Now you can scan your terrains like a pro!!! Hope you like it! Check out the *Unity Asset Store* for amazing assets and discounts: assetstore.unity.com?aid=1100l3Jhu Oh and check out this VFX Graph Course: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
This is awesome! This is definitely simpler than using point-cache. You can have buildings and players show up on the map just by them being rendered to the texture, which is great. The only issue with doing it that way is you only see a "height map" of the objects, which is going to make characters look more like blobs, which is kind of too bad, but again, it's a simple alternative
I tried adding some other stuff to the vfx so it's possible to make volume lights in unity urp thanks also I have bought one of your recently made course and it was awesome keep up the very helpful work man.
I was curious about the step where you add the texture sample to the position (timestamp 8:20): I first thought this video accesses depth information of the camera, but in reality, it's that the red channel gets added to the x pos, green to y and blue to z right? meaning that the depth perception will be relative to the color component that corresponds to the camera depth axis?
Hello thanks for the awesome video , I’m a programmer myself and had a basic knowledge of VFX and shader graph but things changed and I kinda was forced to learn VFX graph and since then I have made couple of awesome VFX that are worth giving a try in a game and I’m amazed by how powerful it is but unfortunately there are not so many tutorials out there and I’m looking for advanced stuff like particle strips generating other particle strip which then they generate again another particle strip . I’m looking for tutorials about more advanced stuff like generating lightings in a random way with a noise which when you move your cursor towards it it will react to the position or my colleagues are suggesting making things that are fractal and has to do with how nature behaves and stuff like that . If you got any recommendations please note here , thanks 🙏🏼
So for some reason the depth of the holographic map just isn't working for me. I have tried changing the lighting conditions with multiple things and it just simply isn't working. For example I could spawn a cube or terrain in front of the camera, and it doesn't show the depth that well on the holograph. Please help.
Awesome Ideas! Brilliant, did you get that idea from any docs? or its Years Knowledge i was looking for this solution with camera output for weeks, thanks for sharing !
Seems as though the particles dont rise up in a straight direction, theyre tilted to the left. Ive tried changing different wires in the vector 4 but cant seem to get it straight.
@@nosyb In the channel previsualization on 3:35 , alpha it doesen't appear to carry any data. So my theory is that he uses the color, which happens correlate to depth because of ligh atenuation or something like that.
@@peremoyaserra2749 yes you re right in his demo 4th channel looks flat white. What s weird is that in my case the alpha chanel of the texture seems to show the depth. It might only be a gray rendering... i ve to investigate. In any case there should be a way to render a depth texture no?
@@nosyb There sure has to be a way, but in the video he just seems to plug a regular render texture sample into the SetPosition. So it woud be taking the 4 channels, which means that color brightness also changes the height of the particles.
Hey thanks for the video ! Can you use the same technique to create collisions onto your whole scene by making rain for exemple ? By Linkin it in the collider somehow
Hey, I am having trouble to achive the same effect that you have at the end of the video. My hole hologram seems to be tilted to one side like if the camera was not looking from the top. But it actually is, and the render texture has the same settings as there are in the video. I guess that the issue is in the first system. Any clue what that issue could be?
Just commenting for visibility, I also got this same issue when following along with the video. I was trying to set this up with grayscale images instead of a render texture but am also getting tilting within the output
Not sure but I think when adding the Vector4 sampled from the texture (@8:20) it works because he has some 0 values in his textured sampled. I had also the tilted so I change when adding the Vector4 to add only the Z or the W (storing depth maybe in the rendertotexture). Because if you add the whole Vector4 you're adding values in X and Y direction too so it gets tilted.
No, more like replacement for many kinds of effects. There is still a place for shuriken though, if you need physics like behavior without spending a day modelling it with math, of you have many instances of small effects or need custom vertex streams for example then you're better off using shuriken. Also note that it's not an either or, you can use shuriken to make physicy particles then tie vfx particles to those etc
Hey :p I don't know why, but it didn't work. It's always flat and they are some noises (some particules above or below and a curve even if the map is flat). My world is not that dark than yours, the color of the render texture is important ? So I don't know where the problem come from... may be the URP ?
Color of the render texture is important yes. If it's too white the particle will be too high. The ideal render texture should be in a grayscale mode. This is not an easy fix. But maybe with some kind of post-processing effect it's possible to get the grayscale mode out of the camera. Good luck
There is no Shader Graph of Out Put Quad in Visual Effect Graph. Unity version is the latest version(2021.2.5f1). Is that why I don't have it? What should I do at times like this?
You could create something like that with this, but the camera would only render the said enemy or friend (thanks to layers and mask culling). The camera could be in front of the person instead of the top. Then, in a script you could look for tags and then set the scanner (vfx graph) to red if it's an enemy or green if it's a friend. It's possible.
This is very cool, but i'm confused about how the particles are showing up, i have followed everything exactly and for me instead of displaying the particles it is displaying a teapot instead
Going through your tutorial and my VFX editor will not take my texture renderer. When I do the search/type, it won't find it. Dragging and dropping doesn't work at all, so now at an impasse (Unity 2021, SRP) @GabrielAguiarProd
Now you can scan your terrains like a pro!!! Hope you like it! Check out the *Unity Asset Store* for amazing assets and discounts: assetstore.unity.com?aid=1100l3Jhu
Oh and check out this VFX Graph Course: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
Without a doubt, you make one of the best Unity and very useful Unity-Tutorials on YT..
Just wanted to thank you.
Glad you think so! Appreciate the nice feedback!
I thought I left my window opened, but not, coolness source is this video!
Thanks Gabriel!
If the set custom attribute block does not appears you need to go to preferences > visual effects and toggle the Experimental operator blocks
Thank you! I hoped for just a comment like this.
THX :)
This is so amazing 😮
This is awesome! This is definitely simpler than using point-cache. You can have buildings and players show up on the map just by them being rendered to the texture, which is great. The only issue with doing it that way is you only see a "height map" of the objects, which is going to make characters look more like blobs, which is kind of too bad, but again, it's a simple alternative
Totally agree with you ;)
Might be able to do multiple angles and compare the texture maps
You never cease to amaze me! I learned so much!
This is exactly what I've been looking for !
This tutorial was awesome, such an interesting looking effect!
Thank you! Glad you think so.
I tried adding some other stuff to the vfx so it's possible to make volume lights in unity urp thanks also I have bought one of your recently made course and it was awesome keep up the very helpful work man.
Glad I could help! Very nice of you
this type of effect is really cool!!
I was curious about the step where you add the texture sample to the position (timestamp 8:20): I first thought this video accesses depth information of the camera, but in reality, it's that the red channel gets added to the x pos, green to y and blue to z right? meaning that the depth perception will be relative to the color component that corresponds to the camera depth axis?
Good job i was waiting for the video 😁
Hope you enjoyed it!
@@GabrielAguiarProd ya
Hello thanks for the awesome video , I’m a programmer myself and had a basic knowledge of VFX and shader graph but things changed and I kinda was forced to learn VFX graph and since then I have made couple of awesome VFX that are worth giving a try in a game and I’m amazed by how powerful it is but unfortunately there are not so many tutorials out there and I’m looking for advanced stuff like particle strips generating other particle strip which then they generate again another particle strip .
I’m looking for tutorials about more advanced stuff like generating lightings in a random way with a noise which when you move your cursor towards it it will react to the position or my colleagues are suggesting making things that are fractal and has to do with how nature behaves and stuff like that .
If you got any recommendations please note here , thanks 🙏🏼
Holy shite. This is exact same thing im working on these days. I havent finished watching but i guess even the method is also similar
Super Cool Video!
Awesomeeee!! Thanks so much for this really cool content.
Anyone else hear how this guy sounds like brackeys. Could be a long lost brother?
Absoluty amazing, thanks for the video!
Our pleasure!
Very impressive!
So for some reason the depth of the holographic map just isn't working for me. I have tried changing the lighting conditions with multiple things and it just simply isn't working. For example I could spawn a cube or terrain in front of the camera, and it doesn't show the depth that well on the holograph. Please help.
Awesome Ideas! Brilliant, did you get that idea from any docs? or its Years Knowledge i was looking for this solution with camera output for weeks, thanks for sharing !
Bro you are a genious!!
Looks like LIDAR scanning!
Seems as though the particles dont rise up in a straight direction, theyre tilted to the left. Ive tried changing different wires in the vector 4 but cant seem to get it straight.
Can you solved it ?
Awesome! I have your course on udemy, and it's amazing!
Glad you enjoy it!
Let’s goooo
Nice!!
Hm, I am not getting how he extracts depth data from the render texture. That camera is just rendering regular lit pixels to the texture right?
seems the render to texture use the alpha channel as the depth ?
I mean the alpha channel looks like depth but in the video it seems it's jsut using light (grayscale) to set the depth
@@nosyb In the channel previsualization on 3:35 , alpha it doesen't appear to carry any data. So my theory is that he uses the color, which happens correlate to depth because of ligh atenuation or something like that.
@@peremoyaserra2749 yes you re right in his demo 4th channel looks flat white. What s weird is that in my case the alpha chanel of the texture seems to show the depth. It might only be a gray rendering... i ve to investigate. In any case there should be a way to render a depth texture no?
@@nosyb There sure has to be a way, but in the video he just seems to plug a regular render texture sample into the SetPosition. So it woud be taking the 4 channels, which means that color brightness also changes the height of the particles.
Hey thanks for the video ! Can you use the same technique to create collisions onto your whole scene by making rain for exemple ? By Linkin it in the collider somehow
Hey, I am having trouble to achive the same effect that you have at the end of the video. My hole hologram seems to be tilted to one side like if the camera was not looking from the top. But it actually is, and the render texture has the same settings as there are in the video. I guess that the issue is in the first system. Any clue what that issue could be?
Just commenting for visibility, I also got this same issue when following along with the video. I was trying to set this up with grayscale images instead of a render texture but am also getting tilting within the output
Not sure but I think when adding the Vector4 sampled from the texture (@8:20) it works because he has some 0 values in his textured sampled. I had also the tilted so I change when adding the Vector4 to add only the Z or the W (storing depth maybe in the rendertotexture). Because if you add the whole Vector4 you're adding values in X and Y direction too so it gets tilted.
@@nosyb Thanks ! took me about a million different wire combinations but I think I got it.
This is pure gold! Is the VFX Graph a replacement for the current particle system?
No, more like replacement for many kinds of effects. There is still a place for shuriken though, if you need physics like behavior without spending a day modelling it with math, of you have many instances of small effects or need custom vertex streams for example then you're better off using shuriken. Also note that it's not an either or, you can use shuriken to make physicy particles then tie vfx particles to those etc
Plus, the particle system is supported in all the platforms while VFX Graph doesn't work in most mobiles, only in high-end ones with a good GPU.
@@GabrielAguiarProd Aha! That is good to know, I am currently writing an Android game and wouldn't want to limit it to only the top models.
Hey :p
I don't know why, but it didn't work. It's always flat and they are some noises (some particules above or below and a curve even if the map is flat). My world is not that dark than yours, the color of the render texture is important ?
So I don't know where the problem come from... may be the URP ?
Color of the render texture is important yes. If it's too white the particle will be too high. The ideal render texture should be in a grayscale mode. This is not an easy fix. But maybe with some kind of post-processing effect it's possible to get the grayscale mode out of the camera. Good luck
How expensive is this effect, is it usefull for vr?
Very nice video can you make tutorial puddle or wet surface shader ground for unity..??
There is no Shader Graph of Out Put Quad in Visual Effect Graph. Unity version is the latest version(2021.2.5f1). Is that why I don't have it? What should I do at times like this?
If you need Shader Graph output in a VFX Graph, then you need to turn on Experimental Operators/Blocks in Preferences>Visual Effects
Please do a tutorial on how to do their genie from the lamb example!
Oh interesting, ok I will add it to my list.
Can you make scanner which scan who is front of door enemy or friend.
You could create something like that with this, but the camera would only render the said enemy or friend (thanks to layers and mask culling). The camera could be in front of the person instead of the top. Then, in a script you could look for tags and then set the scanner (vfx graph) to red if it's an enemy or green if it's a friend.
It's possible.
@@GabrielAguiarProd thanks
I think it will look much better if you change the angle a little bit.
You can give a try too and share on twitter or something. Would love to see what's on your mind :)
This is very cool, but i'm confused about how the particles are showing up, i have followed everything exactly and for me instead of displaying the particles it is displaying a teapot instead
Really? A teapot? Are you using an Output Particle Mesh? Switch to a Output Particle Quad instead :)
lmao new like button is colorful and animated
#Siiiiiiiiiiiiiiiiiiiiiiiiiiiick 🔥😍🤤❗
No, you are siiiiiick! :D
@@GabrielAguiarProd No W ❗ ( W=> double you 🤣)
can you make tutorials for Niagara in Unreal :( got some good tutorials but they're all in unity and its kinda hard to translate to unreal
Not very usable without depth texture, but as a tech demo it's nice.
Going through your tutorial and my VFX editor will not take my texture renderer. When I do the search/type, it won't find it. Dragging and dropping doesn't work at all, so now at an impasse (Unity 2021, SRP) @GabrielAguiarProd
OK based on further reading.. it looks like this doesn't work on SRP