#Text to particles to text
1 messages · Page 1 of 1 (latest)
Ok, I am trying to achieve a similar transition to this one:
https://youtu.be/Op6kgayifzU?t=10
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Well, I have finally released something thats over 1 minute (yay :D). I really want to thank Sparkles, wouldn't be possible without you man :). I spent a lot of time on this, and learned a bunch of new things along the way. The edit is dedicated to a friend (Riko Kaspar Madisson a.k.a Defuzahh), who died in a car crash earlier this y...
I've made the text turn into particles which was pretty easy, the problem is that I want to add an extra part to this transition, particles morphing into another text.
The first approach, which I had more success with, is using Point Cache.
The problem with this is that it is graph specific and in order to have more transitions for different texts(sprites) you need to create more vfx graphs which sucks
That approach allowed me to come this far tho:
https://imgur.com/qowxGqQ
https://imgur.com/ZJSvaj9
However, as I mentioned above, this approach has a huge downside.
Another approach would be using a Texture 2D instead of the point cache but the problem is that I can't figure out how to use a Texture 2D instead of a point cache in order to obtain the particle positions and colors
Here is what happens when I do the same thing with a texture 2d instead of a point cache:
https://imgur.com/efwNXGk
https://imgur.com/jZlk09T
In case you can help me solve that issue it would be awesome, here is what I was recommended by Uri but I don't really understand what the he was trying to say since I am quite inexperienced when it comes to vfx graph:
Ah I didnt get that was a requirement. Well we have done something similar but for 3D objects. You will have to use the Set position from map node and bake your data into a texture. For text I suppose you can render out a high res black and white version of it. Sample that, for every pixel that is white, write its x y index remapped to r and g values in a new texture and use that as your position map
Ok, so in case you are not able to help me implement what Uri recommended here is the issue I ran into with the first approach.
I can spawn in particles properly in their starting position like so:
https://imgur.com/mmkyHAR
The problem is that I can't use the blend position which I've seen in this video:
https://youtu.be/BK1GVaGyG94?t=689
Hi guys
in this tutorial, you will learn:-
01- Morphing in VFX graph in unity
02- How to Export .pcache from Houdini. (Tool Download link :- https://bit.ly/2kG3hJp)
03- How to convert FBX mesh to .pcache in unity.
04- Particle Postion from map using .pcache file in VFX Graph in unity
05- Some Other Nodes and basic uses and some blend nodes...
So what exactly am I supposed to do?????
Thanks in advance.