Hi thanks for your tutorial 😀 I'm rendering this using movie render queue, I have some depth of field on my camera, the issue I'm facing is the particles become black from time to time, do you have any clue why this is happening ?
Hey there! Love your work, thank you for the tutorial! I had a small question: Is this particle system dependant on where the camera is looking? For some reason it feels like when the camera looks away, it stops the particle in that area. Is there a way to make the particles fall consistently in real time, regardless of where the camera is facing? once again, thank you!
Hello, thanks for the tutorial! Could you show how to make volumetric smoke? Let's say from under the car that you smoke was physical, and reacted to the environment, thanks
I've strictly followed the video but the final result is far from being optimal, I'd say John's got no snow. Isn't supposed to work the same way in 5.2, being something so basic? I've tried to apply it to a classic OpenWorld level to have the snow across the whole landscape but failed miserably. Any suggestion!? I really dunno what I did wrong. PS: Nice channel by the way, definitely subscribing.
Heya, thank you for your interest ;) The process should definetely work on 5.2, in fact is the engine version used while recording this tutorial! If you are pushing the snow box extents to a big area, be sure to increase the particles spawn rate, otherwise the snowflakes will be sparse. Beware that cranking up the particles count can lead to performance issues, even on simple effects like this!
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Hi thanks for your tutorial 😀 I'm rendering this using movie render queue, I have some depth of field on my camera, the issue I'm facing is the particles become black from time to time, do you have any clue why this is happening ?
Heya, it could be a rendering sorting problem, try to check the Sort Mode of the emitter (in the Sprite Renderer component)
Hey there! Love your work, thank you for the tutorial! I had a small question:
Is this particle system dependant on where the camera is looking? For some reason it feels like when the camera looks away, it stops the particle in that area. Is there a way to make the particles fall consistently in real time, regardless of where the camera is facing?
once again, thank you!
Hey, that's a common problem, I've made a video about why it happens and how to solve that. Check it out!
ua-cam.com/video/4mpyhve75GQ/v-deo.html
@@gonoshift thank you so much! i appreciate you!
Hello, thanks for the tutorial! Could you show how to make volumetric smoke? Let's say from under the car that you smoke was physical, and reacted to the environment, thanks
Hi! Yes, volumetric smoke is definetely something I want to talk about in the channel! Stay tuned ;)
Hi, How can we restrict the snow to fall omly outside but not inside the rooms?
Check out this video, it could be helpful 😉 ua-cam.com/video/q7y2hjDpqTM/v-deo.html
I've strictly followed the video but the final result is far from being optimal, I'd say John's got no snow. Isn't supposed to work the same way in 5.2, being something so basic? I've tried to apply it to a classic OpenWorld level to have the snow across the whole landscape but failed miserably. Any suggestion!? I really dunno what I did wrong.
PS: Nice channel by the way, definitely subscribing.
Heya, thank you for your interest ;)
The process should definetely work on 5.2, in fact is the engine version used while recording this tutorial! If you are pushing the snow box extents to a big area, be sure to increase the particles spawn rate, otherwise the snowflakes will be sparse. Beware that cranking up the particles count can lead to performance issues, even on simple effects like this!