#✨┃vfx-and-particles

1 messages · Page 33 of 1

turbid needle
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hmm i can copy/paste the node from another graph, just can't add it there

prime dome
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activate it in the preferences

turbid needle
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which preferences?

prime dome
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@turbid needle

turbid needle
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ah thanks oeLeo

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that fixed it

dapper pine
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how do i make particle system emit from opposite base of the cone ?? (from big base to small base)

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(i try to make an effect like charge of goku's Kamehameha)

dapper pine
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help pls

prime dome
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@dapper pine just set it as target position, add the position and sample the location of the particles till they arrive. or let them collide inside con and give velo

fluid grove
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I'm trying to use vfx graph and spawning a particle mesh, the problem I'm running into is the node won't accept the fbx for the mesh slot so I have to drill down into it to get the mesh I want, however the mesh is super small. How do I make it bigger?

prime dome
prime dome
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how can i play shuriken via animator/timeline?

tall summit
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Finally the Lit VFX nodes have made it to URP in Unity 2021.2, but does anyone know if they will ever get backported to Unity 2021.1?

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Or is it something that can only work with the newer runtime version?

prime dome
elder latch
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I am trying to set the bounds of a particle strip trail which is being spawned over distance.
I was trying to create min/max bounds from the current position to the starting position, but I dont know how to get the position where the system first spawned:

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It should also work by using the position of the first particle spawned, but I also dont know how to get this position

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This should be a pretty common problem as a trail is a common effect but I could not find any references on how to properly calculate bounds for this kind of effect

steady zephyr
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so I'm reading in particle position data into VFX graph at 10 fps ... what do i set my lifetime / spawn rate to so that I get a seemless transition between each timestep of my particles? i.e. getting one frame at a time correctly

dull obsidian
prime dome
prime dome
elder latch
elder latch
steady zephyr
prime dome
prime dome
elder latch
steady zephyr
prime dome
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oh ok

prime dome
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so it depends on the capacity

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spawnrate=1 and capacity = 10 -> 10 particles per second (if the lifetime is set to 0.1 i guess)

steady zephyr
prime dome
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you also can increase the capacity

steady zephyr
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That shouldn't be necessary

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And isn't a solution for my purposes anyways since I want exactly one frame at a time

prime dome
prime dome
steady zephyr
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Yup I'm lost lol. Thanks for the link

dull obsidian
dull obsidian
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not that there aren't some possible workarounds to it, like resampling the data with compute or graphics shaders and buffers before handing it off to visual effect graph at full frame rate for the "slow motion" case

prime dome
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haha omg 😉

steady zephyr
slate sable
prime dome
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why shuriken particles dont spawn sometimes when using animator, or the spawnrate drops. i know it can be solved by restarting. but how can i test if i should restart unity?

steady zephyr
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anyone know if you can check if a particle is at a given location, and if so, don't render it?

steady zephyr
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that makes them not overlap at least, not sure if it's the "correct" way

elder latch
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Is there any difference in putting "Over Lifetime" changes in the Output block vs the Update block?

steady zephyr
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good question lol

pine copper
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I'm looking for a tutorial for the particle system, not having much look finding what I need. If anyone is aware of one, I'd be very thankful! I'm looking to create a particle system to mimic the dust circle that appears under a helicopter when it's near the ground.

prime dome
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for example with color: colors have higher intensity in update block

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and some over life nodes dont work at all in output

prime dome
prime dome
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ones its in the gpu pipeline you cant do anything about that

steady zephyr
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hope unity makes this more like an actual programming language

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it is promising but very incomplete

prime dome
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@steady zephyr but you could use a gpu event and sample the location of the parent and if location is matching you set the trigger spawnrate to 0

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this shoud work

sage nest
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Does anyone have knowledge about using the torus block?

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I am trying to make the torus wavy like this

prime dome
sage nest
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It needs to have thickness though

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Also, your statement is very vague, can you be more specific

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@prime dome

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Okay so I tried doing what you said, set position to circle, I do that in my initialize Particles, but for my update particles, I cant do this, because it forces all particles to be stuck in a very thin circle

prime dome
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you could use a particle strip or basic quad. then use the set postion circle/torus and add a turbulance node.

prime dome
sage nest
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In the update?

prime dome
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yes

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this is quite ez sht

sage nest
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Literally yesterday was my first time using vfx graph, so its not easy for me

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Thats what I have, and thats my output

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the outer particles you see are what this part of the system I showed controls

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How do I force the particles to stay within a torus/circle, instead of just moving outwards like that

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@prime dome

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If there was a Collision with Torus block, that would be great, but there isnt

sage nest
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Can you show me the actual set up in vfx graph?

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Please?

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@prime dome

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Managed to get this output

prime dome
copper river
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Hey guys, I need your guidance here.
In general terms. How would you go about achieving the smoke like effect around this orb as well as the dancing rings?
It has to be in a 2D scene.

slate sable
prime dome
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which is also a force field for the smoke

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visibility of smoke is set to 0 when smoke is to far and to close to sphere

prime dome
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If anyone can teach me how to make a slash in unity please hit up my dms, all the tutorials online hardly go into depth.

prime dome
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"Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 10" what does this error mean?

fluid lagoon
prime dome
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are there any good tutorials for scaling a rendertexture the right way, so you can use it with the set position depth node without rescaling /transforming?

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or maybe its a bug

steady zephyr
steady zephyr
prime dome
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so its just about alpha, i thought you dont want to render them

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same approach: use get position/ target position and switch nodes to check if the condition is met

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get the target position from the trigger parent (inherit). this is the easiest way nfor me

lunar umbra
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Anyone know how to set the position of each VFX particle?

fluid lagoon
turbid needle
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can you use VFX particle strips to render trails? I'm having trouble syncing it with my camera/objects that are updated in Update

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i've turned off fixedupdate here

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i'm guessing the problem is the spawn system's rate isn't perfectly synced to the frame rate, so it's not initializing a new particle at the front of the strip every frame

normal flower
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Does anyone know any workaround to animate the color over lifetime module?

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or get the same effect, at least

crimson zealot
normal flower
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Yes, but actually being able to change it via animation

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Tho I gettin tired, feel free to dm me

crimson zealot
normal flower
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I have big stupid, what do you mean?

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Like, animate the color and the alpha in a loop?

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I pretty much need color over lifetime for what I'd want to do so I'm not sure how one would do that via the material

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Unless I'm just dumb

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Also I must rest

crimson zealot
normal flower
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I will look into that

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Thank you very much

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Now, sleep

turbid needle
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basically i need a new 'particle' (start of the strip) to be created every frame

young swan
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delayAfterLoop, delayBeforeLoop, loopCount, loopDuration and loopIndex don't work at all

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I'm trying to read the values that I use in my graph, but it just returns nothing

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also, changing those properties through my code doesn't seem to affect the visual effect's behavior either

upper geyser
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modifying particle systems yields this popup for like 3 minutes

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even whe nthe particles are paused

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not even being sarcastic 4:30+

steady zephyr
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did you goof up and give some ridiculous value for something?

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just restart

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if you're rendering like a million cubes or something and accidentally give a very large scale that'll zoink you

upper geyser
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theres like 30k particles max

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its 4-5 minutes every click

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but then it runs smooth as butter

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until i click again

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theres gotta be a better way to make tornadoes and storm clouds

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without using volumetrics (very laggy)

steady zephyr
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hard to advise without seeing everything ... are you sure it's related your VFX graph? you turned everything else in the scene off?

upper geyser
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its a particle system, not sure what a vfx graph is (im a programmer not a graphic designer lmao)

steady zephyr
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it's a visual scripting language for particle systems in unity

upper geyser
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o

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im just using the stuff off to the side in the particle system component

fluid lagoon
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30k particles is quite a lot I think for Shuriken (the normal particle system thing)

crimson zealot
# upper geyser theres gotta be a better way to make tornadoes and storm clouds

yeah, generally for something like that you should be making custom meshes/materials to drive whatever VFX you need. e.g. https://www.youtube.com/watch?v=Qyh9RPxeKcA

Unity Shader Graph - Tornado and Cloud Shader with Physics

In this Shader Graph tutorial we are going to see the steps I took to create an awesome Tornado Shader effect in Unity! We are also going to see the physics of a tornado, to make it move and pull objects. The tornado shader can also be used as a simple Cloud shader.

-----------------...

▶ Play video
upper geyser
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well ive got a particle system working well enough

dull obsidian
# upper geyser well ive got a particle system working well enough

Visual Effect Graph / VFX Graph might be more appropriately named "GPU Particle System" whereas the Built-in Particle System (fka Shuriken) is the "CPU Particle System." they each have their pros and cons, large particle counts being much more achievable on the GPU with its massive parallelism. There's no solution / workaround to the inherent performance limitations to the built-in (CPU particle system) see here for a comparison: https://docs.unity3d.com/Manual/ChoosingYourParticleSystem.html

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@upper geyser or if you'd prefer not to use the Unity out of the box tools at all, you could always program a GPU particle system from scratch with HLSL compute shaders or a CPU particle system built with DOTS multithreading for performance over flexibility, or use an example implementation of either for a starting point.

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Or go a route that doesn't involve particles at all but rather deformed mesh surfaces (as already mentioned) or volumes (if you want to be really physically accurate like volumetric cloud rendering, it's not inherently laggy but difficult to optimize.) but if you are set on sticking to a particle system, above are your options in that realm.

dull obsidian
# upper geyser modifying particle systems yields this popup for like 3 minutes

all that said, this may be a completely different problem entirely, especially since you say it runs fine after the changes are made. are you having long delays doing other things in the unity editor? i would try removing the unity collaborate package from your project if it exists, it has been known to cause all sorts of weird issues like this in certain versions of unity (that also may be resolved in a new version of unity or at least the latest LTS, i've no idea what version you are using)

upper geyser
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to be honest i just gave up with it, im gonna edit the particles during runtime via a script if i have to again

upper geyser
summer drift
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Question - is VFX Graph unsupported on Quest 2 entirely? Note: I don't have Vulkan support on the project I'm in.

oak summit
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For those of you who tuned into the Let's Dev : Principles of VFX livestream, I've updated and re-organized the repo containing all the samples. Feel free to play around with those and use them in your own projects 🙂 : https://github.com/Kodrin/VFX-Essentials

GitHub

VFX graph workshop in HDRP with samples. Contribute to Kodrin/VFX-Essentials development by creating an account on GitHub.

upper geyser
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vfx graph doesnt work

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at all

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standard render pipeline

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literally just imported it

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its the default vfx graph

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i havent changed anything

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and it wont play

upper geyser
slate sable
upper geyser
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i switched to urp and still got that

dull obsidian
# upper geyser i switched to urp and still got that

unfortunately, one does not simply switch render pipelines in Unity. beyond that, VFX graph support for URP was really only added in the latest 2021.2 beta releases , it is quite limited and unsupported in the current tech stream release 2021.1 and previous.

upper geyser
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yeah i gave up and am using the cpu particle system

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my poor i5 is gonna hate me

dull obsidian
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@upper geyser fwiw, i have gotten VFX graph to work with Built-in Render Pipeline (BRP) but it's very much unsupported and requires a lot of integration legwork. It makes little sense for me personally to become an asset store publisher for these things as the currently internal APIs required for this often have breaking changes, but if you really want it / need it or other custom VFX graph or compute / sim / viz feel free to message me and we can discuss options. there are also some examples i manage to publish to my github from time to time if you want to have at them as a starting point https://github.com/landonth

upper geyser
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if i have any issues with the cpu particle system from here on ill take a look

dull obsidian
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@upper geyser but you might even be better off with GPU particle system examples and assets made for BRP

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(especially if you prefer code over node based interfaces.. though it can be a lot of boilerplate at times)

atomic otter
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Hi, everyone! I'm new here, but I'm trying to create a simple tornado-like particle system in Unity, and I had a question about the orbital velocity over lifetime feature.

When I create a particle system in Unity, it defaults to particles spreading outward in a cone shape along the system's z-direction. When I check "Velocity over Lifetime" and add an Orbital velocity like (0, 0, 1), then the particles start spinning around the z-axis, which is what I want.

However, with this orbital velocity, the particles no longer expand outward in the same conical shape; they become more tightly packed together towards the z-axis. As I increase the orbital velocity, the particles become more and more tightly packed; for example, at Orbital velocity (0, 0, 10), the particle system's shape is no longer recognizable as conical.

Why is this happening? Is there anything I can do to fix this directly?
I've tried searching online for more about this issue, but my Google-fu is apparently not strong enough.

I've also tried setting the Radial velocity to a nonzero value, which does make the particles expand outward back into a cone, but is there a better way? If not, how can I calculate the angle of the newly formed cone?

Thanks in advance.

upper geyser
atomic otter
prime dome
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is there something like the step node but for negative values. i cant use one-minus nodes. i want to compare the highest and lowest vector (y component) of target position, to current position. if i use one minues i have no output in the end

prime dome
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no better: remap node to filter some values out and then go for minimum

dull obsidian
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@prime dome what is the ultimate goal? how do you intend for the particles to behave or look by doing this?

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i'm just curious even though you answered your own question

prime dome
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i guess this can be done quite easy with a matrix

summer drift
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my VFX particle won't let me apply "Gradient Mapping" to Color Mapping. If I try this setting, it just shows a white box (no color). If I leave color mapping to default, my particle shows up fine. Any ideas as to why?

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nevermind solved it

prime dome
dull obsidian
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@prime dome i looked at the screenshot you posted and have a rough idea now. Anyway, I understand your pain. any special animation or visual effects dealing with typography can be very rigid and finicky like this

prime dome
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can i use the set position node multiple times if i address different particle ids? yeah sorry its seems to work

dull obsidian
# prime dome can i use the set position node multiple times if i address different particle ...

possibly if it is additive and you only add 0,0,0 to the particles you don't want to change position at each time you get and set the position.. though for this alone there's no advantage to doing that versus setting all the positions at once. i would just use a custom attribute for "group id" or "character id" or something if you are trying to say, set the position by each character / letter made up of many particles for typography

prime dome
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ahhhh allright. so you can store specific particles (locations) in this custom atribute right? but the manual says "based on location", so it does not store ids. so you could use the custom atributes to store locations and make changes to the depending particles repetitive, but this wouldnt work with moving particles right?

dull obsidian
# prime dome ahhhh allright. so you can store specific particles (locations) in this custom a...

you can store whatever you want in a custom attribute. positions, colors, some other id / identifier, whatever you want. but like regular particle attributes they are still stored per particle similar to everything you might do in a for loop, every time you get or set an attribute it's "for each" particle based on particle id. then you can assign additional ids or anything in custom attributes for particles to use to look up different information like for a group or groups of particles that you want to have a different color or position, etc

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@prime dome i'm not sure what you want ultimately , idk if you want some behavior to happen on different frames / simulation steps over time or what you mean by repetitively or why that would accomplish what you want. if you can share more about that it would help

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@prime dome this happens to everyone at every skill level at some point when we are in deep in the details while working on something and then get stuck and ask questions. you've shared a little bit of context but it's still an "x y problem" in that you are asking about the attempted solution (y) rather than the actual problem you are trying to solve and end goal you want to achieve (x) https://xyproblem.info

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@prime dome maybe a better way for me to ask for more context:

  • does this still have to do with morphing particle positions between the 2 text font shapes?
  • is setting the position repetitively for each step of movement in a frame or for each font shape you want to morph to or what is the repetition meant to solve in making the particles move?
prime dome
# dull obsidian <@456226577798135808> i'm not sure what you want ultimately , idk if you want so...

the manual does not really explain how to use the custom attributes, so im just trying to figure it out. but anyway what i just didnt understand was the location keyword(data container). si understand this now, but not really ow to hook them up. i got my morphing working, but i have a new problem that maybe can be solved with the custom attributes. i want to change the color of specific particles (by id or location). can this be done with the custom atributes alone, or will that require custom nodes?

dull obsidian
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it's only if you want to change the color or other built in attribute based on some unique value that isn't already an attribute (position, velocity, id, etc) doesn't have some built in node or block, that is when you might want to use custom attributes.
attributes can pass through across contexts as well, initialize -> update -> output and also can be inherited in sub spawners / sub emitters. if you only need to do something simple in a single context like "set color from map/texture" in a single update context you might not need custom attributes.

prime dome
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but i want to change the color of specific particles by their location. but if use branch and compare (for example every particle that is located at vector{0,0,0}, should have color = green-> all particles = green) it doesnt work

dull obsidian
prime dome
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ahh ok ill try

prime dome
dull obsidian
# prime dome turns out that i cant set color by id (every id > 5 ) and i cant really use equ...

cool i'm glad that worked anyway. you could also divide the id and round or cast it to the closest integer to make a new "group" id that is lower like first 0 to 99 particles have group id "0" the next 100 to 199 have group id "1" and so on. you could also derive a group id from uv texture coordinate or an attribute map or something else. and use a switch case instead of a branch if you want to assign more than 2 colors at a time

prime dome
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now im starting to understand how this node based stuff is working!

prime dome
dull obsidian
prime dome
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modulo before division makes quite a sense because you just use every x step by counting down (depending on your rate), so the function query/id output happens every x seceonds

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but still why isnt possible to use the id node directly? why do you have to count down with modulo?

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i guess the only reason can be the update times. because the same approach works with every other property besides the damnparticle id.

prime dome
normal flower
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Although I'm gonna be driving soon, I can't seem to get the alpha part of a shader graph to work. This is my setup

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I have all the relevant custom vertex streams on

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And color over lifetime set to decreasing the alpha how I want

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But even if I change the alpha to 0 directly, it still renders fully opaque, or at least seems to.

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I can test if it's because I'm not using a vertex color to decide the albedo

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Wait, I'm a fool. It isn't set to transparent. I'll leave thia here is case that doesn't fix it

steady zephyr
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which afaik is not possible with vfx graph by itself ... ( you can only draw a triangle for each particle, you can't specify which particles you want for each triangle)

prime dome
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@steady zephyr yeah that is possible, but you would need to trigger a random sampletexture/fliptbook texindex in the shadergraph from a property in the vfx (for example particle id, or just a periodic total time node with a max range= spawn capacity)

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but its is actually possible with vfx alone. you just need to set the texindex of a flipbook to be related to your particle id spawn index

prime dome
prime dome
opaque knoll
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Hi just confirming, in Shuriken PS, the subemitter Death will spawn the subemitter particle on the next frame?
I try check in Update, and at the moment the main PS particle dies, both main and subemitter's particleCount is 0

nimble goblet
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hey all, looking for some help with the sdf tool... i can never seem to get a proper representation of the mesh, only a single cube....

prime dome
nimble goblet
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im running latest beta

prime dome
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i though sdf tool is deprecated

nimble goblet
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there's a native unity sdf baking tool

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its only available in 2021.2.b...

prime dome
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ahhh

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cool nice to know

nimble goblet
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this is the expectation in the docs

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i cant figure out how to not get the cube, and rather get my mesh

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there's no info on any requirements of the mesh, listed in the docs

prime dome
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thats kinda weird

nimble goblet
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im assuming that the problem is me, i just have no path to determine what i am doing wrong

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but i suppose it could be a bug

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very scant details available on searches

prime dome
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let me try this. lets see

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wow the even have a native point cache bake tool. i didnt noticed

prime dome
prime dome
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in houdini this is usually happening due to wrong mesh/wrong settings

dull obsidian
# nimble goblet there's no info on any requirements of the mesh, listed in the docs

the docs do briefly mention this:

  1. If the input Mesh does not explicitly separate its interior from its exterior (for example if it contains holes, self-intersections, open boundaries, or self-containing geometry), the resulting SDF can misclassify some regions. To help mitigate these artifacts, there are Additional Properties](#properties) that you can manually expose.
prime dome
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@nimble goblet its because of the "In/Out Threshold"&"Sign Passes Count". activate live view and adjust this property

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so just like @dull obsidian said, you need to activate the additional properties, or your mesh is just not suitable (not waterproof)

nimble goblet
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ill try another model

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just a subdivided cube from blender, with some modifications

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all transforms applied before export, exported as fbx

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ive also tried playing with all the values

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always a cube in the sdf preview

soft hull
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Prob was asked a multiple times already but will ever VFX particles collide interact with world colliders?

nimble goblet
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you can construct meshes at runtime to interact with other colliders

dull obsidian
nimble goblet
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wow

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well done

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nice find landon, thank you for the time and effort

dull obsidian
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no worries! thanks for posting the error.

nimble goblet
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i think i may have come across this, but in my lack of knowledge, disregarded it

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is there a version i can downgrade to that still has the SDF tool, in a working state?

near cloud
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When i exported a grass from blender to unity the particle settings didnt save how do i fix this

prime dome
dull obsidian
# nimble goblet is there a version i can downgrade to that still has the SDF tool, in a working ...

well the issue tracker says HDRP, so maybe could try the latest beta with URP in a new empty project just to bake SDF. not sure if that will work but worth a shot. aside from that, as already mentioned you could just download the free version of SideFX Houdini (Apprentice) and install then Unity VFX toolbox and use its volume exporter. keijiro has an example described here, though it will take a bit of getting familiar with houdini as well: https://github.com/keijiro/VectorFieldExamples

GitHub

Unity VFX Graph examples with vector fields. Contribute to keijiro/VectorFieldExamples development by creating an account on GitHub.

prime dome
nimble goblet
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thank you for the suggestion, but this was part of troubleshooting similar issues when trying to use the api directly

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i'm looking to build meshes at runtime

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for dynamic collisions

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so when i was hitting errors, i explored the manual route to try and expose what was causing the issue

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i imagine i will have the same problem in URP

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but i'll try

prime dome
nimble goblet
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i think you can

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i'm making small meshes

prime dome
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if the resolution is small it would work

dull obsidian
dull obsidian
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there's technically a way to do this multithreaded and/or async with your own custom C# and HLSL forked from that SDF baker or something

nimble goblet
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yeah

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i intend to multi thread

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or at least have a thread dedicated to managing the sdf

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not high resolution

prime dome
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isnt possible to sample a mesh directly inside vfx graph as force field?

nimble goblet
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i was wondering that

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but couldnt figure out from what i read

dull obsidian
nimble goblet
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is that the better approach?

dull obsidian
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it uses Jump Flood Algorithm (JFA) instead of ray mapping so it's faster

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but it's not better quality

nimble goblet
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lets say i wanted reasonably accurate steam being emitted from a broken pipe

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with nice collisions with nearby pipes

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those pipes are destructable

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and likely to be destroyed

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debris could be moved in front

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etc

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i got reasonable results for a vfx when using the depth buffer

dull obsidian
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it's possible, you'd need to keep the voxel resolution really low, and/or limit the bounding box to a relatively small area. doing this at realtime is very expensive on the GPU

prime dome
nimble goblet
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but i was exploring the vector approach with sdf

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i intended to keep the bounding box very small, only around the point of impact

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with small resolutions of 20-50

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could go lower

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the steam has a short lifetime

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so 1 bounce would serve the purpose

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yes oeLeo, but i dont think my mesh is the problem. it seems its a known bug

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i've added to the post btw, landon

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i will look into the mesh To SDF , thanks again landon

prime dome
nimble goblet
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i've used ordinary cubes, spheres....

prime dome
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non of the unity sdf bakers have worked for me so far. this is my houdini pointcloud/sdf baker preset. just copy the nodes, import your mesh and paste the nodes. would be really cool to have a internal unity sdf baker that is working

nimble goblet
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i was obtaining the same kernel errors

dull obsidian
# nimble goblet i was obtaining the same kernel errors

sometimes these errors are "false flags" and things still work after they appear but it's a bug that the errors appear at all. so that's maybe why @prime dome is making sure. but yeah it's true the mesh topology has to be "closed" and non intersecting, without degenerate triangles, etc i think we are all on the same page about these limitations at this point.

nimble goblet
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yeah, i dont mind, i learned a bunch, eventhough i didn't get to where i wanted to be at this point

dull obsidian
prime dome
nimble goblet
#

is the top right a slice of the sdf for debugging?

#

i guess a 0 point on the depth axis?

dull obsidian
dull obsidian
prime dome
#

so you cant use it in the game, but in the editor?

nimble goblet
#

right

dull obsidian
prime dome
#

ahh ok

#

so not at runtime

dull obsidian
#

by the time you build / ship the game, you need to have everything "baked" final and can't be changed at that point

prime dome
#

damn

nimble goblet
#

so, just trying to understand your video - you have a prebaked sdf, that you can transform due to the armature which is mapped to some vision input detecting your hand

dull obsidian
nimble goblet
#

a fair amount of the reading mentioned bones, but in my case, it isn't needed so i was wondering why you'd have bones

prime dome
nimble goblet
#

although i believe thats realtime

#

so not pre-baked

dull obsidian
prime dome
#

just like i thought

nimble goblet
#

i see

prime dome
#

but thats not really realtime sdf baking

#

or is it´?

dull obsidian
#

there are ways to skip the mesh altogether but for this hand tracking SDK it already had a skinned mesh renderer included to use

dull obsidian
prime dome
#

but why cant we deform the vector field?

#

no sry you said its possible

dull obsidian
#

yeah it's possible just not necessary here

prime dome
#

but this would require quite an algorithm

nimble goblet
#

is there a requirement to reference the previous mesh?

#

(or sdf)

#
  • per tick
dull obsidian
#

deforming SDFs for character skinning and rigging is something i've only seen in research papers, i hope we use it more soon but it's considered rather cutting edge

nimble goblet
#

i know nothing of character skinning / rigging

#

i'm coming more from a sim perspective

#

cfd, aero, etc

dull obsidian
# prime dome but this would require quite an algorithm
nimble goblet
#

hmm

dull obsidian
nimble goblet
#

thats what i was thinking

#

but i dont see much energy loss in your fast movements

#

so you probably compensated some other way ?

#

and while you're at it, why not think about introducing a 1 frame delay

#

and doing a pre-frame prediction too

#

😛

dull obsidian
prime dome
#

i have this one question: i trying to check a requirement with the branch and switch node but i always end in a deadloop. i want to check if the actual position and the target depth position is > 0. if not i want to assign it to old position. but because of the default value i always fail

nimble goblet
#

i assumed the hand is the negative in the vlume

dull obsidian
#

it's just a a very slippery magnet as shown, and with zero gravity lol

nimble goblet
#

what kind of sdf resolution are you pushing there realtime?

#

it seems quite good

dull obsidian
nimble goblet
#

oh ok, thats good to know

#

i dont need nearly as much

dull obsidian
#

but even 32^3 would look okay with the interpolation

nimble goblet
#

i have some very cubic style / design

#

so i think with some custom runtime mesh construction, i can make the most of it

dull obsidian
#

and yeah in your case you could design the pipes to align with the voxel grid

prime dome
nimble goblet
#

or at least rotate the vfx for that

#

really appreciate the info and your time, landon and oeleo.

#

thank you

prime dome
nimble goblet
#

ill dive into meshtosdf and share any progress

dull obsidian
prime dome
#

ok: i want to check if the actual position is > 0. if so: check if the depth position > 0, then assign it to the old position. but because of the default value i cant do the same with the target position (same procedure but <0)

#

so i want to assign y > 0 to old position and < 0 to target

#

but because of the default values of the branch and switch node, it does not work

#

so im looking for a node that checks a requirement but does not output default value

dull obsidian
#

@prime dome 0 position is only depth / z? is this still for particles rendering text?

prime dome
#

but with a null output as default value, this would work more ez. wait i send you my graph as image

dull obsidian
#

@prime dome also regardless you may need to use an epsilon / very small number like 0.0001 due to that floating point precision

#

i suggested 0.1 before just as a simple test

prime dome
#

but this wont work for set position

#

because you would just set it {0,0,0}

dull obsidian
#

i just mean for comparisons if you run into problems

prime dome
#

the problem is that i cant set the default value to the actual position. because this would mess up the other values

dull obsidian
prime dome
#

this was my aproach

dull obsidian
prime dome
#

i want to move half of the particles up/ down to y target value and then i want to move them over to the right x value to morph the the font / create transition

prime dome
dull obsidian
prime dome
#

but i can rreserve a amount of ids for the upper half and for the lower half

#

but i dont get it working. only with modulo

#

but with modulo i just assign every x particle id to a group. its not all particle ids below x

#

like this

dull obsidian
#

@prime dome and this is for morphing text in one font to another font? but it's the same text characters / letter?

prime dome
#

not the same text

#

one text morphing to another tex. sorry

dull obsidian
#

like text thats says "lorem ipsum" in helvetica font will morph into "lorem ipsum" in times new roman font

dull obsidian
dull obsidian
dull obsidian
#

the last time i had text made up of particles morph into other text i had a lot of invisible particles that might show or hide again depending on if they were needed for the current number of "pixels" on the grid that would represent the text. though they didn't go directly to their target position either, there would be a turbulent transition state where the particles are just swirling around chaotically

dull obsidian
# dull obsidian the last time i had text made up of particles morph into other text i had a lot ...

like the intro text here: https://youtu.be/TwkqT0krfKE

Song:Unite in the sky

Character:Sakura Rabbit
Environmental: Sakura Rabbit
Animation:Sakura Rabbit
Facial animation:Sakura Rabbit
Atmosphere:Sakura Rabbit
VFX:Sakura Rabbit
Light:Sakura Rabbit
Shader:Sakura Rabbit
Lens:Sakura Rabbit
Rendering:Sakura Rabbit

Model:MAYA, ZBrush, SP, PS...
Blendshape:Blender FaceIt
Facial capture:Face cap, Puppet ...

▶ Play video
#

is that close to what you want or no?

prime dome
prime dome
dull obsidian
prime dome
#

cool video

dull obsidian
#

and the "extra" particles either fade away invisible or die, impossible to say which, same result

prime dome
#

no i have a completely different idea^^. i have one line of text that i want to morph into 3 lines of text. so i want to move the particles up to the correct y position. and after the break i want them to be transformed to the correct x position and then you can see the font

prime dome
dull obsidian
prime dome
#

ill show you 😄

dull obsidian
#

if i were you i might even approach this by writing compute shaders for this custom gpu particle sim behavior, and using vfx graph just for the particle rendering. the new graphicbuffer support makes this easier https://twitter.com/_kzr/status/1418439725631754244

Trying out the newly introduced GraphicsBuffer operators with VFX Graph. Now I can receive data from compute shaders via GraphicsBuffer. No texture baking is needed any more. https://t.co/Z4snnbK7M1 https://t.co/wHkqGm1at0

Likes

276

prime dome
dull obsidian
#

there's a lot that VFX graph's simulation contexts do not currently expose access to that might make this more straightforward. steeper learning curve just to get the boilerplate gpu particle sim running but after that might be better for this.

prime dome
#

ahhh ok

#

i understand

dull obsidian
# prime dome but how would this make it easier

you can have finer tuned control over everything and can do things like store attributes on a spatial grid for later use or have particles check neighboring particles for attributes data to affect what they should do

#

and just very rigid logic like this might be easier to write if you are already accustomed to writing code in this way

#

with vfx graph currently there is a lot going on implicitly that helps and limits what you can do, and is geared towards certain types of common use cases. not that it's impossible just something to consider

prime dome
#

so the keijro project only can read from graphic buffers right? so you would need other methods to write to a shader right?

dull obsidian
prime dome
#

ok i understand, but still, sample buffer only can read from a buffer. is that even possible to write to a buffer /compue shader?

dull obsidian
#

so you can use your own struct of attribute types and not have to pack / unpack data in textures that aren't meant for arbitrary data

prime dome
#

im trying to understand if you can use the vfx on the gpu via compute shaders

dull obsidian
prime dome
#

damn

dull obsidian
prime dome
#

sounds like lot of work

dull obsidian
prime dome
#

you gave me a good hint. im gonna try to divide the id/100 , ceil it and then multiply it with 100

dull obsidian
#

to support older mobile devices without compute shaders (openGL ES 2) or webGL, you'd need to code your own GPU particle system using vertex or fragment shaders and packing data into textures it's pretty hacky but well known, many examples

prime dome
dull obsidian
#

add on top to that with particle systems there are many factors that might cause particles to drift away from exact positions every step

prime dome
#

but im running a 4 ghz cpu. how can it happen that cant use the id node without modulo?

dull obsidian
dull obsidian
prime dome
#

anyway, i have weird issues with vfx, i think i should be updating.

#

my rendertextures dont get updated and sometimes cameras fail to have output.

prime dome
jovial obsidian
#

didnt know exactly where to post this question but i want recreate something from a game called league of lengends. I want to add these arrows tha we can see when iwe use an abilty. Any idea about how to make the arrows

jovial obsidian
#

ok

#

thx

prime dome
jovial obsidian
#

ok

#

youre right

prime dome
jovial obsidian
#

whats this

#

?

prime dome
#

its a site with lot of nice spresheets. you could use particle system to trigger your shader

jovial obsidian
#

oh thats interesting

#

thnkalot

#

thanks a lot

prime dome
scarlet narwhal
#

VFX Graph: Can you have a recursive event? Like a GPUEvent leading back into the initialise node? Obviously with an exit condition.

nimble goblet
#

what do you want to feedback?

#

theres probably a different approach to achieve the same result

scarlet narwhal
#

I want five or six little particles the same to pop out one after the other.

nimble goblet
#

from the preceding particle position? or all particles originating from the same source?

fluid lagoon
#

is it possible to cull a particle in VFX graph? For example, if the particle ID is less than some value, don't draw the particle

#

What I'm trying to do might be an abuse of VFX graph... not sure.

#

Maybe if I just set the particle's position way outside of the bounds of the graph?

fluid lagoon
#

Another question - is it possible to set an array of meshes as a property in a VFX graph?

#

such that I could do output particle mesh and pick a mesh from the array based on some other data

#

Also i just learned that Output Particle Mesh only works with unlit shaders in URP? 🤔

#

that's quite disappointing.

fluid lagoon
#

I really don't mean to spam this channel... but I have a 4x4 affine transformation matrix (don't ask me where I got it from). How can I extract position/rotation/scale data from it and assign those to the particle?

nimble goblet
#

i think its the example for matrix4x4 in the docs

#

var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]);

fluid lagoon
nimble goblet
#

you should be able to right click on the names of the different matrix components

#

like these:

#

but, i've never tried so I don't know for certain

#

@fluid lagoon

fluid lagoon
# nimble goblet

it's alright I found what I needed with the Transform operator

scarlet narwhal
nimble goblet
#

so what is the problem? thats the default behaviour isnt it?

scarlet narwhal
#

Let me say what I’m actually trying to do, might be an XY problem. When a particle dies, I want a few “sparkles” to happen around it, maybe 5-10. I want the time after death to be random, ideally a normal distribution around 0.5ish seconds.

dull obsidian
dull obsidian
nimble goblet
#

if i have a low resolution monochrome texture, say 16 x 16, and want particles to be emitted from the location of pixels where the grey is closer to 1 than 0 (50%), what would be the right approach ?

fluid lagoon
fluid lagoon
nimble goblet
#

i've got a decent rain effect working

grizzled orbit
#

what tool to use for URP for VFX?

#

i don't think URP support VFX graph

#

so just use particle system?

fluid lagoon
grizzled orbit
#

it says on note on package it does not support URP support for it coming soon

#

i always use latest LTS

fluid lagoon
#

I'm l iterally using it in a project

grizzled orbit
#

on the package notes itself

fluid lagoon
#

for what version of the package

#

It's "In preview" I guess, but it works.

grizzled orbit
#

well m not using in preview stuff in mine

#

the project m working is for publishing and things needs to be stable

fluid lagoon
#

Then use Shuriken

grizzled orbit
#

ok

#

shuriken works great with urp right?

fluid lagoon
#

AFAIK

grizzled orbit
#

i mainly used SRP

#

darn this pipelines

#

i wish it was only URP

#

and no more time spent fixing assets and etc

scarlet narwhal
#

I converted a system to a subgraph in vfx graph and the resulting subgraph doesn’t appear to have any inputs for triggering it. Can’t find anything about this online. Can anyone give me a link or something?

heady dragon
#

question: using unity's default shuriken particle system, how can i prevent the particles from rendering over the skybox?

#

im getting this unwanted effect

#

i want the particles to not show in places where the skybox shows

heady dragon
#

nvm i think i fixed it by changing the custom render queue from 3000 to 2000

#

but it seems to only work in debug mode :/ how do i change the render queue of a normal lit particle shader in urp

heady dragon
#

i fixed it, but now my only problem is the particle only renders at certain angles :/

dull obsidian
queen cosmos
#

Hey guys, I see a node called
SetPosition (Shape: Mesh) in the unity docs and on youtube vids

#

but i can't find the node in unity

#

VFX v 11

slate sable
tulip rock
#

how does one add circles to their particle system?
Its not a material

#

I want it to emit circles

cobalt scarab
queen cosmos
#

@slate sable worked, thanks

queen cosmos
#

anyone have a preferred vfx tool for authoring particle images for vfx graph?

#

ik a lot of ppl use Photoshop

nimble goblet
#

gimp would be fine too i imagine

slate sable
prime dome
prime dome
scarlet narwhal
#

Is there any way to conditionally execute a block in vfx graph?

#

Oh and also from my problems yesterday - it seems you can't use a GPUEvent to launch a subgraph, is that right? If so, that's a serious bummer.

prime dome
scarlet narwhal
#

The main thing I wanted to split my graph up by was spawning new particle systems. I hope they fix that somehow.

prime dome
dull obsidian
dull obsidian
dull obsidian
scarlet narwhal
#

Yeah it's that I only want to set the colour if x. I can do it by using Set Color with a blend of 1 or 0, it just complicates the graph.

scarlet narwhal
prime dome
#

@scarlet narwhal this is a setup from last week that landon helped me with. is that what youre looking for?

scarlet narwhal
#

That's very similar to the kind of thing I'm currently doing, yeah.

#

For example:

dull obsidian
# prime dome isnt it possible to set lifetime via code and kill particles this way?

sort of but i don't recommend this, neither does the documentation. as i recall last time i tried this (because i forgot about the alive attribute) if you don't set alive to false and only set lifetime to 0, particles won't die reliably, or if you set lifetime to some small value they will die but not immediately or until the next sim step which could cause other side effects / bugs down the road regarding state. i'd only do this if i intentionally want a visible delay before the particles are "killed" say, 1 second from now, so i'll reduce the lifetime as such.

dull obsidian
prime dome
# dull obsidian sort of but i don't recommend this, neither does the documentation. as i recall ...

i had a lot of strange behaviour with add force(physics and timestep). when i shot an object towards a ragdoll, the physics-events had a strong delay, or they did not happen at all(even with fixedupdate). but then i noticed a force-command that is relying on the timestep. i cant find it in the manual. this is an example: function FixedUpdate(){ rigidbody.AddForce(Vector3.up * (expectedTimestep / Time.deltaTime)); } so i guess it is possible but a pain in the...because it requires framerate-related finetuning 😭

scarlet narwhal
prime dome
#

@scarlet narwhal i think you can use periodic flash in combination with particle id(just make some particles brighter), or you can use a gpu event (child has small capacity) with trigger over time node. the child then spawns the brighter particles

scarlet narwhal
#

It's just a learning exercise anyway, might try and do fire or smoke or "mystical glowing" or something next.

elder latch
#

Is there any way to properly set the rotation of a cube particle? I would like to rotate it around a point affacting both its position and rotation.

prime dome
elder latch
prime dome
#

or you use a cone and rotate it or something

prime dome
prime dome
#

np

elder latch
#

this transform vector worked

#

the weird thing is it couldnt be connected to the orientation input. I had to put vector blocks in between 🤨

prime dome
#

@elder latch why dont you use getPosition instead of your 2 vectors?

#

ah you mean the vectors connected to transform output?

prime dome
elder latch
#

I dont even understand why vfx graph makes a distinction there. Position and Direction both are just Vectors...

prime dome
#

a h sorry, i thought its transform direction

elder latch
#

yeah its weird. on hover it does even say "cannot connect for unknown reason" 🤷‍♂️

prime dome
#

the reason is that direction is a velocity based transformation.

#

@elder latch for example: if you set pos circle in initialize and add random velocity from direction & speed in update, the particles will keep the circle shape and their orientation, but they move along the direction (circle is getting greater radius). its like transform.forward for particles

elder latch
#

is there any kind of input that takes both and has a different outcome whether its input is a dir or pos?

prime dome
#

@elder latch youre using the orient advanced node. it uses a vector1 as input, but send a vector3

#

the orient advanced node creates a third axis via dotproduct of the two vector1 inputs or something

elder latch
#

would be better if I could just set the rotation directly by quaternion or matrix

#

but I guess it has sth to do how the rotation is stored internally

#

but the input is a vec3 amd the output of Transform(Position) is also a vec3 I guess

prime dome
#

but why dont you just use the position circle node in initialize and then use transform in update after that?

#

this way you would not need the advanced orientation

elder latch
#

the particles are arranged in a cube

#

and I need to rotate the whole cube and match the cube particles to the rotation

#

I am not even sure the circle node would effect the particle orientation

#

as the Sequential3D does not

#

it does only set the position

prime dome
midnight grove
#

Is there a reason why you're pinging me @mental onyx?

#

If there isn't, you're going to get muted again for spamming @mental onyx. So, let me know.

mental onyx
#

OSTEEL

#

I ping u cuz I wanted to say sorry but then I changed my mind

#

Cuz kinda wedo

#

Cuz sorry for being kinda wedo before

#

@midnight grove can I have mod now

#

I have all the requirements

#

I’m over 18, I can install unity on any computer, I don’t have a job, and if there’s any more I probly have

#

Jus tell me the requirements Beta

midnight grove
#

No, and this is off topic.

steady zephyr
#

where is the output particlestrip node?

queen cosmos
#

would you guys recommend learning Photoshop or adobe after effects

#

if you had to pick one for authoring vfx textures

#

or any other program

prime dome
#

photoshop and aftereffects are completely different programms

#

if youre just looking for a program to create textures, there are a lot alternative programs, built especially for that purpose

prime dome
# queen cosmos or any other program

There’s a lot to talk about when it comes to the topic of texturing, and in the Fundamentals of Texturing in Blender course, we’ll cover... all of it! Watch the full Blender course below. 👇

Learn How to Create Textures & Materials in Blender
https://cgcookie.com/course/fundamentals-of-texturing-in-blender

00:00 Intro
00:17 Saving and loading ...

▶ Play video
queen cosmos
#

@prime dome i'll look into it thanks

#

on a side note, if i enable visual effect

#

it takes up like 30 - 80% of my gpu, even though i turned off all the nodes

#

i have an rtx 3090

prime dome
#

you may have some strange settings in your graph like lifetime = 10 & capacity = 10000000

#

if theres an "!#" next to capacity, turn it down

queen cosmos
#

i disabled the spawn node and everything else, so it's not even outputting anything

#

the profiler shows it's a Gui update method that's taking up huge amounts of time

prime dome
#

can you disable the graph and create a new gameobject with a simple vfx(you find it under misc)? -> reproduce

fluid grove
#

Why when I import my model into unity, the model is scaled correctly, but when I pull the mesh directly into the scene from the model, its tiny?

queen cosmos
#

how do u get the uv coordinats to sample a texture in vfx graph

fluid lagoon
#

What are you trying to do with the texture?

#

YOu can use whatever coordinates you want that make sense for your graph

#

but a VFX graph is not a fragment shader

#

you're not coloring pixels in.

queen cosmos
#

i want to offset the uv's to create a scrolling effect

#

in addition to multiplying the colors and alphas of multiple textures

#

@fluid lagoon

fluid lagoon
#

offset the uvs of what

queen cosmos
#

@fluid lagoon the output quad

queen cosmos
#

I figured it out. You need to create a vfx Shader Graph asset and sample the textures in there to set the color

scarlet narwhal
dull obsidian
elder latch
#

Can anybody explain me what happens here? Angle input from vector is interpreted as degree but input from sample curve as 0-1?

#

Sample curve input of 0.5 gets the same result as Vector3 input of 90 🤔

queen cosmos
queen cosmos
elder latch
#

I dont know what happend but now it behaves correctly 🤔

#

but in the picture you can clearly see that Angles was 90 and 0.5 and the result was a 90 degree rotation on both axis

#

but it seems to have randomly fixed itself now

scarlet narwhal
#

Is there any way to blend colors in VFX graph using different blend types (eg overlay)?

fluid grove
#

Hi, I'm trying to create a muzzleflash effect using vfx graph but running into a problem. I have a cone with a flash texture that I'm trying to duplicate into a radial type fashion to make 5 flashes around the cone. To do this I set UV mode to Scale and Bias on the Output Particle Mesh and then I set 5 on the x for the UV Scale but I see only 2 flashes going to either side. What am I doing wrong?
Normal texture(1): https://gyazo.com/26b11479d80b24689c2df9bf53b022a4
UV Scale X (5)
https://gyazo.com/4e348a644bf1cf0f8d2ad3e9c33eccff

grizzled orbit
#

can someone clarify that what to use for what platform and what render pipeline for making vfx for 2D or 3D games?

#

I think vfx for hdrp and 3D?

#

so its particle system for 2D?

#

does vfx graph support 2D games?

#

if so what is what for what pipeline?

elder latch
#

Can anybody tell me if its possible to use Events to update existing particles in a different way (instead of just spawning new ones)?
I want some particles to hover in space (idle) and on an event explode in all directions.

scarlet narwhal
#

I've set up an output quad context using a PNG with alpha as the main texture, and then with double sided turned on and the material type set to translucent. The "other side" of the particles is bright green, any idea why?

#

viewing from the other side:

dull obsidian
dull obsidian
# grizzled orbit can someone clarify that what to use for what platform and what render pipeline...

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

grizzled orbit
#

thanks

#

i will stick to battle tested old particle system for now

#

its quite good

#

compatible with most devices especially mobile

heady dragon
#

hi! question, using shuriken, how can i prevent particles from rendering over the skybox?

#

i want them to not show if they appear wherever the skybox is

upper geyser
#

help??

#

im on urp

#

vfx graph has limited support for urp i thought

#

but its just not working at all

#

i NEED this to work

#

like

#

desparately

#

im on 2021.2

#

where urp support is added

#

its looping this

#

this is so annoying i literally just imported vfx graph

#

i cant see the particles

upper geyser
#
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Handles.GetCameraViewFrom (UnityEngine.Vector3 position, UnityEngine.Matrix4x4 matrix) (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEditor.Handles.DoPositionHandle_Internal (UnityEditor.Handles+PositionHandleIds ids, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEditor.Handles+PositionHandleParam param) (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEditor.Handles.DoPositionHandle (UnityEditor.Handles+PositionHandleIds ids, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEditor.Handles.DoPositionHandle (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEditor.Handles.PositionHandle (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEditor.VFX.VFXGizmo.PositionGizmo (UnityEngine.Vector3& position, System.Boolean always) (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Gizmo/VFXGizmo.cs:52)
UnityEditor.VFX.VFXGizmo.PositionGizmo (UnityEngine.Vector3 position, UnityEditor.VFX.VFXGizmo+IProperty`1[T] positionProperty, System.Boolean always) (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Gizmo/VFXGizmo.cs:81)
UnityEditor.VFX.VFXPlaneGizmo.OnDrawSpacedGizmo (UnityEditor.VFX.Plane plane) (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Types/VFXPlaneGizmos.cs:48)
UnityEditor.VFX.VFXSpaceableGizmo`1[T].OnDrawGizmo (T value) (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Gizmo/VFXGizmo.cs:234)
UnityEditor.VFX.VFXGizmo`1[T].CallDrawGizmo (System.Object value) (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Gizmo/VFXGizmo.cs:201)
UnityEditor.VFX.UI.VFXGizmoUtility.Draw (UnityEditor.VFX.UI.VFXGizmoUtility+Context context, UnityEngine.VFX.VisualEffect component, UnityEditor.VFX.VFXGizmo gizmo, System.Boolean forceRegister) (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Gizmo/VFXGizmoUtility.cs:237)
UnityEditor.VFX.AdvancedVisualEffectEditor.SceneViewGUICallback () (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Inspector/AdvancedVisualEffectEditor.cs:696)
UnityEditor.VFX.VisualEffectEditor+SceneViewVFXSlotContainerOverlay.OnGUI () (at Library/PackageCache/com.unity.visualeffectgraph@12.0.0/Editor/Inspector/VisualEffectEditor.cs:577)
UnityEditor.Overlays.IMGUIOverlay.OnPanelGUIHandler (UnityEngine.UIElements.IMGUIContainer container) (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEditor.Overlays.IMGUIOverlay+<>c__DisplayClass4_0.<CreatePanelContent>b__0 () (at <bd5db0e0a5434805b15a1c521ea345cc>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <6d2dc432fa464cada74124351940cbc5>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
#

spammed

#

im trying to edit a plane

#

in a vfx graph

#

why is this so broken oh my god

elder latch
#

is it possible to kill all particles (e.g through an event)? OnStop only seems to stop it from spawning new ones

upper geyser
#

please help omg

elder latch
#

I could disable->enable->trigger event

upper geyser
#

you could have 2 instances

#

or do that

#

id do some investigation but my vfx graph doesnt work at all

#

i cant see anything in scene view

#

and i getloads of errors

#

are you on urp?

elder latch
#

what I try to achieve is some particles hovering in place with an infinite lifetime and then explode and fly away on an event

elder latch
upper geyser
#

how did you get it to work?

#

what unity and urp versions

elder latch
#

nothing special. I just installed it

#

2020.2.3

upper geyser
#

im on 2021.2.0b4

elder latch
#

and 10.2.2

upper geyser
#

damn

#

this is frustrating

#

the unity packages are so messed up

elder latch
#

maybe there is sth broken in the beta version?

upper geyser
#

on older versions of unity, the input system package didnt work

#

the only fix was to upgrade unity

#

according to unity staff

elder latch
#

I am also using the input system

upper geyser
#

but now on the version of unity that the input system package works on, the vfx graph doesnt work

elder latch
#

and entities -> Thats why I cannot use 2021

upper geyser
#

is your project vr?

elder latch
#

yes

upper geyser
#

wtf

#

i got a bug from using the input system

#

in vr

#

it said "could not create device for oculus" or something

#

well i fixed one problem

#

theres a new button in 2021.2

#

that i just ofund

#

now i can see the particles in scene view

elder latch
#

I basically try to have multiple different states/animations of the particles

upper geyser
#

ive never been able to use the vfx graph, sorry

#

its always given me issues

#

do you know how i can resize a plane collision?

prime dome
#

is it possible to use skinned mesh sampling with shuriken in urp?

upper geyser
#

vfx graph

slate sable
#

So you have local instead of world

upper geyser
#

i did

#

it was all local

prime dome
#

why cant i use sample texture 2d as input for branch/switch?

prime dome
upper geyser
#

ah found it these were "W"

#

guys this is a big ask but im totally at a loss, how can i make a tornado with the vfx graph?

#

the biggest problem im having is with the particles rendering right

#

i dont want them to look like individual particles, how do i get them to mix together?

#

ive seen people do it with like, fire

#

https://www.youtube.com/watch?v=WCpiSPoI-gM&t=27s and someone did exactly what im trying to do

A little update on my tornado, made with Unity and the visual effects graph, still a w.i.p. but gonna have a break, look at it with a fresh eye. would love some constructive feedback.

Word on the street is a version of this might be appearing in OUTBRK - The Multiplayer Storm Chasing Experience, check them out here:
https://www.youtube.com/chan...

▶ Play video
#

but way better than what i'll settle for

wise moss
#

how would I go about instantiating a particle system prefab with a set scale? the current explosion is far too big, and Ive tried to scale it down using the transform and scaling mode 'hierarchy' but nothing is working

prime dome
#

do you have set your particle sys to world or local space?

upper geyser
#

alright after a lot of work i got a great tornado but it disappears when the gameobject goes off screen

upper geyser
#

latter issue was fixed by enabling post processing

prime dome
#

If anyone Knows ANYTHING about making vfx in unity PLEASE dm me I really need some help with as I don't completely understand youtube tutorials that way so I would like to ask someone question in my own words.

#

And if you have Shader Textures for Slashes and stuff please send them as well

#

I'm also looking for animated textures

#

So if anyone could help with this I'd appreciate it ALOT

slate sable
summer drift
#

Hi all, I'm trying to use VFX Graph on Unity 2021, but it's giving me shader compile errors. This happens even on brand new projects. Any ideas whats going wrong?

[Worker0] Shader error in 'Hidden/VFX/Bonfire/Flames/Output Particle Quad': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXDefines.hlsl'. at line 96
summer drift
#

Hm. As usual, a bunch a crickets in the VFX channel.

elder latch
#

Does anybody have experience with infinte particle lifetime?

#

Infinity works as a lifetimy value in if VFX Graph Editor is open but breaks as soon as it is closed

grizzled orbit
#

most 2D games uses particle system right?

#

and they use sprite based stuff most of the time i suppose or particles?

#

for mine i mostly used sprite sheets for vfx too

opaque knoll
#

Hi all. My chara does teleport from the left colorful circles, to the middle as seen in the pic
Attached to him is a particle system with "rate over distance" emission
The emit seems to overshoot by 2x the teleport distance. Why is this?

dry dove
warm torrent
dry dove
#

I'll check it out when I get home

warm torrent
#

Suppose it's meant to be a failsafe against massive overdraw in case the player sticks their head right into a bonfire

proper forum
#

Heeey, I'm making an explosion effect, and for some reason, the particles aren't appearing in game view

#

Or, to be more specific, an instantiated particle isn't appearing

#

Oh, nevermind, I had playonawake off

dusk aspen
#

How do i make a rain with unity particle? (Edit: i found solution)

prime dome
#

hi I have 2 questions: first I have a vfx effect.. it spawns one object only and it goes in a line... pretty simple .. but I want it to destroy itself when it hits a collider .. NOT when it reaches the cube limits

prime dome
#

when someone who can help is here please tag me, because i am new to this and youtube isn't helping much with what i want

warm torrent
#

The old particle system does

prime dome
#

can you explain to me what those mean

#

what they do .. like do I give the particles colliders?

#

or they detect the collisions of those shapes?

warm torrent
prime dome
#

thank you and sorry for taking up your time

warm torrent
#

Short story is that GPU and CPU based effects have different data to work with

prime dome
#

thank you , i dont want to destroy the object, only the particles

#

the thing is I am very new to vfx... I dont understand what those colliders mean or what they do with the vfx

#

i will try to see the decay thing ... hope it will work and thank you again

fluid grove
#

What should I look into for making a material that has a mesh distortion effect, something like kylo rens lightsaber

crimson zealot
crimson zealot
# fluid grove https://tenor.com/view/kylo-starwars-saber-sword-mine-gif-5306010

Unity Shader Graph - Laser Beam VFX Tutorial

In this Shader Graph tutorial we are going to see how to create a simple, but awesome, Laser Beam shader in Unity!

TPS Laser Tutorial: https://www.youtube.com/watch?v=YbWYc3W43EI&index=29&list=PLpPd_BKEUoYh40LeJXTgA6E53gCMPq3MX

Timeline:

1:10 - Laser Beam Shader
3:42 - Setup the Laser VFX
5:21 -...

▶ Play video
dull obsidian
# summer drift Hi all, I'm trying to use VFX Graph on Unity 2021, but it's giving me shader com...

idk, but you could file a bug report for this. I think It's coming from one of the samples (Bonfire) which were all made for HDRP anyway not URP which VFX doesn't officially support yet. and it's unclear if you are using the 2021.2 beta or 2021.1. VFX Graph for URP is in preview and not production ready regardless though 2021.2 beta has more features for URP it's also expected to have many bugs and limitations until it's production ready in an official release. https://support.unity.com/hc/en-us/articles/206336985-How-do-I-submit-a-bug-report-

dull obsidian
wraith lagoon
#

I'm not sure if this is the right place to ask but,I cant change the color of my Particle Effect

dull obsidian
warm torrent
#

How are you changing it and what kind of material are you using for it

wraith lagoon
#

I added particle system to 3d cube and changed the start color

warm torrent
#

Are you sure? Soft particles usually means that the sprites will blend rather than clip when intersecting visual geometry

warm torrent
wraith lagoon
wraith lagoon
warm torrent
wraith lagoon
dull obsidian
#
Unity Learn

When working with Unity’s Particle System, you are able to produce a wide range of visual special effects. You are able to create and configure visually dynamic and compelling effects such as fire, fog, and explosions, or smoke, sparks, and more. The Particle System effect involves particles, or sprites, to exhibit emissive properties as they ap...

wraith lagoon
#

ok thx

summer drift
# dull obsidian avoid comments like this or i won't be responding to your requests in the future...

Thanks for your informed response - I did get the answer quite a while ago that I was indeed hitting the indicator that VFX graph was not ready for URP or mobile yet. And I absolutely knew this would be a distinct probability as Unity has admitted they were hoping to have VFX mobile ready in 2021's lifetime, but weren't guaranteeing it. So I went back to Shuriken for the time being, knowing they'll get it eventually.

As for the snark - Sure it's off-handed. But after spending over a year hanging out (and helping) in General and Beginner Programming chats (here or there), I now see why people post their non-programming questions in there since it's the only channel with active participation. And I'm clearly not the only one given E's comments right beneath mine.

I'd say- feel free to block me now.

warm torrent
dull obsidian
# summer drift Thanks for your informed response - I did get the answer quite a while ago that ...

sure, np. i'm not blocking anyone just suggesting as a regular that answers questions in this channel, that one may "catch more flies with honey than vinegar" as they saying goes. but you do you, and if other channels, servers or forums etc are more active and immediately responsive by all means try there. nothing personal. 👍 this channel is slower and less active but if you have something that you can't find info on anywhere else, perhaps niche or obscure about vfx graph, i try to answer those questions on here when i have time, albeit a few days or a week after at times. good thing about this being a less active channel is that if no one responds right away it won't be immediately lost in the stream of endless messages either. like, i've read every single message in this channel for the past 2 years at least because it's that slow for better and worse 😅

summer drift
summer drift
# dull obsidian sure, np. i'm not blocking anyone just suggesting as a regular that answers ques...

Fair. Though I think I'm going to just mute this and keep questions limited to other advanced servers. Truth is that I haven't really gotten much help from official unity discord for a while now which could be that I'm at an intermediate level, and these chats are more for beginners. Or maybe Patchi is right I just have off the wall, very obscure (likely Quest 2 specific) questions that don't fit will with Unity server

warm torrent
#

It's the right channel sure, but if no one here seems to know it's likely pretty obscure
Especially if you google it and find no clear answers

#

And if it's very specific to some technology, it doesn't have to be obscure for it to be unlikely that the person with the right knowledge will spot it on a big public server

summer drift
warm torrent
#

What type of servers if you don't mind me asking?

summer drift
#

I'll DM you

hollow nymph
#

I'm making a cloud and I'm trying to figure out how to stop the particle to go up and stay in the same place

#

ok found how

#

ok no it continued

#

sorry was doing things wrong

feral cove
#

Anyone know a tutorial for water particles? I need to emit water particles from a pipe

graceful creek
#

Hya. Im trying to get a basic grasp of Shuriken particle systems, and am running into a few problems I just cant wrap my head around

#

The problem is that the particle system Emits the rocket, rather then following a moving gameObject. I need the particle system to follow a gameobject

#

This is how it's build up. The parten particle system using subemitters..

#

I've tried a bunch of things, been fiddling with it for a few hours, but I just cant get the same effect. I've been trying to "stop" the velocity of the particle effects / make them stay in the same place, and then making them a child to the gameobject I want them to follow. This does not produce the same result as the original though. Its pretty much only about the Embers, Smoke and Fire Small gameobjects, they need to follow the rocket gameobject

#

Ive tried changing the simulation spaces etc, changing velocity over time and a bunch of other things, but the trail just doesnt seem to work: Smoke isnt following so much as it is just permantly right On the gameobject without a trail. Small Fire does seem to follow a bit, but it seems like its the same frame from the fire animation over and over, and does not resemble the original prefab, and I havent been able to even see the Embers particle system other then in the original prefab

#

If someone could point me in the right direction it would be Much appreciated! ❤️

prime dome
#

I am trying to make a vfx disappear when it hits anything ... any idea how to do that?

prime dome
#

I will write my questions in hope someone will answer later isince no one is active

#

how do I make my spawn stop after a bit ... I made a constant spawn rate but it isn't stopping, I want to make it stop ... must I do it in code or can I modify that in the vfx file

#

these are my 2 questions for now... I hope someone can answer me

warm torrent
#

VFX graph particles can't have collisions, except against preset shapes within the graph

prime dome
#

like if the vfx particle hits a collider of a specific shape?

prime dome
#

thanks

#

😁

prime dome
#

In this video at about 8:45 they talk about the geometry, What's geometry in that case? https://www.youtube.com/watch?v=9aOtie1DKCc

I like to make videos, i would like to see out there. But there is no video out there yet, that gives a brief overview over ALL shader graph nodes and how to use them. This is the tl:dl episode for everyone who's got their first tutorial behind them and have already set up their first shader. The main question you might ask yourself is: "What ha...

▶ Play video
#

I really don't get it

prime dome
#

I think I get it but not really, please if anybody has time to explain it to me do so!

#

I'll very much appreciate it

steady zephyr
#

is it possible to create custom nodes? like if I wanted to write a fluid simulator

warm torrent
warm torrent
#

What's the correct way to make a VFX effect that follows its origin point but with world space particles

#

Why can't I find any info on this

dull obsidian
# steady zephyr is it possible to create custom nodes? like if I wanted to write a fluid simulat...

it's not officially supported and takes a lot of modification and/or override of VFX graph classes, but the FluvioFX project has proven it to be possible: https://github.com/fluviofx/fluviofx Also take a look at the roadmap items "Fluid Simulation", "Nearest Neighbor Search", and "Custom HLSL Block" under consideration (scroll down) https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/9-visual-effect-graph

GitHub

Fluid dynamics for Unity's VFX graph. Contribute to fluviofx/fluviofx development by creating an account on GitHub.

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

fluid grove
warm torrent
fluid grove
#

@warm torrent Just tried that and it worked. Thanks!

steady zephyr
#

is there a node to mix between two values

#

like "mix" in glsl

dull obsidian
dull obsidian
dull obsidian
steady zephyr
#

Got it thanks

prime dome
#

smoothstep

#

linear interpolation (lerp)

prime dome
#

what is the sense of the "is alive value" of the sample pos depth node? the problem is that if "is alive" is false, i either need to kill those particles, or i need to relocate them/set alpha = 0, if i dont want them to be seen. still i dont get why there is no "null-output-node".

#

i can kill the none-alive-particles and hope that they get spawned at a is-alive-position, but this is wasting a lot of resources

#

what i want to do: use a camera + set position depth node outside the initialize-context. but the depth sample node works a little different

#

i understand that due to the non- initialize- context(its a sample node), the "is alive value" is needed (the particles are already spawned-> relocate particles depending on camera CULLING after spawn ). but without a null-output for is-alive = false, the depth position sample node is kinda useless

warm torrent
#

How would I connect the Color property of SG with that of the one in VFX graph

#

Docs say it should appear in properties when creating a SG for VFX but there's nothing

#

The issue being I can't use the Color over Life to control the SG texture

prime dome
near cloud
#

i had this performance notification "this renderer has more materials than mesh has submeshes multiple materials applied to same submesh" Is there any simple way to fix this?

prime dome
#

@near cloud no, you need to go back to blender for this -> create submeshes. you simply cant have more than one material for a single mesh

#

a material is a shader that lies on top of the polygons of a mesh

zealous sun
#

HI! Look at my new vfx with work on shaders✨
https://www.artstation.com/artwork/d81EJx

ArtStation

HI! This is my new vfx with work on shaders. I use two variations of magic orb. First sphere give more liquid effect, second give more clear fresnel effect. All spheres are using vertex shader for create vibration effect. Well effect is based on two textures which I moving with different speed.

river shore
#

Hey! I'm starting work on an open world rpg, and I can't decide between 2d or 3d. What would you guys suggest?

royal tulip
dull obsidian
# royal tulip https://streamable.com/sfbjem VFX gods please help!

no way to tell you what the cause is from the video alone but my guess it it's some kind of frustum / distance / bounds culling which may explain why you only see the issue in game mode view but scene view ignores the culling. those are the types of things i'd recommend searching for information on. also some very important context when looking for answers is what kind of particle system you are using, built-in particle system (fka shuriken,) visual effect graph, custom C# or HLSL you wrote, or a 3rd party asset, etc.

royal tulip
#

VFX graph using the forward quad

#

My bad sorry, i should of explained more

dull obsidian
#

well, posting a video isn't a bad start haha

#

screenshots, videos, and sketches can go a long way over text alone

royal tulip
#

Yea, i was a lil angry trying to get this work for hours so i was impatient, Is there any additional information you need to assist me? (if you want to assist me)

dull obsidian
royal tulip
#

im on VFX 10.5.1

dull obsidian
#

beyond that, i recommend to search for information / examples regard frustum / distance / bounds culling. seems to be something in that category

#

that's all i can provide for now. good luck my friend, i believe in u 👍

royal tulip
#

I don't

prime dome
#

does "not render" mean the same as "alpha = 0" ?

#

why are there no bounds for killing particles?

onyx lake
#

Is there a way to get the vertex position of particles inside shader graph? I'm trying to create a simple local gradient for mesh particles. It is working when using a simple mesh (not a particle) and use the object position information for a gradient, but as soon as I use mesh particles it stops working as intended.

royal tulip
#

@dull obsidian Confirmed, I cannot do it

onyx lake
#

The green cube shows what I want, while the red ones show how it is currently behaving. They use the same shader and I would like to know how to get this behaviour working for particles as well not just meshes.

#

Here's the shader. I guess the object position does not apply to particles. Is there some kind of math to adjust for the difference between "normal" meshes and mesh particles?

wintry gate
#

guys, I have a question here. Can particles cast shadows?

#

I made leafs as particles and want them to cast shadows, so it will be seen in the room through the window. Is it possible to do it with particle system or should I combine shader with particles?

median compass
#

Hello all, I am new to the VFX graph, but is there a way to make the turbulence block work only on 2 axis (X and Y) ?

nimble goblet
warm torrent
hazy flicker
#

how do I get the particles in my VFX graph to be pointed in the direction that they're moving?

#

I basically want to get the velocity of each particle and then have them oriented in the same direction

#

nvm I got it

inland cove
#

Hi guys!

#

I've started learning vfx graph, however I don't have enough practice...

#

So if you need a visual effect, I can try to make it as a practical example for fun

#

🤪

prime dome
#

i bought a 5ghz cpu. its much better now!

hollow crest
#

Hey there folks, I've been trying in the last 2 days to create an "eye trail" vfx, I'm having troubles getting the particles to form in the shape I want them to.
My goal is taking inspiration of the attached reference.

Can you suggest me references/guidance on how to tweak it the way I want it to be?

Thanks a ton

granite cairn
#

I've got a weird issue with my shader graph. It's supposed to take the object position and assign a gradient mask, so each object samples from a different position and shows as a different color. This works as intended in the viewport. However, when I hit play, all the objects are the same color. Any idea as to why?

hazy flicker
#

for some reason when I input this into my Set Position Module in my VFX Graph, it rotates around the world 0,0,0 and not the local 0,0,0. I'm trying to rotate my emitter around a point but since my emitter is in world space, it isn't rotating properly

#

anyone know how to fix this?

#

it rotates properly in my VFX graph

#

but in-game, it seems to rotate around world 0,0,0, and thus, does not look right

prime dome
#

i need help making a shader for my 2d game that will make things fade in and out like the TARDIS

slate sable
warm torrent
#

What is the correct way to get VFX systems to follow the gameobject anyway

#

I haven't been able to find that

#

Got it working but I had to do something very bizarre

#

without the division by 1 it was following the gameobject's coordinates with a multiplier of 2

#

what if math isn't even real

prime dome
#

i also need help making a wind effect

polar badger
#

hi everyone, i would like to create an effect in my game but i don't know where to start, my idea would be to stain the objects procedurally, an example: a bomb bursts and a black halo remains in the surfaces near it. Is there any tutorial to do it? Thanks in advance

prime dome
#

i need help making a dissolve shader for my game so i can make an object fade in and out simmilar to how the tardis fades in and out

prime dome
warm torrent
prime dome
#

nice

warm torrent
#

Trying to make spinning particles with Add Angle also makes them suffer greatly from gimbal lock

#

Is there a way to do rotation that doesn't have the limitations of euler angles?

prime dome
#

I made a shader graph, why do I have this quad??

sour canopy
#

any clue on a good way to make particles come thowards the player after their lifespan reaches zero? I wanted to make that enemy dropped loot but it auto collects effect.

prime dome
#

is anyone here that can give me some basic help online

prime dome
#

how do I make an orb (sphere) in vfx... all i can do is create a 2d circle

bright current
prime dome
#

sphere as a particle

bright current
#

It doesn't look like there is a way to spawn meshes in VFX graph least on my unity version

I know if you use the old system you can change the render type to mesh.

prime dome
bright current
prime dome
#

thank you a lot

cobalt scarab
#

@atomic lion Try the one relevant channel you didn't spam in. #💥┃post-processing . Please remove all unnecessary cross-posting copies of your question.

tough moss
#

I'm able to view my vfxgraph in the game view and inspector preview but not in the scene view, which is making it very difficult to debug what I'm working on. Does anyone have any potential fixes for this?

golden rock
#

does anyone know why i dont get the shape module on the particle thing?

hearty flare
golden rock
#

tutorial:

#

beuh i am blind

#

i saw it now in the screenshot

#

another question why cant i drag and drop this