its fine then but okay noted!

hazy pier
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Hey all just wondering if anyone has any idea how to accomplish a seamless loop of floating particles using the particle system.

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Say like dust particles moving with some noise and cycling the same noise every 5 seconds.

real goblet
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Any VectorGen users? Was wondering if its possible to take exports (.fga files?) and bring them into VFX graph?

neon magnet
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I want to go about making effects similar to this; with fair performance for a mobile game (its also pretty much a first person view only game).

Is there a specific particle system or vfx system that would replicate these well?

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When I look around it seems like shuriken would be optimal but I feel like the docs must be named differently because I can't find many good vids or documentation on it.

prime dome
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umm

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how do i stop that lol

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stop them from moving as you go in them

tidal zodiac
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Hey guys. I am using HDRP 7.5.3 and I miss random nodes. Like Vector3 random.
The thing is that I cannot find that node even in the manual

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Can u check for me, do u have that Node please? What am I missing

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It's on VFX Graph, not Shader Graph

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Already enabled experimenting features for VFX, it is not there either

fluid lagoon
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Make it not a billboard?

neon magnet
# neon magnet

What's a good way to change the screen color like this? I kind of want to just attach it to a particle System (Since it's a particle effect attachment) I'm just not sure how to do it.

neon magnet
# fluid lagoon Postprocessing effects

Would such a thing be attachable to a GameObject I can toss onto my script that relays the information about the attack? It's just basically a class called Effects and it has the effect GO attached to it to play.

fluid lagoon
fluid lagoon
gloomy finch
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where would i ask for help with the HDRP decal projector?

fluid lagoon
prime dome
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Hey, any idea how to create this effect? can i use a texture and put in the RGB color theme somehow? any help appreciated

fluid lagoon
prime dome
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yeah im using that already unfortunately im lost with brightness effect inside the rgb spectrum of the texture

short harness
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does anyone know if i can use empty nodes or something to make it cleaner?

dull obsidian
# short harness does anyone know if i can use empty nodes or something to make it cleaner?

yes, redirect nodes are available in shadergraph when using unity editor 2020.2 and up. https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/65-redirect-elbow-node

Currently available from 2020.2.0a21 / 10.0.0-preview.27 package on.

We're working on a redirect node so that you can manually route your edges to make your graphs neat and readable.

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@short harness in shader graph you right click on an edge/wire and select "add redirect node" ... though i'm realizing this is #✨┃vfx-and-particles and it's different with visual effect graph

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@short harness fortunately vfx has this already too it's just a bit different in how you access it. they are called "inline" nodes and they are available for every data type. e.g. float, int, color, transform etc.

  1. you right click on the edge/wire and select "create node"
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  1. enter "<data type> inline" into the search and select that node e.g. "float (inline)"
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  1. you can also double click the inline node to collapse it / make it smaller... making it almost like the redirect node in shadergraph
short harness
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@dull obsidian yo thx a lot man! 🙏

dull obsidian
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@short harness you're welcome! it's not very intuitive in VFX graph right now. though Unity devs are working on improving that and making these things cohesive across visual graph tools.

short harness
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i added a gravity node to my update

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but the force was rather strong so i wanted to decrease the mass of the particles but it didnt have any effect on the simulation

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any way i can make the effect of the gravity on my particles less? without changing the standard -9.81

short harness
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  • is it possible to rotate particles around a point?
dull obsidian
# short harness any way i can make the effect of the gravity on my particles less? without chang...

a difference in mass alone doesn't change the rate that objects fall. a 1cm solid steel marble and a 10m solid steel wrecking ball will free fall in air at the same rate because their density is too high to experience any air resistance aka drag force. but styrofoam balls of any size or mass will free fall slower than steel because of the low density of styrofoam. the drag force from the air affects it significantly. so it sounds like you want to simulate a drag force by introducing a density attribute and drag coefficient for the air, etc. more info in this video: https://youtu.be/YvNiLmHXZ_U
and book with live code examples: https://natureofcode.com/book/chapter-2-forces/#chapter02_section8

Chapter: 2

Official book website: http://natureofcode.com/

Twitter: https://twitter.com/shiffman

This video covers a drag force in Processing. A drag force is when an object comes into contact with a liquid or gas (air resistance, fluid resistance, also called a "viscous force")

▶ Play video
short harness
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aye thx a lot!

prime dome
bleak knoll
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I have a rocket's engine (doing a lunar lander clone) exhaust come out as a ribbon but the ribbons are pointing in the direction of the ship's velocity. In the attached image, the ship is moving to the right and as you can see, the particles are "flowing in the wind". This goes away if I do it in local space but then the particles will move along with rotating the ship.

willow spoke
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What up peeps? Has anyone ever heard about a particle emitter not emitting (both in scene and game view)?

molten bloom
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I am trying to make this screen pinch/squeeze effect from the Scout Launcher in Outer Wilds. The only thing I can think of is using the Lens Distortion post-processing effect, but I need several “pinches” to happen simultaneously, with different radii at multiple positions.

heady drift
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What would be the closest particle effect to goo/slime? It's affected by gravity, i.e. if it hits a wall it will scale downwards or ground hits would scale outward

arctic lynx
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Is it a good idea to import particle systems from external 3d software (like Blender) ? Or is it better to use Unity's native particles ?

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also, do imported particles have overheads (in terms of performance) ?

opal star
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So right now Im experimenting with procedural characters. Right now Im playing with a monster made out of boid sims and next on the line was a smoke monster but wheb I saw your fx I got inspired for a tar monster haha.

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So you said you use the vfx graph to drive the liquid sim and write particle positions to a buffer yes? Im interested in how you construct the mesh after that

dull obsidian
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Really cool. Care the explain the bit with the volume that is used to generate a mesh? Is it some sdf stuff or what? I always tought that with fluid sim stuff you use the particle data to drive verts in the mesh directly.
@opal star there are ways to generate a mesh from a point cloud or particles, such as Delaunay Triangulation, but it's not as obvious how to parallelize that with GPU compute and even the implementations that are out there are far from being suitable for real-time . So i'm using some more well known methods to go from Points/Particles -> Volume/SDF - > Mesh. namely: a particle bucket sorting algorithm , SDF point stamping into the cells of the volume, a 3D blur of the volume, then a marching cubes algorithm to generate a triangle mesh to be rendered with DrawProceduralIndirect.

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@opal star This is all computed on the GPU with compute shaders, with no memory copied back to the CPU. Though I do have a version that copies the mesh back to the CPU and hands it to Unity Mesh API as that works with any material and render pipeline without needing any custom render passes or custom shader materials.

dull obsidian
# opal star So you said you use the vfx graph to drive the liquid sim and write particle pos...

While I'm not sharing the full fluid surface / mesh generation code, I do have the VFX graph output buffer on github, though it's an incomplete example and only works with BRP as-is, it needs a custom render pass to work with current versions of HDRP, URP likely as well. https://github.com/landonth/unity-vfx-custom-addons

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@opal star you can also find a lot of information on this and similar methods in the the documentation for Mudbun. Which already has some support for rendering particles. the SDF "stamps" in Mudbun are called "brushes": http://longbunnylabs.com/mudbun/

Long Bunny Labs

Welcome! MudBun is a volumetric VFX mesh tool for Unity. It procedurally generates meshes from non-destructive “brushes” that define shapes, distortion, and surface modification. MudBun can also be used for volumetric modeling and provides a convenient auto-rigging feature. Locked meshes,…

opal star
#

@dull obsidian ah thank you so much for the details I will look into this.

#

Ive always been interested in SDF but never could really get into it mainly due to not having the time haha.

#

And if I could finally ask what is the performance like?

dull obsidian
# opal star And if I could finally ask what is the performance like?

The performance is quite good as everything is computed on GPU and stays in GPU memory. and the methods / algorithms used all parallelize well. though there is still room for optimization, e.g. I am wasting a lot of GPU memory by using dense volumes. Mudbun has optimized this by using sparse volumes via hash tables on the GPU. Though there is some small overhead, sparse volumes are much more flexible for use in large scenes and are much more efficient on memory usage.

opal star
#

So you would say its viable to be used for a character vfx in a normal game scene?

dull obsidian
#

Also, regardless, it really depends on the platform you are targeting

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all of the above require a GPU compute capable platform with significant GPU power to spare

opal star
#

Oh yes only modern compute platforms. We are talking about a nezt gen game

dull obsidian
#

@opal star this info from the Mudbun site linked above goes over all of the main points

Compatibility
Unity 2019.3 or newer.
Windows is the only platform under active development, maintenance, and testing. Non-Windows platforms are not guaranteed to run MudBun and support for them is limited. WebGL is not supported for now due to its lack of compute shader capabilities.
Compute shader support is required.
It is highly recommended to target hardware with dedicated GPUs, as MudBun uses compute shaders. It is not recommended to target hardware with integrated GPUs, unless MudBun is only used at edit-time to build meshes to be exported or locked at run-time.
If you are not sure how MudBun runs on your targeted hardware, please try out the trial version first.

opal star
#

Or well current gen I guess.

dull obsidian
#

Okay, then yeah, sure no problem

opal star
#

Is PS5 still considered next gen or current gen now that it is out haha idk

dull obsidian
#

yeah i know right

opal star
#

Ive been meaning to buy mudbun for a while now

dull obsidian
#

PS5 and XSX and new PC GPUs are out but no one can actually buy them

opal star
#

If for nothing but a learning resource

dull obsidian
#

so still "next" gen realistically, sadly

opal star
#

I still call them next gen for sure

bleak knoll
#

kinda off topic but can a hobbyist actually develop and publish to their XSX if they have one?

#

I did some looking around and it seemed like XSX requires being an affiliate or something like that

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(as I pine for the days of 2008 when XB360 let anyone publish to their console)

dull obsidian
#

This sort of technique could certainly run on PS4 and XB1, and most dedicated PC GPUs though. just would take more optimization to balance performance with everything else in the game / app that needs GPU resources

opal star
#

I dont think so. At the very least you would need the SDK. Dont know if you need a dev kit for xbox. You do for playstation.

dull obsidian
#

news to me

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"However, developer mode isn’t entirely free. To activate it on your Xbox, you have to register an individual app developer’s account with the Microsoft Partner Center ($19 in the U.S, but the cost varies in other regions)."

opal star
#

Microsoft are way more lenient in this regard rather than sony.

#

We went trough a lot of hoops to become a sony dev partner.

#

Well I think I will finally buy mudbun after Im done with my boid characters and go from there

bleak knoll
#

@dull obsidian this is great news. thanks for doing the search on my behalf, I would have been fine with just being sent Google results 😉 Thanks for being awesome.

#

seems like anyone can do it, just requires restarting the box to make it go into "dev mode"

#

(and $19)

dull obsidian
# opal star Well I think I will finally buy mudbun after Im done with my boid characters and...

Yeah Mudbun is definitely the most fully featured asset for this type of thing and very well optimized. It didn't exist when I started building my own tools for particle based fluid rendering. I'm not sure how well optimized it is for particles currently as that's not the primary use case, (the docs mentions that higher particle counts can greatly impact performance ) but I know the dev is more than capable of optimizing it, it's just a matter of time.

opal star
#

If the code is provided in the asset I could probably be able to optimize it myself. I just dont seem to have the time to build stuff from scratch these days sadly 😦

#

mudbun also seems to be a fork from a open project. I might start there.

fierce cedar
#

does VFX Graph work without URP/HDRP?

fluid lagoon
fierce cedar
#

f

#

okay cause I gotta use a lot of lights in my game but URP merely supports a max of 8 and hdrp seems to be too heavy

fluid lagoon
#

Do they all need to be realtime?

#

URP supports unlimited baked lights

fierce cedar
#

yup realtime

fluid lagoon
#

Apparently "deferred rendering" will let you have more

#

but I really don't understand what that is or how to use it

#

not sure if that feature is available yet

#

seems like not

fierce cedar
#

neither does it appear in the camera

#

very odd

fierce cedar
#

okay I found it ig @fluid lagoon

fluid lagoon
#

Cool, not sure what other effects that will have on your rendering tho

fierce cedar
#

okay it didn't really change anything

fierce cedar
#

it doesn't seem to increase the amount of lights that you can have

fierce cedar
#

if anyone knows how to increase the light limit in URP then I would highly highly appreciate that

#

🙏

dull obsidian
# fierce cedar if anyone knows how to increase the light limit in URP then I would highly highl...

Deferred render path does not have a light limit, but deferred for URP is not a released feature yet. it may show up in the editor interface in beta / alpha / pre-release but it may not work at all yet or not work fully or have bugs. here it is tracked on the URP roadmap: https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/10-deferred-renderer-support

When using deferred shading, there is no limit on the number of lights that can affect a GameObject. Deferred shading has the advantage that the processing overhead of lighting is proportional to the number of pixels the light shines on. This is determined by the size of the Scene's light volume regardless of how many GameObjects it illuminates....

dull obsidian
# fluid lagoon This post in particular seems promising too: https://forum.unity.com/threads/uni...

Forward+ render path is also an unreleased feature "in progress" on the URP roadmap which will allow for more per object lights than the 8 max "regular" forward has anyway: https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/261-forward-renderer-support

Summary

The forward renderer in URP has an overall limit on the number of lights used when shading. Forward+ improves upon regular forward rendering technique by culling lights spatially rather than per object. This would significantly increase the overall number of lights that can be utilized in rendering a frame.

**Intended Outcome/Use...

#

@fierce cedar that said, VFX graph isn't even fully supported for URP yet, Notably, URP doesn't yet support VFX Graph "Lit" particles... and it sounds like you want a lot of lighting. this feature is also coming relatively soon: https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/97-urp-support-compute-capable-devices-only-lit-particles-and-various-features-and-fixes

We're working on support to make it possible for you to do things like render lit particles or using depth buffer collision using URP.

This will only be support for compute capable devices (platforms HDRP supports) - additional functionality is required to get VFX Graph working on wider range of devices.


#

in the meantime, you could prototype in HDRP and then move your VFX graphs to URP when it's ready. you can also render Lit particles with the Built-in Particle System with URP.

prime dome
#

Hey, i want to do a flare using 100 of the lines seen in the screenshot with VFX Graph
i use set position (circle) to let them spawn on the outer of a circle and they will then move to a outer sphere
my issue is that i cant get the line to look at the position the way i want it to...
the way i want it to look at the centre of a circle
https://gyazo.com/f6e767c60ba4fecb2cd3ab765f3cea10
the way my line is looking at the centre
https://gyazo.com/244f077a56b0f7d3054d637db061115f

i could just rotate it accordingly but that would require me to do it for each one individually meaning i will have to initialize each line itself which is super ugly in several way

is there a way to do this properly ? !

prime dome
bold kelp
#

Does any of you know why particle system fog turns black within a distance?

onyx lake
#

Hi guys 🙂 I have the following problem: when I move too close to the particle system in the scene view, the particles just disappear completely. Looks like they are getting clipped. I tried to use negative values for the near clip plane of the camera, but no luck.

The particles show up in the game view just fine, it's just when I move the camera in the scene view.

Anyone have an idea what this could be caused by?

prime dome
#

Hello Everyone, i'm currently doing the Ruby Adventure Tutorial and i'm having a little trouble with the smoke. It appears on the robot prefab but in game it doesn't. Am i doing something wrong?

past quiver
#

I'm not sure if this is the right channel, but I created a new material out of an image i scanned into the game from a printer, however the image isn't wrapping around the paper gameobject correctly. It zooms in super far; only 1 of the 9 scans appear properly on the paper-gameobject (they are all 8.5x11 scans on regular printer paper), does anyone know how to edit the size of a material or how i can get these images to format correctly on a paper game object? (or a small flat gameobject to be less specific)

sharp patio
#

Ashie if you're still having that problem I did that tutorial a few months back. The issue mine had was the Transform Z was hiding the smoke behind the rest of the assets! If you want to DM me we can talk about it more and I can open up the project to show you.

#

Unfortunately don't have any experience on the printer stuff Thea. Wish I could be more help.

fluid lagoon
prime dome
past quiver
# fluid lagoon The process of projecting 2D textures onto 3D models is called UV mapping. And y...

I changed the image i scanned into a sprite and went into 2d sprite editor (after installing it from package manager cause my project is 3d and the 2d assets were not already present) , would sprite editor though allow the changes i would need to make or would i have to go the UV mapping route? (Thank you btw for the response/help, ive seen and heard of UV mapping but havent worked firsthand with it)

fluid lagoon
#

Is your object using a MeshRenderer or a SpriteRenderer

#

If it's a SpriteRenderer, you can get away with the sprite editor. If it's a MeshRenderer, you need to do the UV mapping

past quiver
fluid lagoon
spiral sparrow
#

where do you usually find a vfx designer for hire?

#

i cannot seem to find one lol, they're all mostly vfxs for videos.

tidal cave
#

Hey y'all, so I'm currently trying to build out a baseball game on Unity, however I am not sure what kind of particle asset would exist if say, a player dove/slid on grass and I wanted blades of grass to fly off of the field. Any pointers/help would gladly be appreciated!

boreal tundra
#

Is it possible to lerp individual particles each to a different specific location in worldspace?

west summit
#

seems I have a bug, Unity 2021.1.0f1 I have some prefabs which contain particles. For some reason some prefabs are spawning with the renderer disabled, others not. It maybe just those outside of camera frustum which are disabled. They do not activate by themselves at all, I've had to manually force it in code but once on it seems to be okay for that object.
Did a quick search and not seen mention of this, so has anyone else experienced this or am I just a special nut?

solid badge
# fierce cedar if anyone knows how to increase the light limit in URP then I would highly highl...

Hey Nickolas, super later, but I did notice a few ways sort of around that in URP. A. You can add a bloom https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/post-processing-bloom.html. B. You can make a flash / glow graph and connect it with your other effects in an event graph. something like this maybe? https://gyazo.com/f7d5a9868d4c7e71b611f83443519835. Just a student right now and this is my first time diving into VFX but hope this helps

solid badge
#

Speaking off, first time trying to use a mesh here. I made this Taurus in blender, Here's what it looks like in the project -> https://gyazo.com/349895097583a02b53a756c043d8c2c1. I'm calling that mesh in this example, yet it doesn't even look symmetrical/ circular (it is). https://gyazo.com/349895097583a02b53a756c043d8c2c1. Im trying to get that Taurus to be more like a thin spinning disk (like one of Saturn;s rings). Lastly the inspector view for this VFX, to show the properties https://gyazo.com/2de32e70dda134fb298c19b597e91deb

royal tulip
#

Can VFX graph be used in the built-in render pipeline?

dull obsidian
royal tulip
#

Dammit

dull obsidian
#

@royal tulip that's not to say you or i or someone else can't extend VFX graph to support BRP in some way, since we have access to the package source. I've been doing custom rendering using VFX graph attribute data in multiple render pipelines with this method: https://github.com/landonth/unity-vfx-custom-addons

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though fair warning that I don't provide any type of support / warranty or guarantee that i'll continue to maintain it. open source anyway

royal tulip
#

interesting, thank you

dull obsidian
teal acorn
#

texture3d: how do make?

#

especially with something like blender, not plugins

hearty veldt
#

Could someone please briefly outline how to go about achieving the kind of particle effects shown here: https://store.steampowered.com/app/810020/Belle_II_in_Virtual_Reality/

I have a text file which contains the track information in a number of steps, i.e. an initial position, final position, the time at which this step takes place, etc. but am quite confused about how to generate a particle at a given time since delayTime seems to apply for particle systems not individual particles.

Can it be done with a single particle system? Hopefully somebody could point me in the right direction as I think I'm going about it in the wrong way completely, thanks!

fast fulcrum
#

Hi, I know VFX works with ARKit , but is there any way I can use it with ARCore ?

wheat furnace
#

Hi all - is there a fairly quick method to create a UI map which has this sort of "highlight region on mouse over" event functionality?

I would like it to highlight the border with a glowing outline when i mouse over it.

short harness
#

what is the best way to trigger a certain particle of your system via c# code?

#

custom event or?

slate sable
# teal acorn texture3d: how do make?

You can make 3D Textures using Houdini, Vectoraygen or custom script to generate it. There probably are some assets that can do it too.
It depends what do you want the 3D texture for.

slate sable
#

I've been using a render texture for saving dynamic wind data and I was creating a new one every time the app plays.
I've been accessing it from shadergraphs and compute shader using the Shader.SetGlobalTexture() and unexposed shadergraph Texture2D properties.
I wanted to use the same approach in VFX Graph but you can't set the property ID there so I'm trying to switch to Render Texture assets instead of generating them via code.
But I'm having trouble with some flag error.
Compute shader (WindComputeShader): Property (_WindMask) at kernel index (0): Attempting to bind Texture ID 259 as UAV but the texture wasn't created with the UAV usage flag set!

I'm guessing it has something to do with the EnableRandomReadWrite thing.
Any ideas how to enable that flag on asset or how to get generated RT to the VFX Graph?

I am thinking about using Landon's custom function node to reading the RTs with specific IDs but it would be nice to avoid using that. (not sure if it would even work)

safe helm
#

anyone started to use the new Skinned mesh sampling in vfx graph yet?

prime dome
#

my chromatic aberration is still global so its mapped to the sides of the screen thats why it looks different when im dragging it into the middle of the screen

short harness
#

does anyone know how to give more segments to this?

#

in the standard ribbon system its in the SPAWN block

#

but since the gpu event doesnt have that im not really sure how...

solid badge
#

^ just a guess but try set size attribute/ set size over life in ur initialize function

#

Maybe do the set size between 2 values 🤔

normal kettle
#

How would i got about randomly selecting a mesh?

#

from mesh nodes

heady drift
#

Is there a way to simulate the blurry depth of field effect in VFX? I want it to be applied all the time to my laser and pointer.

prime dome
#

How do I go about making a grid effect like this?

fluid lagoon
#

in orthographic mode

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with a LayerMask of course..

short harness
#

why are all my particles seethrough?

prime dome
#

I'm using the projector for the grid now but lets say i wanted to make the blue highlighted nodes actually blue in game, how would I do it?
Is there a way to feed shaders positional information somehow ?

dull obsidian
slate sable
# dull obsidian even when creating render textures from c# script code at runtime you should be ...

I know about that but it would be pain to keep references for the vfx. Because I use the same vfx on tons of dynamically generated objects with different hierarchy structures so I would have to have some helper script with the reference or maybe pulling it out of the script that has the RT. Global texture is just more elegant.
I ended up using "Custom Render Texture" for now. All it does is take the global render texture and sample it to render texture asset. ( Didn't even know a thing like that exists tbh )
But thanks for your advice. 🙂

dull obsidian
slate sable
#

just playin with stuff

dull obsidian
versed stirrup
#

Any Simple but beautiful water techniques for a 3d sidescroller

bold kelp
#

Question, how do I bend particle systems direction? I need to create a fire, but instead of it going in a vertical line, I need it to be bent in a cape form. Is that possible?

dire pagoda
#

Hey I am currently making a particle effect, I must be missing a ratio somewhere because only 3 or 4 of the particles (sparks in this case) are textured and emitting light, as you can see in the image the other sparks are gray and missing their lights

#

Its completely random which one has the texture

grizzled epoch
#

Does anyone know how to add a scroreboeard on the big square above my pinball table

lethal owl
#

What's the correct way to destroy all VFX particles currently being rendered by a VFX?
ReInit() doesn't do anything to all the old particles, neither does disabling/enabling it, and nor does Stop()

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I tried setting a bool which updates the Alive state, but on setting it to true on the same frame breakes it

#

I basically am trying to reset a vfx graph to its original state

lethal owl
#

this seems to work 🥴

vfx.Stop();
vfx.SetBool("Alive", false);
vfx.enabled = false;
vfx.Reinit();
vfx.enabled = true;
vfx.SetBool("Alive", true);
bold kelp
# dire pagoda

How did you achieve this curve that your particles are falling in?

dire pagoda
#

I just activated gravity

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plus you can add trails to make it look slightly more curved

bold kelp
dire pagoda
#

nah just add a trail effect

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watch that

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its great

bold kelp
#

Thank you so much! This is brilliant

shut snow
#

does anyone know or know any tutorials on how to distort shadows under a shader graph water plane

solid badge
grizzled epoch
prime dome
vast crypt
#

how do you make it where you can edit the particle curves?

midnight grove
#

@gritty quail This discord isn't a place for hire posts. You can find links to the official forums for this pinned to #💻┃unity-talk.

bright knoll
#

when I try making a burst of particles, it gets misaligned- how do I make it aligned-?

haughty hinge
bright knoll
#

I don't think so- for now I'm just creating props and I'm still in the beginning, so unless having turbulence is set to default-

haughty hinge
#

Are you using the VfxGraph ?

bright knoll
#

no- all I'm using so far is within the inspector and I hadn't seen vfxgraph

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tbh I don't even know where vfxgraph is, since I just started on unity o-|-<

haughty hinge
#

Ahah that's completely fine, the other particle system works very well! Trying to look into it

#

Are you spawning your particles on a circle shape?

#

When I switched the "Radius Thickness" to 0 it aligned perfectly!

#

Hi guys! I am trying to use an Alembic point cache. I am having issues with rendering it. I am trying to spawn cubes for each "point" of the point cloud, but for some reason it is only visible in the scene view. I think it's only showing me the Motion Vector Material, because when I check off "Generate Motion Vector", it disappears in the scene view, even when there is a standard material assigned to the mesh

#

Can anyone give me any pointers on how to deal withe Alembic point caches?

bright knoll
haughty hinge
fallow swan
#

Hello ! I have a question about a particle strip using vfx graph : I'm trying to spawn 2 quad per unit, which works great, but it squashes my texture too much. So I wanted to add a tiling in my shader, to spawn only half of the texture. It also works... but since the UV are "reset" for each particle of the strip, it only spawns the first half, which is intended.

#

But now, I don't know how I could tell my shader which "half" of the texture it should output depending on its position on the strip.

#

I tried to get the particle index and add a modulo to return only 0 and 1, but it doesn't seems to work

#

At least the value seems to always be 0

#

Do you know how to manage tiling in a particle strip ?

haughty hinge
#

Still stuck with this Alembic cache, if anybody has any clue ahah

shut snow
#

does anyone know how to create a more better water shader, with like reflection and refraction

solid badge
#

Anyone know any workarounds for putting vfx into a webgl build?

dull obsidian
# solid badge Anyone know any workarounds for putting vfx into a webgl build?

Sorry but there are none, VFX graph requires compute shader support. The stagnant WebGL API doesn't support / will never support compute shaders. What will happen is web browsers (and Unity) implementing the new WebGPU API, which does support compute shaders, and will eventually succeed WebGL.
https://webgpu.io

solid badge
dull obsidian
# solid badge I have a hunch this is also a bad idea, but what about gpu instancing?

We can't use WebGPU right now, so there's no judgement call worth making here. WebGPU is just a new web API we have to wait for before VFX Graph can target the web. It's not something you'll have to deal with, it will "just work" one day when WebGPU is implemented.

And GPU instancing is beside the point. the Rendering / instancing method isn't the hold up, VFX graph's particle simulation (the "physics" that happen before rendering) is dependent on compute shaders.

All that said, the current, "ready right now" alternatives we have instead of VFX graph are:

  1. Use Unity's built-in (CPU) particle system which works with WebGL
  2. write your own WebGL compatible GPU particle system using some 2d render texture packing method for simulation attributes which is a classic hacky technique but well known and well documented.
  3. there are pre-made WebGL compatible GPU particle systems / sims on the asset store as well.
haughty crystal
#

Anyone have experience with playing back point cloud animations from an Alembic file? The docs seem quite sparse, and I'm not sure how to get it to render

prime dome
prime dome
zealous kelp
#

@prime dome Not the place to hire 🙂

prime dome
#

Nobody never used velocity from direction speed (spherical) node from the vfx graph?

prime dome
#

I tried to create a brand new project on the last LTS version, with HDRP.... same thing. Am I crazy?

slate sable
prime dome
slate sable
#

@prime dome are you sure you are trying to put it in the block? (Init/Update)

#

I didn't even have to enable experimental nodes and I have it there.

slate sable
#

Oh wait

#

My bad

#

I have the experimental things enabled

prime dome
#

oh, I didn't know it existed

slate sable
#

Go to Edit > Preferences > Visual Effects

#

And enable the first thing

prime dome
#

Damn, and because it's for an editor tool it's not in project settings

#

Anyway thanks :DD

bold kelp
fluid lagoon
bold kelp
#

Yeah was wondering if that won't look too fake, too stiff. If I wanted only the end of the tail to move i probably would have to have 2 particles systems one after another right

fluid lagoon
#

a lot of tweaking you can do

#

and yeah 2 systems is an option albeit an annoying one

bold kelp
#

Yup it's a particle system, though I've never heard of those two options.. I'll play arond the velocity but what do you mean by forces?

tough mortar
#

I noticed with particle systems the closer I get to a particle it shrinks and rotates towards me

#

is there a way to have it so the particle fades out when I get close?

#

nevermind I found what I was looking for the in particle material settings, under advanced, "Camera Fading"

tribal orchid
narrow grotto
#

so clean

opaque knoll
#

Hi. I'm trying to spawn particle strips, but the stripIndex seems to always be at index 0
I'm using the Spawn Event, which causes the strip Index field to be shown in the Initialize block, which normally it doesnt
I connect the stripIndex node to it but doesnt do anything

Tried the Increment Strip Index on Start but doesnt help with anything

#

If i spawn the particleStrip with GPUEvent (from a source particle), then the stripIndex is properly distributed

So how do the stripIndex work if it's spawned with SingleBurst or something?

quaint plover
#

Hey yall, I' made a vfx graph that creates a forward decal (among other things) and it is working perfectly in the scene view, but the decal doesn't show up in game. The other particles all show up fine, but just the decal doesn't show. Anyone have any idea how to fix that?

cobalt swift
#

Hey for some reason my particles aren’t leaving the scene like the image stops rendering once it’s done but the game object doesn’t leave do I have to press a specific button to destroy it after it’s done

solid badge
stable hornet
#

Anyone know why my particles with collision on are landing on the collider correctly, and then falling through a moment later? Like when they start to shrink or fade they fall through the object.

#

Not all fall through, but most do and it seems to be at the end of their life, or when they're shrinking.

urban swift
#

What's the fastest way to input a random array of points from script to a vfx graph?

stark roost
#

Hey, is anyone experiencing problems with VFX Graph and Unity 2020.3.3f1? When i freshinstall the VFX Graph with the package manager several warnings show in the console and when i create a default VFX Effect it doesnt work and an error shows up.

cinder wharf
#

hey there, now im playing around with particle systems and i watched this youtube video, where they make an effect for a laser "bullet". it appears to no be a 2d sprite particle, but rather a 3d mesh. Can someone tell me what the way to recreate something similar is?
In particular i want to have a roughly cone shaped spaceship engine exhaust. I thought about using a particle with alignment to the worldspace, but that doesnt work bc if you look straight from the back, it will be like looking into the edge of a paper.
Any suggestions or "key words" to google are appreciated.

Video in question with timestamp:
https://youtu.be/eRfpwHfbqu0?t=453

Alex shows how he creates sound effects for the new ship, and Chris shows us what effects he needs to create before the ship goes into the game.

Star Villains and Space Heroes:
http://svsh.revora.net/

Music:
"The Battle" by Hans Zimmer
"The Looks" by MSTRKRFT

▶ Play video
#

dont hesitate to tag me::)

bronze surge
#

Hello Everyone,

I'm working on a installation where de VFX graph is the center of the scene. I would like my camera to point at the average position of the particles. I'm quite new to the VFX Graph, and I would like some help for the following:

How do I get the average position of the VFX particles? I know that I can use Get Position Attribute operator for each particle, but how do I add all the position and then divide them by the total of the live particles?

solid badge
#

@urban swift can you go in more depth?

dull obsidian
# solid badge <@89205651170922496> can you go in more depth?

yeah true it depends on if @urban swift wants to input a random array of points from a script to a single visual effect (best to use a point cache / attribute map like what i linked to above.) but if they want entire visual effect instances at each point set by the script (they should use instantiate like you just described.)

solid badge
#

@bronze surge use scene veiw(scene tab) not game view and zoom out. Then you can drag it into the heircy, and loop it(youll have buttons to pause, stop, reset, and play) from the scene. Also might want to move your main camera back while your at it.

#

^ Theres a hotkey for auto setting your main cam to your current view, but I forgot it atm.

urban swift
#

Hi sorry was at work, yea essentially it's a painted grass tool on any mesh, and I was initially combining quads into a larger mesh for performance, and I saw vfx could do grass too, so I wanted to see if they way was more efficient

#

And I saw point caches, just not much on how to build them in script

dull obsidian
urban swift
#

Ohh thanks a ton that could work

solid badge
#

@urban swift technically grass is also usually a billboard for optimization, usually mixed with shader graphs. Interested to see how you can do it with vfx graphs instead

sonic burrow
#

i was following a tutorial and i came across this and i was stomped as he uses this assets prefabs but this an old unity how can i get it?

pliant vale
#

Im trying to add a dissolve shader effect for a 3d object, but my problem is that i loose the material of that object because the dissolve effect is also a material and I can't add both materials to one object, how can I fix my problem?

upbeat sun
#

is it possible to change the color of a particle system to hue change over time? Like all of them emitted currently

fallow swan
#

I'm having an issue with trails (and particle strips from VFX graph), and I don't think I've seen any solution about it : how can I keep my trail from following the head ? By that, I mean that currently, the end of my trail will be dragged by its head, which is annoying if I want to generate effects like smoke and want to keep it where is spawned (without spawning individual particles, because they wont be connected). I do understand that it's a complex issue, and an old one in many engines.

ocean jetty
#

It's not mine but you have to see this

#

好久不见!!:D
很高兴又来发表VFX作品了!
Vergil-Just judgement cut【次元斩·绝】.
我是DMC的粉丝,我热爱这个游戏。
于是我制作了这个效果,Vergil-Animation、Just judgement cut-VFX 独立完成。【因为我不是专业的动画艺术家,制作的Animation并不是很专业,因此会有非常多瑕疵】
从六年前我就开始模仿并制作DMC中的特效,时间过的真的很快,看很庆幸可以看到自己正在进步。

在早期,我发布了很多VFX视频,如果感兴趣,也欢迎观看!不过因为没有保存高清视频,分辨率非常不清晰,很多人留言反映了这个情况hhh。

这次我准备了4K画质,不再留遗憾~
I need more power!❌
I need more 4K!✔✔...

▶ Play video
prime anvil
#

Is it possible to have a particle cull other particles?

vocal lynx
#

I need help with my muzzle flash effect

#

Not sure why its constantly looping despite being put off loop :/

inner topaz
#

do you mean looping in the editor or when playing?

bronze surge
#

Im trying to understand

#

this node

#

from the documentation, it reads: "Returns the total time with a fraction of the delta time randomized per-particle. Use this time node to randomize sub-frame position computations and prevent discrete stepping."

#

But I dont really know what does mean.

vocal lynx
inner topaz
#

what are your emmission settings?

#

(just in case you are on your PC/mac)

stable plinth
#

I have a question about separating and combining portions of a texture, is this the right place to ask about it?

bronze surge
#

maybe that's image processing?

dull obsidian
stable plinth
opal star
fluid lagoon
opal star
#

thanks

prime dome
#

Be sure your particle are spwaning (if you use a single burst or whatever)

random mica
#

Hello guys. New dude here. So I am dabbling in some VFX using particle system. I want to create an impact effect with this kind of heat/distortion wave that would just spawn with the rest of effects during impact. I assume the best way to approach it is creating shader through shader graph right? And if so, does anyone have a easy to follow tutorial for that? Thanks in advance!

prime dome
#

Do you mean that even if you use a rate spawn block as an entry point, and you simply drag and drop the vfx to the scene (which create a go with a visual effect and the asset correctly assigned). Then you look into the scene and don't see anything? (be carefull with World/Local position maybe?)

deft pilot
#

how do i make particles have glow

midnight grove
#

You need to give them an emissive material and use post process bloom.

deft pilot
#

how do i use post process bloom

#

and the emmisive material doesn't work it just makes the material's colour lighter instead of making it glow at all

midnight grove
#

Because you need bloom. One doesn't work without the other.

#

Look up some tutorials on setting up post processing.

deft pilot
#

can i use post processing and bloom with just normal unity or do i need something like HDRP for it to run

midnight grove
#

Any render pipeline can use post processing

deft pilot
#

how do i get it

midnight grove
deft pilot
#

i did it

#

i enabled bloom

#

now what, how do i get my particles to glow

deft pilot
#

ok i did it thanks

random mica
tall summit
#

I'm on the verge of a stroke, what's the workflow to set a particle color in an Event Attribute

#

Say I have a "FireLaser" event, and from script I have

m_FireLaserEventAttribute = m_LaserEffect.CreateVFXEventAttribute();
m_FireLaserEventAttribute.SetVector4(colorAttributeID, m_greenLaser); m_LaserEffect.SendEvent(fireLaserEvent, m_FireLaserEventAttribute);
#

but setting aside the script, I am having troubles from the Event Tester already, and I'm sure that if I solve this trivial error there I'd be able to solve it into the code too

#

"Inherit Source Color (Set)" doesn't seem to do anything

royal tulip
#

I've had this problem many times before. i make a VFX graph. and it wont render when i press play... Why does this happen?

tall summit
royal tulip
#

Bounding box of what

#

How do i make this box bigger?

tall summit
#

change the values in that section

#

also, notice the tiny (L), you can choose whether you want the bounding box to be computed in local or world space by clicking on it

royal tulip
#

i set the box to 100, still cant see it

#

I debugged, it must be playing

tall summit
#

Sorry, just putting up also with my problems here

tall summit
royal tulip
#

I have multiple cameras, is there a way to dictate what camera its referecning for the bounding box?

#

I have a suspicion its using the wrong camera

tall summit
#

you forgot the UpdateParticle Block

#

even if you don't put anything in there, it is mandatory

royal tulip
#

for real?

tall summit
#

so it seems

royal tulip
#

You're right

tall summit
#

Back again on the VFX EventAttribute issue

#

Here's the situation: I want to use the Event Tester to set the built-in color variable and spawn a single particle with a specific color

#

Here's my testing setup: no matter the value I put into color, the outcome is always a white ray

#

No matter how, it refuses to pick up the color value and instead outputs the default white

#

On a related note, every time I modify something in the graph these warning get spewed out

#

Update: it doesn't even work with other parameters, can anyone help me please?

#

Last Update: EventAttribute payloads are absolutely broken and cannot be used, I've resorted to setting the property on the emitter manually rather than wrapping it into an event

#

but still, without Event payloads I can't absolutely set per-particle values from script

royal tulip
#

i have a simple particle system in VFX graph, i need it to be world space. But when i set it to world space its not eminating from where the VFX graph is, its spaening it at the objects root position

#

How do i fix this?

fluid lagoon
#

or whatever it's called

#

been a while since I used VFX

royal tulip
#

Once again you a g, thank you

calm path
#

Hello everyone! I'm sort of a level designer who can't code 😄 I'm trying to create a scrolling background made of 2-3 layers. For that, I need to extract 2-3 corresponding images from a scene. I've spent several hours reading/watching tutorials and tinkering on my own, to no avail. Could anyone please help me?

tall summit
calm path
# tall summit What do you mean "extracting images from a scene", which tutorials are you looki...

Basically I want to create a scrolling background that looks like a part of the scene (as in made of the same assets, terrain, etc) , just more distant. It's for a side scroller with relatively few assets, and even that little was not made for game development.
I was trying to use reflection probes (and sometimes the camera) to take snapshots of certain sections of the scene, but I cannot transform them to .jpg files.

I'm trying to go along this to come up with the images:
https://www.youtube.com/watch?v=-ZEtUZBcC7A&ab_channel=DumbGameDev

The tutorials start off with having images already available to make the scrolling background:
https://www.youtube.com/watch?v=P3LXGbSA4c0&ab_channel=JasonWeimann
https://www.youtube.com/watch?v=RXNXEIwOLMA&ab_channel=AwesomeTuts
https://www.youtube.com/watch?v=32EIYs6Z18Q&ab_channel=MadFireOn
https://www.youtube.com/watch?v=zit45k6CUMk&ab_channel=Dani
https://www.youtube.com/watch?v=HrDxnMI7pCc&ab_channel=ChargerGames
https://www.youtube.com/watch?v=nGw_UBJQPDY&ab_channel=quill18creates

grand eagle
#

Is it possible to extract an VFX frame as a 3D gameObject? I'm working with the Record3D app & looking at trying to save a VolCap frame as an 3D object.

tall summit
tall summit
# calm path Perspective camera

Ok so you're going to have a collection of pictures, each taken at a different depth, so that you can later do a parallax effect

calm path
#

Yes, but I'm still struggling with taking those pictures 🙂

tall summit
#

So, first of all, avoid JPG, why would you muddle up the result with artifacts when you can have crispier results with .png

#

Second, have a look at Unity Recorder

#

it's an official plugin, you can find it in the package manager

calm path
#

On it

#

Which one do I need?

tall summit
#

those are the samples

#

you might want to look at the first one though

calm path
#

When I open the Recorder window, I get tons of error messages

tall summit
#

Well, that's because you've imported the sample but not the package itself

#

have you pressed "import" in the package manager window?

calm path
#

Turns out I've already had it - so I updated it to 2.5.5

#

I removed 2.5.5 and installed it again, it's working now 😄

#

Where can I set depth?

tall summit
#

You don't

calm path
#

I just move the camera around?

tall summit
#

Build a dummy scene for your background

#

separate the objects in groups based on their distance

#

keep the camera in one point, then take a screenshot with each group isolated

#

you don't want to move the camera around because you don't want to break the perspective

calm path
#

Oh, I see

#

Is it normal for the "STOP RECORDING" button to remain greyed out for long?

#

It says the frame is processed

tall summit
#

it stays greyed out if it is already recording

#

or if it's still in play mode

calm path
#

I've set it to single frame

#

Ticked Exit Play Mode

#

If I stop play mode, I still don't see anything in the designated output folder

#

I can see the image in the Game window

nocturne yarrow
#

Is this something I can accomplish in VFX Graph with an exposed property only?

#

Sorry, pretty new to VFX graph. Trying to wrap my head around this. I'm trying to make a VFX that replaces the trail renderer, which had limitations/problems for my project

nocturne yarrow
cunning cradle
#

@nocturne yarrow Sorry derp, not sure. See you here and in general, not ignoring, I just don't know.

#

best thing you can do is continue working through it, and updating your post here with new bits (it seems you're already doing that which is good).

nocturne yarrow
#

I did figure it out, it just took all day. VFX graph is suitable for making trails 🙂 although in URP, they currently must be unlit, which kind of sucks for my purpose.

#

I also think the performance is worse than just using a trail renderer, but it does fulfill my needs.

dull obsidian
dull obsidian
nocturne yarrow
#

the most annoying thing is that adjusting the alpha on this style of trail didn't look very good

#

my particle is white, and blend mode additive, but transparent particles took on sort of an ugly beige/grey color that I can't really explain

tough mortar
#

really simple question, how can I give particles a random rotation in VFX graph?

#

nevermind. Adding a "Set angle random per component' to my particle init and changing the channels to Z worked

undone comet
#

Not sure where to post this, but anyone know how to make it so trails only render in local space?

#

I'm getting this effect when moving with my vehicle throughout the map, even though the trail only emits when an attack animation is playing.

tough mortar
#

Does anyone have the documentation for attribute blocks? The link is dead in the docs

#

^^ dead link

vague zinc
dull obsidian
# tough mortar Does anyone have the documentation for attribute blocks? The link is dead in the...

version 6.9 is very outdated at this point, but search engines still link to old documentation (in general) for reasons i won't go into. you can find the latest vfx graph docs here. this link is also always pinned to the #✨┃vfx-and-particles channel here. Then navigate to Node Library, Block, Attribute, and you'll see all the reference docs for the Block nodes dealing with attributes listed https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest

radiant cipher
#

Looks like a temporal anti-aliasing artifact to me

short harness
#

is there a node that can output 1 out of an amount of values that were put in based on a int variable

#

1 2 3 4

agile dawn
#

hello , i need some help on making the water splash effect with particle in 2D , which look like this , which spawn when something hit the water surface

lunar umbra
dull obsidian
rustic flax
#

what is vfx ?

dull obsidian
# rustic flax what is vfx ?

vfx = visual effects. often things like explosions, magic, particle systems. water, fire, smoke, destruction, swarms of small objects like birds, insects, etc.

rustic flax
#

thanks

solid badge
#

Hmm

#

Not really a "speed"

#

But if game object is moving can for instance use it to make trail diff color as it moves away from player

#

^ maybe age over lifetime as well

winged sand
#

is there any block graph that can retrive one specified position data from a point cache with given index?

feral spindle
#

So I'm sure most of ya'll know that flares stay the same size regardless of distance to the camera... so what do ya'll do? I know you can resize them but doing that for thousands of light flares would be very slow. What is my solution here? I need it for care headlights, streetlamps as well as traffic lights.

tall summit
#

Visual Effect graphs have "Set Color" / "Set Alpha" blocks that seem to operate on hidden shader attributes, named respectively color and alpha, how do I make a custom vfx shader graph that correctly exposes these parameters?
The best I can do is exposing my own parameters and drive them from outside, but they don't interact with the aforementioned blocks

#

To be clear: this works, Set Color over Life affects the particles

#

Custom shader graph, doesn't work because it's not clear how the block passes information to the underlying shader graph

past owl
#

Rasengan VFX finished 🔥✨

half aurora
#

Hi, I'm trying to create a shockwave effect using particles. I have a sprite that grows in size over time, but for some reason, it gets clipped when in game. The sprite just visually does not get any bigger past a certain point in-game, even though it should be way bigger than the player.

royal panther
#

Hey Everyone, I am trying to use some VFX in a school project I am working on but am running into some trouble with the project.

Anytime I try to use Particle Strips I get the following Error

[AwesomeOrb] [Trail Bodies] Update Particle Strip.compute: Kernel at index (0) is invalid
[AwesomeOrb] [Heads] Update Particle.compute: Kernel at index (0) is invalid

It works fine in a different project, but not this one. Even after removing and reinstalling the VFX Graph is still gives errors.

#

Anyone have an idea what may be going wrong with it?

sudden sphinx
deft pilot
#

how do i make vfx stop and start in c#

solid badge
#

@deft pilot instantiate functions

deft pilot
#

what?

solid badge
deft pilot
#

no

#

that is not what i want

solid badge
#

What do you want?

deft pilot
#

it is not particle system it is vfx

solid badge
#

Same thing only as array

deft pilot
#

i want it to play once, than destroy itself or stop playing

solid badge
#

do u have an event system?

deft pilot
#

it is looping, and some of the particles go for longer than the others so if i played it for .4 seconds before destroying it, all of the particles would play, but the orange particles would restart

deft pilot
#

wdym

#

idk

solid badge
#

so like

#

my "example"

#

instantiating vfx graph on hit

#

with a game manager

#
private void OnTriggerEnter(Collider other)
            {
                Vector3 newParticlePos = new Vector3(pos.x, pos.y, transform.position.z - 0.01f);
                Instantiate(GameManager.Instance.hitParticle, newParticlePos, Quaternion.identity);
                Instantiate(GameManager.Instance.vfx[0], newParticlePos, Quaternion.identity);

            }
            else
                Instantiate(GameManager.Instance.hitParticle, pos, Quaternion.identity);
            Instantiate(GameManager.Instance.vfx[0], pos, Quaternion.identity);

            GetHit(Random.Range(pInfo.tDmgController.minGivenDamage, pInfo.tDmgController.maxGivenDamage));
        } ```
deft pilot
#

how do i call the events in c#

solid badge
#

this is particle system

#

mixed with vfx

#

in a gamemanager

#
    public ParticleSystem hitParticle;
    public static GameManager Instance;

    public List<GameObject> vfx = new List<GameObject>();
    private GameObject effectToSpawn;
    private void Awake()
    {
        Instance = this;
        effectToSpawn = vfx[0];
    }
} ```
#

so I use arrays

#

cause might want more than one

#

this for a 2.5D fighter with the vfx being spawned on collision with enemy, along with some hit particles

#

can use whatever data struct fills ur need

#

gonna need to instantiate it too tho

prime dome
#

im watching a VFX Graph tutorial and hes using a set size node but there doesnt seem to be one for me...just a get size..has it changed to something else?

prime dome
#

got it, i had to hit space on the actual appropriate node cluster, just right clicking wont bring them up and auto-add them to the appropriate area

slate sable
prime dome
#

thank god i got used to Shader Graph before trying this, otherwise might have spent a week gritting my teeth over that instead of just asking XD

slate sable
# deft pilot how do i call the events in c#

You need to be using UnityEngine.VFX to call C# methods on effects from VFX Graph.
Then you can do something like VisualEffect vfx and these methods.

vfx.Play();
vfx.Stop();
vfx.SendEvent("MyEvent1");
vfx.SendEvent("MyEvent2");
#

You can also set which event triggers when the object becomes active in scene.
That is on the VisualEffect asset itself

deft pilot
#

omg thanks so much

past owl
sudden sphinx
past owl
#

what we do here 👀

#

anime style fireball ✨ finished

sudden sphinx
#

holy hell, this looks amazing!

#

Big fan! pogU

#

I didn't know stuff this amazing was possible solely in unity without extra programs. that's pog

fluid lagoon
#

VFX Graph is awesome

past owl
past owl
willow trellis
#

Hi. I need help with this:
I am making an effect for shooting, so I am firing a particle so that it looks like a bullet travelling. Now if I have a weapon like a shotgun I need to fire multiple particles, the thing is in order for the particles to match the direct of the rays being cast I need to be able to tell the VFX component what velocity to apply to each particle but there's now way (that I can find) of setting a property for each individual particle from a script (or from the editor for that matter).
Any help or suggestions are appreciated

hollow pasture
hollow pasture
willow trellis
# hollow pasture how do your bullets work? is it raycast and your bullet travels so fast that pre...

It is the first one (though I would love to make it the second one). Basically, I use a tiny delay between the player clicking and the ray being cast. I shoot the particle as soon as the player clicks, but I cast the ray a couple of milliseconds later, I set the velocity of the particle using an exposed property, so that the particle is guaranteed to travel in the same direction as the ray is cast (but it is not guaranteed to be at the point of impact by time the ray is cast).

past owl
#

I have a question

#

how mush is vfx designer salery

warped meadow
#

Hey so this texture im using for/with a shader graph has this black border around it.. i got told to check "Alpha is transparency" in the import settings but sadly that didnt work.. could anyone help?

prime dome
#

Hi all, just experimenting with VFX Graph, I output a single particle mesh sphere and i'm trying to figure out how I would apply a Fresnel-style look, currently im using gradient color but it doesnt seem to work, anyone know how i would achieve that?

fallow swan
#

You have to tick "Experimental feature" to see the shader option

prime dome
#

yeah, i was wondering if there was a way to have the particle system itself generate it

fallow swan
#

Lets wait to see if someone else has any idea, i'm a beginner so I don't want to give you bad advices ^^

#

But I think the usual way to give an effect to a particule is to use a custom shader

prime dome
#

it's all cool, im familiar with ShaderGraph so could do that easily, but i wanted to see if i can make everything drag-and-drop so it doesnt rely on external materials etc

fallow swan
#

Particule and shaders are very linked

#

Yeah

prime dome
#

I managed to do suns 🙂

fallow swan
#

WoW

#

Now that's a nice looking sun !

#

You want to replicate it with only particles ?

prime dome
#

no it's all particles already, im working on a Black hole and just wanted the fresnel for the outer whiteness

#

White Sun 🙂

fallow swan
#

Nice !

#

I guess that's a lot of particles ?

prime dome
#

each one varies but it's always under 1mil.

I think the highest I have so far is 720k particles

past owl
#

does anyone know how can I having the HDR color here

#

the Intesity slider

prime dome
#

anyone know in VFX Graph how to change the culling? i want it to work but at the moment it only uses the effects centre as the cutoff so my effects pop in/out a lot, is there a way to change it so it culls if none of the particles are visible instead?

prime dome
#

@past owl Heres a subspace tear I made, you see the scaling box in the middle of it? if that box moves off screen the entire effect gets culled and pops out, is there any way to keep it rendered as long as a single particle is on screen? that way it should only get culled when the entire effect is off-screen

past owl
#

i dont understand what you mean

prime dome
#

ok np

fluid lagoon
#

If the Bounds are not in the camera frustum it will be culled

prime dome
#

hmmm, the bounds are at 20000 each side....

fluid lagoon
#

hmm

#

If you check the "show bounds" in bottom right of your screenshot?

prime dome
#

ok NP, seems my scaling was a little off, sorted it cheers

fluid lagoon
#

:+1:

fallow swan
#

Hello, I'm trying to orient particules toward the center of a sequential circle they spawn from

#

I'm using this setup :

#

But for some reasons the Look at throw me an error

#

That I don't understand

lusty kernel
past owl
prime dome
#

anyone know how I would change the render space of effects in VFX graph? so if the effect moves the particles will remain in world space

vestal solar
prime dome
#

cheers @vestal solar !

prime dome
#

Hey i've spend 3 months of getting "good" at vfx to recreate Vergil's Judgement Cut from DMC5SE and this is my final result:

#

I would love to get some feedback or critique on this since this is my first vfx ever 🙂

tall summit
#

or, there's a more "cursed" way to do it

prime dome
#

i sorted it yesterday, thanks 😛

tall summit
#

Has anything changed for Visual Effect Graphs in Unity 2021?

#

Are lit particles there yet?

prime dome
#

i believe so , i see a couple of Lit options

prime dome
#

@tall summit

prime dome
#

anyone know the process for optimization in VFX Graph? in shader graph both paths are computed on a branch then the result displayed so its best not to stack effects unless necessary, does the same hold true for VFXG? if I made say, 6 different types of sun inside a single graph, then hooked up a bunch of bools which change the spawn rates to 0 / >0 depending on which is selected, would it be better to have an individual graph per sun?

#

just spoke to a friend and apparently its better to have individual graphs as the Capacity field is what takes the performance, it "reserves" the required memory for it, which explains why theres no Input option for the capacity field, it's set in stone once the game starts.

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hi, im new here. i try to setup a a vfx graph that uses the depth position node to spawn. but i cant get it to run. the particles spawn all over the screen but i want them to spawn at untransparent positions of the depthbuffer. how can i do that? greetings from germany

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i also read that the depth buffer based nodes are still under construction

rustic ore
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Hi, I'm getting no Trigger Events or GPU components showing when I hit space and search to add one. Anyone know what the issue might be?

prime dome
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@rustic ore do you use urp?

rustic ore
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HDRP

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I'm on Unity 2020.3.1

prime dome
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i think you have to change some settings ion preferences

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i think it was experimental nodes

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yes thats it

rustic ore
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Done, awesome. Thank you

prime dome
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youre welcome bro!

rustic ore
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I'm also trying to find any good tutorial sources for adding lights to a VFX Graph. Any suggestions?

prime dome
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a vfx cant emit light

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but you can use lit outputs

fluid lagoon
prime dome
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yes

rustic ore
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That is kind of crazy!

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Lit outputs, though. Effective?

prime dome
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depends on what you want to do

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use some bloom

prime dome
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i got the damn depth buffer working, but i still dont know what the problem was. help apreciated. i read the node descriptions 40 times!

tall summit
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Why didn't they provide a way to make vfx particles act as light source, like Shuriken does? Is it because in the end there's really no use case for that many point lights?

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Aside from the obvious performance hit

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I mean, if you have that many lights swarming around you might as well emulate the effect with a single flickering point light

prime dome
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@tall summit im fairly sure VFX Graph uses ECS at it's core and thats not currently compatible with standard point lights.

You may find when they get lights working fully in DOTS they will add lights to the VFX Graph.

This (i think) is also the reason VFX Graph particles wont collide with standard colliders / rigidbodies, but they do with ECS ones.

soft pelican
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This VFX appears to fade-away with distance. I know it is not the camera far-clip, since other visible vfxs (the stars) are further away and visible. Not clipping all at once, so I don't think it's a bounds issue. Seem almost like light attenuation? any ideas how to fix it/possible causes? https://gyazo.com/25c73f11bac8eaff32640964fd6f0c36

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^ by @prime dome ❤️

inner topaz
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i have seen this with cutout materials in particular
but you don*t seem to use a cutout material

soft pelican
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it's using the default particle and default VFX shader.. I dont think I change the import setting on the default particle, I'll make a copy and use that.

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good idea re mip maps- thank you!

soft pelican
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@inner topaz Looking like that did it! thanks again!

inner topaz
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glad it works now 🙂

viral coral
# prime dome https://www.artstation.com/artwork/8e0LrR

Awesome Mirko, do you have a breakdown of the process? Or how did you compose that? Something like:

  • Texture for Ground cuts
  • Plane with the distortion shader
  • Mesh for the slashes

I am very interesting on those type of VFXs.

prime dome
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@viral coral Sure, just dm me

dull obsidian
# prime dome <@!260000654045609984> im fairly sure VFX Graph uses ECS at it's core and thats ...

VFX graph doesn't currently use ECS or DOTS (that will likely change in the future.) The reason there is no Particle Light Output for VFX graph is because Light instantiation in Unity happens on the CPU, but VFX graph particle simulation happens on the GPU. This is distinct from how Built-in ParticleSystem (fka Shuriken) particle simulation is on the CPU, so particle data is already where it needs to be to instantiate Lights from the CPU.

dull obsidian
# tall summit Why didn't they provide a way to make vfx particles act as light source, like Sh...

VFX graph does allow for Spawn events to instantiate lights, just not individual particles. This is because Spawn events are on the CPU, but individual particles exist only on the GPU. (and Light instantiation happens on the CPU.) Per particle lights or a random sampling of particles for instantiating Lights could be possible in the future; making it work is tricky but not impossible. the VFX graph Roadmap shows that this feature is under consideration https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/110-particle-light-output

A new particle output to render particles as lights.

dull obsidian
# tall summit Aside from the obvious performance hit

This is the main reason, copying data from GPU to CPU memory has a hefty performance penalty in most cases, in addition to the cost of rendering many real-time lights. there are non-trivial ways to mitigate / work around this.

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@rustic ore @prime dome @fluid lagoon see my messages above for more info on VFX Graph Particle Light Output. I also personally already came up with my own modifications that could be used to instantiate per particle lights from VFX graph, but as mentioned, it has major performance limitations, and I'm using internal Unity classes that aren't intended to be accessed.

short harness
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how do i give this more segments?

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strip capacity doesnt do anything

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i try make it a quick swipe

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but then it looks like crap

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cause of the segments

modest jolt
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I have a noob q with standard particle systems. I've got a fireball effect that has a sub-emitter (child prefab) acting as the fireball trail. The trail emits when setting a starting speed on the fireball, but not when setting starting speed to 0. I want the effect to be used as a player ability, so starting speed is not relevant, but I can't seem to get the fireball trail to emit based upon parent transform... if that makes any sense? Thank you

prime dome
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@modest jolt try changing the rendering space from local to world on the trail

modest jolt
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great idea, thank you!

prime dome
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hi, i made a zbuffer test with a property binder camera. i have a zbuffer and the geometry of the particles is fine, but they spawn behind my camera... somebody know why?

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i can add position, but its kinda sad

eternal nebula
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is there any resource detailing visual effects graph compatibility with the urp? and maybe a roadmap as well

prime dome
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@eternal nebula what do you want to know? the only things urp cant do are: lit particle outputs and distortion out

dull obsidian
# eternal nebula is there any resource detailing visual effects graph compatibility with the urp?...

full URP support for Visual Effects Graph (GPU compute platforms only) is in progress right now. you can track this on the vfx graph roadmap here, which is also pinned to this channel for future reference: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/9-visual-effect-graph

Product roadmap and feature requests. Welcome to our product portal.

jade crypt
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Hi, I was wondering if anyone knew how Unity created the signed distance field as used in the genie VFX Graph example

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I want to experiment with it a bit and think it would be cool to learn how to do something with SDFs

prime dome
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@jade crypt You can download the full demo I believe if you google it, it should contain the graph so you can dive into it and see how it works

jade crypt
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I did. I am asking about the SDF they use

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Idk how they created it

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I was looking at SDFs on google, which gets added into the "Conform with Signed Distance Field"

eternal nebula
eternal nebula
slate sable
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When I use GPU Event. Is the capacity in the "sub particle system" per Visual Effect or is that capacity for each Parent Particle.
I've been running into some insane memory issues when trying some things out.
So if I have capacity of 50 on the parent system and then 100 on the GPU event particle system, does that mean that each of the 50 particles can have 100 particles spawned or is it only 100 in total for all 50.

prime dome
prime dome
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is it possible to print values with custom node?

slate sable
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Is there a way to hotswap pointcaches (with same properties) on runtime?
I'm thinking that I would have to make compute shader and some render textures to get the data in the graph.
Isn't that exactly what the importer does with the pointcache? Or does the vfx shader gets baked with the pointcache data inside.

dull obsidian
# prime dome you can bake it houdini. but this kinda sux because you cant export fbx in houdi...

@jade crypt fortunately, we don't use FBX format for SDF, so we can still use Houdini Apprentice (the Free version) for exporting SDF or point cache for Unity VFX graph https://www.youtube.com/watch?v=z1Am4DIDEzw

In this short video i show you how you can export point caches and signed distance fields (SDFs) from the free apprentice version of houdini and how you can use them inside the unity editor and the new VFX graph.

As this is my first tutorial video ever made, i appologize for any mistakes and would appreciate you kind feedback!

More updates on ...

▶ Play video
prime dome
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you cant create force at runtime. you only can set position

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it would be nice if particles could atract other particles, but its not possible

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BUT: YOU CAN USE THE DEPTH BUFFER AS A POINT CACHE

dull obsidian
prime dome
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also: you can use render texture as point cache( with set position from map), but the format has to be argb half/float

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as far as i know, you can only convert the rendertexture via script. using just a rendertexture as pointcache (or set position from map) does not work for me

dull obsidian
dull obsidian
prime dome
dull obsidian
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and @prime dome is correct, you can use the "set position from map" block node to do this

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as an "attribute map" is just particle attributes packed into a texture (map)... and point cache is just a static attribute map

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they used a lot of different terminology to describe very similar concepts lol

prime dome
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do you know how to convert a rendertexture the right way?

slate sable
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I'm actually using few render textures right now. Writing to them with compute shaders. And to get them to VGX graph easily, I set them as globalTextures with a script and then use "custom render textures" that can read from them directly and write to custom render texture assets. It's a weird workaround but it works flawlessly. 😅

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But right now I have bunch of static points that get generated once on startup with a script and it's a bummer that I can't change the pointcache with script not even once.

prime dome
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can somebody tell me why i cant use "inherit source target position". if i set position to source target position, my particles always conform to {0,0,0}

dull obsidian
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like so

prime dome
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is the getparticle id needed ?

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i dont know why, but this method is just not working for me with a standart rendertexture

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thats why i use the "Set position depth node"

dull obsidian
# prime dome is the getparticle id needed ?

you might be able to use Sample Mode: Sequential instead? or Sample Mode: Random if you just want a random sampling. either way i usually prefer explicitly assigning the particle id as the index to the map to make it more clear what's actually happening, and ensure there isn't some implicit nonsense going on under the hood throwing off the exact index

dull obsidian
prime dome
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yea i changed the sample mode, but with a standart render texture theres not even a single particle spawning

slate sable
dull obsidian
slate sable
dull obsidian
prime dome
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but how can i change the format via code? just put a script in the main assetsfolder?

modest jolt
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I have a noob q with standard particle systems. I've got a fireball effect that has a sub-emitter (child prefab) acting as the fireball trail. The trail emits when setting a starting speed on the fireball, but not when setting starting speed to 0. I want the effect to be used as a player ability, so starting speed is not relevant, but I can't seem to get the fireball trail to emit based upon parent transform... if that makes any sense? Simulation space to world on the trail didn't seem to help 😦

prime dome
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@dull obsidian thnks for your help! that helped me a lot!

dull obsidian
dull obsidian
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it really wouldn't be that complicated of a script if you did need something like that down the road.

slate sable
dull obsidian
willow juniper
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Anyone know how to kill all particles when a Stop event is received?

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For VFX graph.

prime dome
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Set Lifetime = 0

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Use the Stopevent AS a Component INSIDE the Graph. Connect IT to an and and invert the Output to Zero. Send the Zero to nlifetimenode

willow juniper
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So from C# I call the VisualEffect and there's some method for setting the lifetime of the graph itself?

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Sorry sent that just as yours came in let me see if I can follow that along. Thanks for the guidance.

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ok so just to make sure I get that right, is there an event node I'm missing that works inside the graph with other properties etc, or are you saying forget using an actual event and instead just call (for example) a bool that controls an output to lifetime, and when the bool switches it goes 0?

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The Event context (I think is the jargon) doesn't seem to mix with the normal properties.

prime dome
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Usualy the Main Stop Event Kills all particles

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And yes you can make use of Events INSIDE vfx that are sent from outside

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Like Stop event

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AS a node

willow juniper
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Can you tell me the name of the node I'd be using or maybe do you happen to have a link to any examples?

prime dome
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Look For Keyword event when adding a note

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If the node ist Missing you May have to activate Events in the preferences

lethal owl
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Is it just me that I find it ridiculous that this isn't there by default?

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(this being, kill all particles on an event)

prime dome
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Depends und what you try to do

willow juniper
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ok so just to be sure I get this right, the node itself is called "Look For Keyword"?

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I really appreciate you taking the time, by the way.

prime dome
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No sry: Event ist the keyword

willow juniper
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What I'm really trying to accomplish is to pass ownership of existing particles to the new system.

prime dome
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Also: GPU event

willow juniper
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My testing and reading indicates (and I may be wrong on this) that the best I can do is pass an event and inherit the prior particles' values in the new system.

prime dome
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Yes

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Activate it in preferences

willow juniper
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But the problem I had is my existing particles keep moving how they were instead of "blending" with the new particle system's forces.

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Yeah that's enabled.

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I have the event node

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But when it runs, while the systems "switch", the old particles keep behaving the old way until their death.

prime dome
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Inherit source speed

willow juniper
prime dome
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Or velocity

willow juniper
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In case this helps paint a better picture.

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The Inherits are in different areas for testing right now. I tried both in Update and both in Initiatlize.

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Ignore the "OnStop" event naming I just did that for a test it was named otherwise before.

prime dome
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Your Setup ist wrong

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Dont use the Spawn Methode. Use the GPU event (2. Sys/Slave)

willow juniper
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So that brings up a separate question: Is there a way to trigger a GPU event other than particle death and over time?

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The idea is to switch between several distinct systems, but passing the particles over between them.

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I'd need to control it via C# at some level.

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I've had decent results with an overly complicated bool tree, but this would be much more elegant if it's compatible with the GPU events.

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Sidenote: I owe you a beer if you're ever in S. Florida.

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You know what that was actually perfect. I can actually wrap the logic up behind an int tthat I can pass to

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Hey thanks for your help @prime dome . That got me going.

prime dome
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youre welcome. if i ever will be in carlifornia: i will drop by

solid badge
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Hope this isn't too stupid of a question. So I've been hearing that unreal has really good systems for vfx. However right now my games are all in unity. Would there be a way to import to unity if I find something really cool, and make it/ prototype it in unreal?

prime dome
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youre better of recreating them

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i still have the problem with SetPositionFromMap and rendertexture. i have set the format to argbfloat. but i just get a line of particles instead of the position from the map

dull obsidian