#✨┃vfx-and-particles
1 messages · Page 33 of 1
activate it in the preferences
which preferences?
@turbid needle
how do i make particle system emit from opposite base of the cone ?? (from big base to small base)
(i try to make an effect like charge of goku's Kamehameha)
help pls
@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
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?
scale it up in inspector and then make it new prefab, or use vfx (set size/scale)
how can i play shuriken via animator/timeline?
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?
Or is it something that can only work with the newer runtime version?
i dont think so. they usually dont fix bugs of old editor versions besides the longtime support ones, (or update the old versions)
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:
It should also work by using the position of the first particle spawned, but I also dont know how to get this position
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
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
@tall summit most importantly, this omission is not / was never a bug, full URP support is a new feature. so it won't be backported to any long term servicing (LTS) release which receive bugfixes only.
use a switch, remap, or a step node with a particle index node if you wanna get the first particle. then use the get position node. this way you can fake if-statements. why do you need bounds?
you can set the vfx timestep, but with 10 frames you wont achieve much
I need to set the bounds because otherwise culling is broken. The whole VFX will be culled as soon as the source of the trail leaves the screen
does this actually work as an input to bounds?
Okay... say its X fps. How do I make sure my VFX particles spawn at the correct rate?
you can use the logic nodes (and or etc) and only set position if the id is 1 (for example)
this depends on the whole project i guess. i always follow this path: if i want to have 30 frames, i use 1/30 as timestep. but this can also slow down the framerate. there is a good tutorial on timing by unity
thx will try this out tomorrow. was about to go to sleep
I'm not following... I shouldn't need to change any unity settings, just spawn rate and lifetime in the VFX graph
oh ok
The Constant Rate Block adds a spawn count over time at a constant rate. For instance, if the rate is 10, this block tiggers 10 spawn events per second for its Spawn Contex
so it depends on the capacity
spawnrate=1 and capacity = 10 -> 10 particles per second (if the lifetime is set to 0.1 i guess)
Yeah I think the lifetime is the issue here, since if it's set to the wrong value the particles won't die in time for the next frame to be written, and if they die too soon that obviously leaves a gap
you also can increase the capacity
That shouldn't be necessary
And isn't a solution for my purposes anyways since I want exactly one frame at a time
"Note: Fixed Delta time works in asynchronous update with deltaTime = N * FixedTimeStep (with deltaTime = min(deltaTime , MaxDeltaTime)).
N being determined by the current framerate.
In this mode, deltaTime can equal 0 at certain frames." https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@7.1/manual/VisualEffectProjectSettings.html
Does that mean that vfx is totally independent from the main timescale? i dont understand the function
Yup I'm lost lol. Thanks for the link
it's something like that.. somethings in visual effect graph are not frame rate independent: https://forum.unity.com/threads/vfx-particles-timestep-physics-simulation.983923/
and there is a roadmap item in regards to addressing this timestep limitation / frame rate independence : https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/101-sub-frame-interpolation
Enables spawning and updating particles with greater fidelity when it comes to fast moving simulations removing typical staircase effects with discrete simulation.
thanks landon!
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
haha omg 😉
I am using a compute shader (thanks @slate sable) to get the data in. The data is a particle sim that runs at an arbitrary framerate.... In-game however the FPS is 30+
You could set the Lifetime to 1/your frame rate you want and use periodic burst with count as the count of particles and delay same as the lifetime. Just a guess. :-|
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?
tried this, thanks. where did you get 1/frame rate? didn't really work :/
anyone know if you can check if a particle is at a given location, and if so, don't render it?
so I got it working... don't assign a lifetime and use single burst
that makes them not overlap at least, not sure if it's the "correct" way
Is there any difference in putting "Over Lifetime" changes in the Output block vs the Update block?
good question lol
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.
anyone? 😛
update has always more power
for example with color: colors have higher intensity in update block
and some over life nodes dont work at all in output
this cant be done in vfx alone. you would need some custom functions
what? why?
ones its in the gpu pipeline you cant do anything about that
ah that is unfortunate, i need to send degenerate points at (0,0,0) (or wherever) for null data in order for my point cloud to be ordered
hope unity makes this more like an actual programming language
it is promising but very incomplete
@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
this shoud work
Does anyone have knowledge about using the torus block?
I am trying to make the torus wavy like this
this is a circle. set position circle + turbulence/noise
It needs to have thickness though
Also, your statement is very vague, can you be more specific
@prime dome
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
you could use a particle strip or basic quad. then use the set postion circle/torus and add a turbulance node.
use a add position node connect it to perlin noise and set the range to actual position + set a range from -2 to 2
In the update?
Literally yesterday was my first time using vfx graph, so its not easy for me
Thats what I have, and thats my output
the outer particles you see are what this part of the system I showed controls
How do I force the particles to stay within a torus/circle, instead of just moving outwards like that
@prime dome
If there was a Collision with Torus block, that would be great, but there isnt
with the method i stated
What is this connected to?
Can you show me the actual set up in vfx graph?
Please?
@prime dome
Managed to get this output
maybe later
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.
Maybe just set it's alpha to 0 when in that point? For example with distance between particle position and 0,0,0. If it's less than 0.0... set it to 0. Or if you aren't expecting these particles to get visible again you could set alive to false to kill them.
i think the blue and pink things are made with shader around a sphere mesh particle -> 2 particles
which is also a force field for the smoke
visibility of smoke is set to 0 when smoke is to far and to close to sphere
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.
"Internal: deleting an allocation that is older than its permitted lifetime of 4 frames (age = 10" what does this error mean?
it's an error from the jobs system, which vfx graph uses. Basically. seems like a bug in VFX graph if that's all you're using
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?
or maybe its a bug
it's not just about visibility.. some effects i want to do are based on connectivity, so it will draw a line to the invisible point
this sounds like it would work... so it would be two vertical graphs connected by a GPU event (I think that's green)? Not sure what node to sample
so its just about alpha, i thought you dont want to render them
same approach: use get position/ target position and switch nodes to check if the condition is met
get the target position from the trigger parent (inherit). this is the easiest way nfor me
Anyone know how to set the position of each VFX particle?
That's what the position nodes are for
can you use VFX particle strips to render trails? I'm having trouble syncing it with my camera/objects that are updated in Update
i've turned off fixedupdate here
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
Does anyone know any workaround to animate the color over lifetime module?
or get the same effect, at least
like using a gradient for the color?
Yes, but actually being able to change it via animation
Tho I gettin tired, feel free to dm me
hmmm I would probably expose a shader value and animate that in the material
I have big stupid, what do you mean?
Like, animate the color and the alpha in a loop?
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
Unless I'm just dumb
Also I must rest
well i donno what you are doing, but you can pass the normalized particle lifetime to a shader, and you can have a color parameter in the material using that shader which you can animate with an animator (or a gradient you scrub along, or whatever)
cyan explains most of it in here https://cyangamedev.wordpress.com/2020/07/19/custom-vertex-streams/
still struggling with this syncing #✨┃vfx-and-particles message
basically i need a new 'particle' (start of the strip) to be created every frame
does anybody know if the VFX graph scripting API is supposed to be complete? It feels like there's stuff missing or things that just don't work
I'm having issues with this API class in particular:
https://docs.unity3d.com/ScriptReference/VFX.VFXSpawnerState.html
delayAfterLoop, delayBeforeLoop, loopCount, loopDuration and loopIndex don't work at all
I'm trying to read the values that I use in my graph, but it just returns nothing
also, changing those properties through my code doesn't seem to affect the visual effect's behavior either
modifying particle systems yields this popup for like 3 minutes
even whe nthe particles are paused
not even being sarcastic 4:30+
did you goof up and give some ridiculous value for something?
just restart
if you're rendering like a million cubes or something and accidentally give a very large scale that'll zoink you
theres like 30k particles max
its 4-5 minutes every click
but then it runs smooth as butter
until i click again
theres gotta be a better way to make tornadoes and storm clouds
without using volumetrics (very laggy)
hard to advise without seeing everything ... are you sure it's related your VFX graph? you turned everything else in the scene off?
its a particle system, not sure what a vfx graph is (im a programmer not a graphic designer lmao)
it's a visual scripting language for particle systems in unity
30k particles is quite a lot I think for Shuriken (the normal particle system thing)
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.
-----------------...
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
@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.
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.
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)
to be honest i just gave up with it, im gonna edit the particles during runtime via a script if i have to again
im gonna look at this because this sounds really useful for my purpose, im making full scale tornadoes with the cpu particle system
Question - is VFX Graph unsupported on Quest 2 entirely? Note: I don't have Vulkan support on the project I'm in.
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
vfx graph doesnt work
at all
standard render pipeline
literally just imported it
its the default vfx graph
i havent changed anything
and it wont play
all of that stuff pops up when i compile
@upper geyser VFX Graph is meant to work with HDRP or URP.
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.6/manual/System-Requirements.html
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 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
if i have any issues with the cpu particle system from here on ill take a look
@upper geyser but you might even be better off with GPU particle system examples and assets made for BRP
(especially if you prefer code over node based interfaces.. though it can be a lot of boilerplate at times)
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.
im also making tornadoes with particle systems, i used a free asset on the asset store called "particle ribbons", it has orbiting particles done for you
This looks like a great start. Thank you for the suggestion!
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
i guess i use the clamp node
no better: remap node to filter some values out and then go for minimum
@prime dome what is the ultimate goal? how do you intend for the particles to behave or look by doing this?
i'm just curious even though you answered your own question
i guess this can be done quite easy with a matrix
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?
nevermind solved it
i tried to send you the graph, but its not possible. i want to reduce my amount of nodes. i want to morph between 2 font under certain conditions. and so im trying to find out how to use matrices with vfx
@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
can i use the set position node multiple times if i address different particle ids? yeah sorry its seems to work
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
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?
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
@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
@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
Asking about your attempted solution rather than your actual problem
@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?
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?
if you just need to change the color of the particle it shouldn't require custom anything, you can use the color attribute
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.
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
hmm that might not work due to floating point precision error, i'd try changing that to a distance check. check if the particles distance from 0,0,0 is less than 0.1 or other distance and set green
ahh ok ill try
turns out that i cant set color by id (every id > 5 ) and i cant really use equal condition (due to floating point precision). but anyway it works for me now!!!. also really cool that you can store the ids and properties with custom atributes!! thnks bro!!
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
yeah man storing particle ids is so cool and helpful!
now im starting to understand how this node based stuff is working!
i can only filter certain particle ids via range/float if i use a modulo before the division node. i really dont get why. but it works now.
interesting. maybe need to cast the id to a float first? could also try multiplying by a positive value less than 1 and avoid the division? either way i'm glad that's working in some way now
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
but still why isnt possible to use the id node directly? why do you have to count down with modulo?
i guess the only reason can be the update times. because the same approach works with every other property besides the damnparticle id.
if its because floating point precision-> ceiling the id should be enough
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
I have all the relevant custom vertex streams on
And color over lifetime set to decreasing the alpha how I want
But even if I change the alpha to 0 directly, it still renders fully opaque, or at least seems to.
I can test if it's because I'm not using a vertex color to decide the albedo
Wait, I'm a fool. It isn't set to transparent. I'll leave thia here is case that doesn't fix it
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Context-OutputMesh.html never used shader graph before ... can i use this to draw triangles between specific particles?
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)
@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)
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
and a mesh is not a particle. so you may better use mesh particles
the main reason why meshes are existing in the vfx graph is, that you can use nodes for your mesh (dont have to controll externally)
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
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....
sdf tool hasn't worked for me from the start. so i wonder how you got it working anyways. im better off using houdini
im running latest beta
i though sdf tool is deprecated
this is the expectation in the docs
i cant figure out how to not get the cube, and rather get my mesh
there's no info on any requirements of the mesh, listed in the docs
thats kinda weird
im assuming that the problem is me, i just have no path to determine what i am doing wrong
but i suppose it could be a bug
very scant details available on searches
let me try this. lets see
wow the even have a native point cache bake tool. i didnt noticed
is your preview window displaying the desired sdf outcome?
no, i see
in houdini this is usually happening due to wrong mesh/wrong settings
the docs do briefly mention this:
- 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.
@nimble goblet its because of the "In/Out Threshold"&"Sign Passes Count". activate live view and adjust this property
so just like @dull obsidian said, you need to activate the additional properties, or your mesh is just not suitable (not waterproof)
ill try another model
just a subdivided cube from blender, with some modifications
all transforms applied before export, exported as fbx
ive also tried playing with all the values
always a cube in the sdf preview
Prob was asked a multiple times already but will ever VFX particles collide interact with world colliders?
you can construct meshes at runtime to interact with other colliders
this HLSL compute shader kernel failing to compile appears to be the main problem. which is part of the mesh SDF baker itself. i searched the web for this text and found that it's a known issue in 2021.2 beta (12.0 graphics packages) with a fix in review (quality assurance testing phase) https://issuetracker.unity3d.com/issues/hdrp-vfxgraph-mesh-and-texture-preview-fails-when-selecting-bake-mesh-in-sdf-bake-tool-window
no worries! thanks for posting the error.
i think i may have come across this, but in my lack of knowledge, disregarded it
is there a version i can downgrade to that still has the SDF tool, in a working state?
When i exported a grass from blender to unity the particle settings didnt save how do i fix this
still: if your mesh is flawed and not waterproof you cant bake good sdf
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
the same goes for houdini: if your mesh is flawed: you cant bake sdf
thank you for the suggestion, but this was part of troubleshooting similar issues when trying to use the api directly
i'm looking to build meshes at runtime
for dynamic collisions
so when i was hitting errors, i explored the manual route to try and expose what was causing the issue
i imagine i will have the same problem in URP
but i'll try
you cant bake sdf at runtime without enourmus laggs
if the resolution is small it would work
as long as it's happening during a loading screen or something it'll be okay
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
yeah
i intend to multi thread
or at least have a thread dedicated to managing the sdf
not high resolution
isnt possible to sample a mesh directly inside vfx graph as force field?
if you really want it real-time not just "bake" at runtime periodically you don't necessarily need CPU multithreading though you just need a different GPU compute shader approach, there is a real-time mesh to SDF generator pinned to this channel
is that the better approach?
it uses Jump Flood Algorithm (JFA) instead of ray mapping so it's faster
but it's not better quality
lets say i wanted reasonably accurate steam being emitted from a broken pipe
with nice collisions with nearby pipes
those pipes are destructable
and likely to be destroyed
debris could be moved in front
etc
i got reasonable results for a vfx when using the depth buffer
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
but without a proper mesh: you will have the same problems, no matter what option you choose
but i was exploring the vector approach with sdf
i intended to keep the bounding box very small, only around the point of impact
with small resolutions of 20-50
could go lower
the steam has a short lifetime
so 1 bounce would serve the purpose
yes oeLeo, but i dont think my mesh is the problem. it seems its a known bug
i've added to the post btw, landon
i will look into the mesh To SDF , thanks again landon
just try houdini and compare the outcome
i've used ordinary cubes, spheres....
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
what initially led me down this path was the example code here:
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/sdf-bake-tool-api.html
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.
yeah, i dont mind, i learned a bunch, eventhough i didn't get to where i wanted to be at this point
fwiw, this is an example of real-time SDF generation results i got working from aman tiwari's MeshToSDF from a skinned mesh renderer (a rigged / tracked "hand" mesh) https://twitter.com/landon_vfx/status/1410684627170304000
sph fluid particle hand tracking test #madewithunity #unity3d #leapmotion https://t.co/8mZabu0w45
anyways: with houdini you can create a unity procedural asset that is baking your sdf in runtime
is the top right a slice of the sdf for debugging?
i guess a 0 point on the depth axis?
yeah though unfortunately houdini and houdini engine only work with unity editor, not in unity builds that you can ship
yeah exactly it's just a single z depth slice (likely in the middle of the volume) for debug view
whats the difference`?
so you cant use it in the game, but in the editor?
right
yeah exactly
by the time you build / ship the game, you need to have everything "baked" final and can't be changed at that point
damn
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
it honestly is licensing limitation. SideFX isn't sure how or how much they would charge to let developers ship Houdini engine along with each copy of a game or app. so they don't allow it, at least for now.
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
so like a vertex displacement with a vector field?=
oh, while that is possible to deform SDFs, it's not happening here. it's a regular skinned mesh just like any character rig in unity, but it's of a hand that is deformed and then an SDF is generated from it after the deformation
just like i thought
i see
there are ways to skip the mesh altogether but for this hand tracking SDK it already had a skinned mesh renderer included to use
it is, an SDF 3d texture is being generated every single frame from the triangle mesh
yeah it's possible just not necessary here
but this would require quite an algorithm
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
i know nothing of character skinning / rigging
i'm coming more from a sim perspective
cfd, aero, etc
some info on the algorithm https://blog.demofox.org/2016/02/29/fast-voronoi-diagrams-and-distance-dield-textures-on-the-gpu-with-the-jump-flooding-algorithm/
hmm
not in this case. but if you did that you could create a 3d motion vector volume to help with energy transfer in collisions, it would be nice to have!
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
😛
i'm using the SDF as a frictionless attractor, not as a collider. if i did i think there would be more energy loss
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
i assumed the hand is the negative in the vlume
it's just a a very slippery magnet as shown, and with zero gravity lol
i can't remember exactly, i want to say 64^3
but even 32^3 would look okay with the interpolation
i have some very cubic style / design
so i think with some custom runtime mesh construction, i can make the most of it
and yeah in your case you could design the pipes to align with the voxel grid
so i have to double check but this needs millions of nodes. im looking for a node that is just outputting "null" if the requirement is not met
or at least rotate the vfx for that
really appreciate the info and your time, landon and oeleo.
thank you
youre welcome bro
ill dive into meshtosdf and share any progress
this the original question that you have added more info to just now? about millions of nodes
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
@prime dome 0 position is only depth / z? is this still for particles rendering text?
yes its still for a text
it can be done by vector calculations an clamp nodes i guess
but with a null output as default value, this would work more ez. wait i send you my graph as image
@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
i just mean for comparisons if you run into problems
the problem is that i cant set the default value to the actual position. because this would mess up the other values
anyway not sure what problem you are solving here that the particles need to go back to the old position if their depth position is above zero. what does this accomplish in the text rendering or.. how does it look now versus how you want it to look?
this was my aproach
maybe this would be a case to use custom attributes then? for "myPosition" or whatever other extra positions you want to get / set without affecting the built in positions attributes
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
checked that. i cant assign position values to custom atributes
ah this is why you were looking at matrix transformations before
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
@prime dome and this is for morphing text in one font to another font? but it's the same text characters / letter?
like text thats says "lorem ipsum" in helvetica font will morph into "lorem ipsum" in times new roman font
ah okay
haha
so, a single font but different text, of a different length as well? example: "foo" morphs into "bar" or "foo" morphs into "banana" ?
exactly
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
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 ...
is that close to what you want or no?
yeah i thought of invisible positions too
the morphing in the beginning of the video?
yeah the text particles swirls and morphs into a smaller amount of text
cool video
and the "extra" particles either fade away invisible or die, impossible to say which, same result
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
but i guess i just need either to use the particle id method, or avoid branch/switch completely
ah okay now i'm starting to understand. this is much more rigid and specific behavior. but it will look very cool i'm sure
ill show you 😄
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
276
i was wondering if it is possible to compile a vfx and run it through a compute shader/buffer on a mobile...
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.
but how would this make it easier
ahhh ok
i understand
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
so the keijro project only can read from graphic buffers right? so you would need other methods to write to a shader right?
it's just an example project, you don't need the keijiro example to make it work, just for reference. here the documentation for this feature in 2021.2 beta https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/Operator-SampleBuffer.html
ok i understand, but still, sample buffer only can read from a buffer. is that even possible to write to a buffer /compue shader?
you can already read from / load / sample textures in vfx graph since the beginning this just adds graphicsbuffer (basically the same as computebuffer)
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
im trying to understand if you can use the vfx on the gpu via compute shaders
to write to a graphics / compute buffer from vfx graph no, not officially.
no sry thats bullshit. i meant: how to make vfx running on a mobile gpu chip?
damn
i've done it but it's a bit of a hack that requires injecting code into the vertex shader and writing a custom pass for each render pipeline to allow the buffer to be written to, etc
sounds like lot of work
for vfx graph to work the mobile gpu needs to support compute shaders, newer mobile devices already support this. 2021.2 beta has this working in progress with URP
you gave me a good hint. im gonna try to divide the id/100 , ceil it and then multiply it with 100
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
theres nothing on the internet about that, but you helped me with the branch node precision issue. so thanks again for that. i guess it would have take me months to find that out. floating point precision seems to be quite a problem with vfx
it's not just vfx graph that's a general computing issue but GPU compute even more so as typically limited to 32 bit precision (64 bit double is possible but rare on GPU in game engines,) and some older mobile GPUs even more as they might only support 16 bit "half" precision
add on top to that with particle systems there are many factors that might cause particles to drift away from exact positions every step
but im running a 4 ghz cpu. how can it happen that cant use the id node without modulo?
has nothing to do with the CPU or how fast it is, i dont think this id node problem is even a precision issue, the equals comparison to position 0,0,0 was the more likely precision issue
this just might be a type casting issue
if i use a simple setup, it responds. but if i ad additionally requirements it fails
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.
so i guess i need to use modulo with the help of custom atributes! thnks bro!
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
this looks like a shader
doing this with vfx will be quite difficult, but with a shader its quite simple
A Blog bringing the best Sprite Effects for gamers in isometric style and game-maker. I only make the best. Thank you for your support in my quest.
its a site with lot of nice spresheets. you could use particle system to trigger your shader
there also some nice videos about flipbook animations. https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/Block-FlipbookPlayer.html
Today's project is Lightning effects with Shader Graph and VFX Graph. This procedurally generated lightning is done with Shader Graph and then we create a few particle effects with VFX Graph.
2017 Lightning and Thunder Tutorial: https://youtu.be/ewC_c6aHbf8
Electricity Shader: https://youtu.be/u9lOaPVtSqg
Enjoy!
----------------------------...
VFX Graph: Can you have a recursive event? Like a GPUEvent leading back into the initialise node? Obviously with an exit condition.
what do you want to feedback?
theres probably a different approach to achieve the same result
I want five or six little particles the same to pop out one after the other.
from the preceding particle position? or all particles originating from the same source?
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?
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.
Based on this: https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.3/manual/whats-new-10.html#multi-mesh-experimental I'm going to answer myself here with a hard "no"
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?
i think its the example for matrix4x4 in the docs
var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]);
im also looking for arrays.
That's all well and good in a C# script but not possible in VFX graph. This is what I needed:
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
it's alright I found what I needed with the Transform operator
All from the same source, and then I’m going to randomly spread them out a bit.
so what is the problem? thats the default behaviour isnt it?
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.
yes, you can set the alive attribute to false, as described in the docs for the built in "Kill" blocks. also note in the doc that you must enable reap particle on the update context https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/Block-Kill(Sphere).html
good news, Lit VFX graph rendering for URP is already in Unity 2021.2 beta / 12.x graphics packages https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/whats-new-12.html
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 ?
Unfortunately this kills the particle rather than just not drawing it which isn't appropriate for my use case ( which admittedly might be a bit of an abuse of VFX graph)
Yep realized this after I posted it!
i've got a decent rain effect working
what tool to use for URP for VFX?
i don't think URP support VFX graph
so just use particle system?
URP supports VFX graph
it says on note on package it does not support URP support for it coming soon
i always use latest LTS
where?
I'm l iterally using it in a project
on the package notes itself
well m not using in preview stuff in mine
the project m working is for publishing and things needs to be stable
Then use Shuriken
AFAIK
i mainly used SRP
darn this pipelines
i wish it was only URP
and no more time spent fixing assets and etc
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?
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
(sound warning btw)
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
i fixed it, but now my only problem is the particle only renders at certain angles :/
oh well in that case just set the alpha attribute to 0 and make sure you are rendering with transparent alpha blending and/or alpha clipping. that will make the particle hidden / invisible but still alive.
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
Do you have experimental features turned on in preferences > visual effects?
how does one add circles to their particle system?
Its not a material
I want it to emit circles
@slate sable worked, thanks
anyone have a preferred vfx tool for authoring particle images for vfx graph?
ik a lot of ppl use Photoshop
gimp would be fine too i imagine
I use Affinity Photo. Great Photoshop alternative.
isnt it possible to set lifetime via code and kill particles this way?
there is a free photoshop version. its kinda old, but it works for the most things
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.
no i dont think so because you cant use the "evt" (gpu event ), or the trigger nodes as a property
The main thing I wanted to split my graph up by was spawning new particle systems. I hope they fix that somehow.
what do you want to do exactly?
not currently, but this feature is planned on the vfx graph roadmap. see the links pinned to this channel
curious as well, there is often a way around needing this feature though it would be nice
you can use a GPUEvent to trigger a new subspawned particle system that has subgraphs connected to blocks in its contexts, if that helps.
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.
That probably would, I'll have a look at that, thanks!
@scarlet narwhal this is a setup from last week that landon helped me with. is that what youre looking for?
That's very similar to the kind of thing I'm currently doing, yeah.
For example:
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.
what is this for / what is the end result meant to look like? something to do with a rocket being white? 🚀
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 😭
It's fireworks - they're mostly multicolored but every so often there's a "white" one which is bigger and brighter.
@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
that sounds interesting, thanks!
It's just a learning exercise anyway, might try and do fire or smoke or "mystical glowing" or something next.
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.
the easiest way would be to use a signed distance field and a set position circle before
🤔 havnt really looked into the signed distance fields with vfx graph yet. can a signed distance field be manipulated at runtime?
or you use a cone and rotate it or something
@elder latch but you cant rotate cone with the node. but you can try to transform it with transform node https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/Operator-Transform(Direction).html
thx I will try that
np
this transform vector worked
the weird thing is it couldnt be connected to the orientation input. I had to put vector blocks in between 🤨
@elder latch why dont you use getPosition instead of your 2 vectors?
ah you mean the vectors connected to transform output?
its because the transform outputs a direction, not a position
but its even called tPos? 🤔
I dont even understand why vfx graph makes a distinction there. Position and Direction both are just Vectors...
a h sorry, i thought its transform direction
yeah its weird. on hover it does even say "cannot connect for unknown reason" 🤷♂️
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
I can see how that could matter for inputs 🤔 but not exactly why a e.g. a transformation output needs to be a 'direction' or a 'position'
is there any kind of input that takes both and has a different outcome whether its input is a dir or pos?
@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
yeah I thought so. its basically a look at with up vector
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
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
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
sure if you dont spawn them constantly
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.
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
No, and this is off topic.
go to general chat
would you guys recommend learning Photoshop or adobe after effects
if you had to pick one for authoring vfx textures
or any other program
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
just learn blender https://www.youtube.com/watch?v=dn4UFetEDWM
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 ...
@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
you may have some strange settings in your graph like lifetime = 10 & capacity = 10000000
if theres an "!#" next to capacity, turn it down
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
can you disable the graph and create a new gameobject with a simple vfx(you find it under misc)? -> reproduce
this is weird
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?
how do u get the uv coordinats to sample a texture in vfx graph
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.
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
offset the uvs of what
@fluid lagoon the output quad
In this 2013 GDC session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
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Houdini
I figured it out. You need to create a vfx Shader Graph asset and sample the textures in there to set the color
This sounds like it might be related to what I was just coming in to ask. I want to use a texture with a red and green channel, and then do different things to the different channels before outputting. Will I need to do this?
try the #🔀┃art-asset-workflow channel for those workflows
maybe, not necessarily. depends on what those different things you want to do are and in what context they need to occur, which is determined by the end result you want.
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 🤔
yes, i would create a shader graph asset to sample textures and do math ops on it
set the sample curve to start at the angle you want, like 90
I set it to go from 0 to 90 but this resulted in 90 rotations in 1 seconds
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
Is there any way to blend colors in VFX graph using different blend types (eg overlay)?
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
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?
For 3D you can use either HDRP or URP although URP misses some features. For 2D I am not up to date.
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.
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:
looks like the default hdrp diffusion profile (which is bright green.) more of a general material / #archived-shaders topic. the relevant docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@11.0/manual/Diffusion-Profile.html
- comparison of built-in particle system (fka shuriken) and visual effect graph: https://docs.unity3d.com/2021.1/Documentation/Manual/ChoosingYourParticleSystem.html
- visual effect graph platform requirements: https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@11.0/manual/System-Requirements.html
- visual effect graph roadmap with info on future support for URP and 2D in progress: https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/tabs/9-visual-effect-graph
Product roadmap and feature requests. Welcome to our product portal.
hey thanks for the information i was googling for a while did not find the correct answers
thanks
i will stick to battle tested old particle system for now
its quite good
compatible with most devices especially mobile
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
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
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
is it possible to kill all particles (e.g through an event)? OnStop only seems to stop it from spawning new ones
try disabling the gameobject
yeah that works. I would like to trigger a differnt part of the graph though
I could disable->enable->trigger event
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?
what I try to achieve is some particles hovering in place with an infinite lifetime and then explode and fly away on an event
yes im on urp
im on 2021.2.0b4
and 10.2.2
maybe there is sth broken in the beta version?
on older versions of unity, the input system package didnt work
the only fix was to upgrade unity
according to unity staff
I am also using the input system
but now on the version of unity that the input system package works on, the vfx graph doesnt work
and entities -> Thats why I cannot use 2021
is your project vr?
yes
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
do you know how I could make this work?
I basically try to have multiple different states/animations of the particles
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?
is it possible to use skinned mesh sampling with shuriken in urp?
You want to click this in top right of any of your blocks.
So you have local instead of world
why cant i use sample texture 2d as input for branch/switch?
and how can i fake it (using vector4 or something to transform the value)? fixed by using shadergraph and properties
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
thye just dont look 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...
but way better than what i'll settle for
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
do you have set your particle sys to world or local space?
alright after a lot of work i got a great tornado but it disappears when the gameobject goes off screen
and it renders as alpha on the render targets
latter issue was fixed by enabling post processing
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
You need to set it's bounding box to be bigger. I think it's in initialize. (not on PC rn)
Or you can set somewhere in the inspector, might be right on the asset to always recalculate the bounding box. Which might be more resource consuming than just setting it to a static one.
it worked thx
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
Hm. As usual, a bunch a crickets in the VFX channel.
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
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
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?
Could somebody advise why my particle effect's "size over lifetime" doesn't start animating right away when a particle is spawned? Basically I want this ring to start contracting immediately:
https://cdn.discordapp.com/attachments/497872424281440267/872027621578387557/Desktop_2021.08.03_-_18.05.49.02.mp4
Particles have a maximum on-screen pixel size limit, which I guess you're hitting there
Amazing, thank you!
I'll check it out when I get home
Yea it seems to be configurable in Renderer section
Suppose it's meant to be a failsafe against massive overdraw in case the player sticks their head right into a bonfire
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
How do i make a rain with unity particle? (Edit: i found solution)
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
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
VFX graph particles don't have collision detection afaik, as they're entirely gpu based
The old particle system does
oh
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?
I'm in the middle of something but if you search VFX graph introduction, there's surely an explanation how they're different on a technical level
thank you and sorry for taking up your time
Collision against predefined colliders
Short story is that GPU and CPU based effects have different data to work with
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
What should I look into for making a material that has a mesh distortion effect, something like kylo rens lightsaber
do you mean to get the crackling and stuff? you could do it with scrolling textures
something like this https://www.youtube.com/watch?v=mGd3nYXj1Oc
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 -...
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-
Symptoms:
I have found a bug in my Project.
I am experiencing a bug within the UI.
I have a problem using the Unity Hub.
Cause:
If Unity is not working as you expect it to, or you are seeing an e...
avoid comments like this or i won't be responding to your requests in the future. it just makes you look entitled and impatient for free support. this is a community chat not a dedicated support channel.
I'm not sure if this is the right place to ask but,I cant change the color of my Particle Effect
need some more info. do you have a screenshot showing what you've tried so far?
How are you changing it and what kind of material are you using for it
I added particle system to 3d cube and changed the start color
Are you sure? Soft particles usually means that the sprites will blend rather than clip when intersecting visual geometry
Still not enough info
Your particle system could be lacking a material entirely for all we know
Anyway sounds like an issue that could be solved by following a basic particle system setup tutorial
I watched a video but still couldnt fix it
Can you tell me how to add materials to particles?
You have not given us clues what the problem is
When I change the start color of the particle it doesnt change the color in the scene
@wraith lagoon try this official tutorial https://learn.unity.com/tutorial/modifying-gravity-color-size-lifetime-of-particle-systems?projectId=5f078cfdedbc2a3231d47753
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...
ok thx
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.
It's very rare that anyone knows what vague errors mean, on any channel or context
They're often system or project specific, or even entirely random
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 😅
I see so let me ask you this - how does one know which error is obscure? Or are *all *errors obscure and is this channel more for "how does one use VFX graph?"
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
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
Maybe. Maybe not. Like I said - I've gotten a lot more help from other servers and sources as late. Don't know why. But I'll see ya'll on the flip side 😛 Have to focus on work
What type of servers if you don't mind me asking?
I'll DM you
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
Anyone know a tutorial for water particles? I need to emit water particles from a pipe
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
I'm trying to use this rocket trail prefab from the Unity Particle Pack (https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-particle-pack-127325)
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! ❤️
I am trying to make a vfx disappear when it hits anything ... any idea how to do that?
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
VFX graph particles can't have collisions, except against preset shapes within the graph
I didn't understand the shapes within the graphs what do they represent
like if the vfx particle hits a collider of a specific shape?
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Block-CollideWithAABox.html the docs explain it pretty well
You create colliders that exist within that graph
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...
I really don't get it
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
is it possible to create custom nodes? like if I wanted to write a fluid simulator
Meshes are a collection of data, such as vertex positions, vertex normals, colors and UV coordinates
Geometry nodes use this data as an output
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
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
I have a lightsaber blade that looks like this with no material: https://gyazo.com/f07efc7d2d1efaa6694c1a829b1a8344
I have a shader that looks like this:
https://gyazo.com/c2b141431b8eb116bc9cd7d94f0730a7
Yet, when I apply it to my blade, I get this disaster:
https://gyazo.com/0933b8e2a05f3b6c348205fc39163780
Any ideas?
Hard to tell from the tiny image but it should be smooth shaded or vertex effects will break it into pieces
@warm torrent Just tried that and it worked. Thanks!
cool thx
is there a node to mix between two values
like "mix" in glsl
vfx graph is largely generating HLSL code and many built-in nodes are named after the HLSL counterparts. so when porting from GLSL we often can use resources about these languages to translate. bookmark this and refer to the table of commonly used functions and variables. https://anteru.net/blog/2016/mapping-between-HLSL-and-GLSL/
which leads us to hlsl's lerp function, ms docs can verify the formula used https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-lerp
with this info we finally arrive at the corresponding vfx graph "lerp" operator node https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@11.0/manual/Operator-Lerp.html
Got it thanks
so the only difference from smoothstep is the curve of the graph right?
smoothstep
linear interpolation (lerp)
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
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
the black color property underneath your alpha value is your sg color property. you can use "get lifetime" and gradiend outside of the context to feed it.
Totally perfect, thanks!
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?
@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
HI! Look at my new vfx with work on shaders✨
https://www.artstation.com/artwork/d81EJx
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.
Hey! I'm starting work on an open world rpg, and I can't decide between 2d or 3d. What would you guys suggest?
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.
well, posting a video isn't a bad start haha
screenshots, videos, and sketches can go a long way over text alone
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)
since it's vfx graph, to follow up on original suggestion, there is some new documentation that helps explain how setting the vfx graph bounds work, though this is for Unity 2021.2 beta (vfx graph v12) so some of the improved features here may not be available in previous versions: https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/visual-effect-bounds.html
im on VFX 10.5.1
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 👍
I don't
does "not render" mean the same as "alpha = 0" ?
why are there no bounds for killing particles?
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.
@dull obsidian Confirmed, I cannot do it
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?
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?
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) ?
you probably need to reference transforms in a local context, seems like your shading or alpha gradient is assigned to a position in world space and not local space
My guess is the "object" is the particle system, not the individual particle meshes
I don't know how you would refer to each particle, I suspect the renderer considers them to be a part of one single mesh, but you could get around the problem by using an UV mapped gradient cube instead of a procedural gradient
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
How would i create a submesh
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
🤪
i bought a 5ghz cpu. its much better now!
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
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?
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
i need help making a shader for my 2d game that will make things fade in and out like the TARDIS
I think the [L] in the input position means what the node should be working with. So it's expecting a local position and you're giving it a world one.
You could try switching that.
Also you could use the Change Space node on your position to make it local and after the transformation change it back to world.
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
Thanks I'll try that
i also need help making a wind effect
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
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
That could be a shader job
do you know how to do this?
https://youtu.be/taMp1g1pBeE these concepts could be used for a fade effect
nice
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?
I made a shader graph, why do I have this quad??
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.
is anyone here that can give me some basic help online
how do I make an orb (sphere) in vfx... all i can do is create a 2d circle
like spawn spheres as a particle? or make partials form into a sphere?
sphere as a particle
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.
can you send links of vfx tutorials
https://www.youtube.com/channel/UCtb1s859RTxx-RIgFs5ZVQA
This guy seems good
Gabriel Aguiar Prod. is a channel that mostly focus on creating Visual Effects for games, but it recently started a Indie Gamedev journey. Updates are coming!
All my assets are available on my Patreon page, some, exclusively. By supporting me you get rewards and you keep the channel alive :)
Patreon: patreon.com/gabrielaguiarprod
Enjoy!
GAP -...
thank you a lot
@atomic lion Try the one relevant channel you didn't spam in. #💥┃post-processing . Please remove all unnecessary cross-posting copies of your question.
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?
does anyone know why i dont get the shape module on the particle thing?
Screenshot what you mean. It cannot be missing afaik