Unity VFX Graph - Shield Effect Tutorial

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  • Опубліковано 2 лис 2024

КОМЕНТАРІ • 162

  • @GabrielAguiarProd
    @GabrielAguiarProd  2 роки тому +5

    Honestly, it's one of my favorites! Made it available in the UAS too: assetstore.unity.com/packages/vfx/particles/vfx-graph-sci-fi-shield-vol-1-207741?aid=1100l3Jhu
    Oh and check out this Orb Explosion Course: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09

  • @merkhewrt8025
    @merkhewrt8025 7 місяців тому +17

    For anyone having issue with the unwrapping part and need the faces to stack instead of split, after initially unwrapping, open the UV unwrap menu again and the bottom option should say "reset". Choosing this solved the issue for me

  • @codydrake5
    @codydrake5 3 роки тому +29

    Hey Gabriel, once again an amazing tutorial. I'm a developer at a smaller indie studio and your lessons have been absolutely indispensable. I've even paid for and taken some of your tutorials. Thank you so much for sharing your knowledge and skill, as always great work :)

    • @OverInfrared
      @OverInfrared 3 роки тому +4

      Actually amazing, almost all of the shaders in my game are from his tutorials lol.

  • @Beldarak
    @Beldarak 2 роки тому +3

    Thanks a bunch. I followed other shader graphs tutorials and people never really explain what each things they add truly do, but you did a great job with that. Thumbs up too for showing the full process (3D modeling, texturing....)

  • @ultracapitalistutopia3550
    @ultracapitalistutopia3550 3 роки тому +15

    I appreciate your effort, but from the optimization perspective, branch node is best avoided and substituted.
    You can check which side the pixel is facing by performing a dot function between the vertex/pixel normal and view direction (literally fresnel), so positive value is front-facing and negative value is back-facing, then use this value to perform a step function for both facing colors.

  • @adrianeilsantos
    @adrianeilsantos Рік тому +5

    I am using Unity 2022.3.5ff1 and there is a problem with VFX graph at 13:33. The solution is the following.
    1. Go to the shadergraph of the shield .
    2. Look for the 'Graph Inspector'.
    3. Go to the 'Graph Settings' tab.
    4. Under the Universal panel, enable the 'Support VFX Graph' at the very bottom.

  • @gonderage
    @gonderage 3 роки тому +4

    Fun fact! When you subdivide a mesh, then dissolve the original edges, the name for the resulting geometry is called the _dual._

  • @DestusG
    @DestusG Рік тому +3

    Good day sir. I can't get my uv to unwrap like yours. It just gives me a flat tile of the mesh. It doesn't even overlap the polygons and hexagons

  • @carlosmenossi8349
    @carlosmenossi8349 2 роки тому +3

    Great tutorial, thanks! When the sinus is negative, faces overlap a bit, so I add +1 to the sinus node to correct this.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому +1

      Great tip!

    • @mauroaragunde938
      @mauroaragunde938 5 місяців тому

      The tutorial is amazing! I added an abolsute function for this so the shield only expand outwards

  • @austinaker
    @austinaker 3 роки тому +2

    Hey man your last tutorials have all been awesome!!! Keep up the great work.

  • @NeilDonkin
    @NeilDonkin Рік тому +2

    Excellent! Definitely one of your best tutorials. Thank you!

  • @phamhung2590
    @phamhung2590 2 роки тому +6

    Could you please share how can your shield components move separately? I follow your guide but I can only make them expand and collapse together

  • @goma8167
    @goma8167 3 роки тому +3

    This is so inspiring as always. I can't wait to try it.

  • @woohj7649
    @woohj7649 3 роки тому +2

    새로운 블랜더 튜토리얼 파트 고마워!
    예전 영상을 따라하기 힘들어서 슬펐는데 이걸 보고 할 수 있을 것 같다! udemy 강의도 매우 고맙다!
    Thanks for the new Blender tutorial part!
    It was sad because it was hard to follow the old video, but I think I can do it after watching this! Thank you very much for the udemy lecture too!

  • @PlatinumAngry
    @PlatinumAngry Рік тому +3

    I have followed the steps in the 3d object part and when I unwrap, there are full of small pentagons and hexagons, and then the UV exported is also full of small pentagons and hexagons...I dont know how to export a UV map which only contains 1 large pentagon and 1 large hexagon...

    • @xxxx9131
      @xxxx9131 Рік тому +4

      U RESET THEN U UNWRAP

    • @yigitsaglam4875
      @yigitsaglam4875 Рік тому

      ​@@xxxx9131 Thanks man it is very helpfull

  • @tzzzliang4874
    @tzzzliang4874 3 роки тому +1

    the hit effect is coool

  • @stinkylord
    @stinkylord Рік тому +1

    Thanks for the great tutorial, as someone who has no idea how to create effects, this is great and clear!

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому

      You're very welcome! I try to make things as clear as possible. 🙌

  • @marvelzs3532
    @marvelzs3532 Рік тому +2

    unfortunately I suck at blender and I am unable to follow you.. I do EXACTLY as you describe but the UV generation does random stuff and I can't get it to work, this is so frustrating

  • @modz7014
    @modz7014 3 роки тому +1

    I love your course, i have bought it just today, respect to unity users but we have the right to ask for videos for unreal engine 4 as well 😁, hope ill see more videos soon, i don't have a reason to sub now cause most of your videos are for unity users, but i hope ill do in the future when there is enough videos about unreal engine, thanks a lot

  • @joaosilva1529
    @joaosilva1529 3 роки тому +1

    What you think about Houdini FX and unity to make a vfx for a 2D game or a 3D game? is it a good workflow?

  • @WhiteWolfIron
    @WhiteWolfIron 6 місяців тому

    I'm trying to understand if there is actually reason to multiply front and back to gain alpha? Won't it be simpler just to lower some elements opacity on texture itself and use alpha directly from Sampler node? Or am I missing something?

  • @zhirkDev
    @zhirkDev Місяць тому

    Hello, i have an issue with the ripples, when the ripples vfx is activated it shows the impact point AND the entire sphere. I want to only render the impact point.

  • @TripleCreeper3
    @TripleCreeper3 2 роки тому +1

    this was insane

  • @kumorikuma
    @kumorikuma 7 місяців тому

    This was awesome! Thank you so much

  • @felfurion8624
    @felfurion8624 3 роки тому +1

    I remember getting lost in your original tutorial. Certainly my fault. I couldn't make the second sphere visible or achieve any movement. Ill look forward to following this later. Thank you.

  • @hungrygrimalkin5610
    @hungrygrimalkin5610 3 роки тому

    Good Job! Tried the previous one but I never got the hits to work on newer versions of Unity and had to go around and add an effect of the shield getting hit on the projectile itself so it would look like it was being generated from the shield.

  • @7RStudios
    @7RStudios 10 місяців тому +1

    When trying to unwrap the isosphere after cleaning up the geometry and deleting the existing UV map, I don't get 2 overlapping UV islands simply by clicking Unwrap, I instead get 162 separate identical islands that are spread across the entire UV map space. Am I missing something here?

    • @SanathNambyar
      @SanathNambyar 8 місяців тому

      Did you figure it out? I've been stuck on that for a while now with no success....

  • @croissant2434
    @croissant2434 3 роки тому +2

    I really love your tutorial
    but I always wondered how to make the colors more vibrant?
    with your method, all the color look pretty pastels.

  • @skinnyc_v2244
    @skinnyc_v2244 2 роки тому +3

    Nice tutorial but I have one problem because I don't have a shader Graph option at 14:06.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому +2

      Try to turn on Experimental Operators/Blocks in Preferences>Visual Effects

    • @skinnyc_v2244
      @skinnyc_v2244 2 роки тому

      @@GabrielAguiarProd Thanks for help.
      Everythink work fine.

    • @BlortNet
      @BlortNet 6 місяців тому

      @@GabrielAguiarProd I was stuck for a day thanks just fixed this

  • @Salmonman0604
    @Salmonman0604 3 роки тому +1

    I notice that in your shader you use the Is Front Face node multiple times. I had heard somewhere that if statements (which a branch essentially is) are really bad for shaders because the GPU predicts what instructions need to be loaded in advance, and a branch in the code can force the GPU to unload incorrectly predicted instructions and load new ones, which is slower.
    So obviously you need at least one in this case so you can differentiate between front and back, but surely it would be better to only use that node once and just connect it up to the other nodes?

    • @collin4555
      @collin4555 3 роки тому +1

      My understanding is that the branch node's problem is the opposite, that rather than using branch prediction, it evaluates both branches, and is therefore optimal to have the branch point as early as possible so that there are fewer wasted operations. But I definitely don't know that for sure.

  • @huycuongphan1063
    @huycuongphan1063 Рік тому

    I'm newbie to Unity, does this package on unity asset store provide prefabs? I just want to drag and drop and use the shield for my characters...

  • @SaiakuShunshin
    @SaiakuShunshin 3 роки тому +2

    Very useful tutorial. In the tutorial the faces have just 1 UV tile for each hexagon/pentagon shape, but in the final view I assume he split all the faces into separate UV tiles in order to make them move independently, or did I miss something?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 роки тому +1

      Yes, you are right, it's explained here: ua-cam.com/video/IZAzckJaSO8/v-deo.html
      Make sure to separate all the faces with Alt+M > Split Faces by Edges

    • @SaiakuShunshin
      @SaiakuShunshin 3 роки тому

      @@GabrielAguiarProd Thanks for confirming, very good to know!

  • @yoyomario
    @yoyomario 8 місяців тому

    Hey, I have to be honest, and don't understand how you get different pulsing/breathing effect? You didn't cover that, since it just follows the sin function...

  • @Gabriel-np6nw
    @Gabriel-np6nw Рік тому

    Opa tudo bem? Eu começei a fazer vfx hoje então não tenho nada configurado, seja o unity, blender, etc.. Eu creio que a skybox do meu unity seja diferente da sua então talvez por esse motivo o meu shield não esteja brilhando e tambem parece bem diferente do seu, alguma ideia de como eu posso arrumar isso?

  • @ZeroChronicles01
    @ZeroChronicles01 3 роки тому +1

    dude this is awesome! thanks for this! I got a question . heck maybe an idea for a video. but how would you use Vfx with a 2d game? i looked into this, but i see its supported, but no one got tutorial on how to make vfx with 2d games, maybe you can make one for us? I would love to use the tutorial you made with lighting effects but in 2d ^_^

  • @nguyenvanminh1708
    @nguyenvanminh1708 3 роки тому +1

    Cool.. I love it

  • @monody
    @monody 2 роки тому +1

    I would advise against telling people to use N-Gons. It's more costly for engines to render because they have to dynamically subdivide and draw their own triangles/quads arbitrarily in runtime.

  • @yusufkoraycan4607
    @yusufkoraycan4607 Рік тому +1

    Thanks a lot!

  • @most_likely_sein
    @most_likely_sein 2 роки тому

    i have a problem in unity there is no shader graph there is only shader but which shader option do I choose

  • @SlyBGN
    @SlyBGN 8 місяців тому

    hello! i try to make same but for a mesh, is it possible? if yes can you tell me what i have to change please :)

  • @Realduffy
    @Realduffy 2 роки тому +3

    Randomly moving faces -> imgur.com/a/B99NSAV
    My settings,
    VertexAmount - 1, 1, 1
    VertexFrequency - 5
    Noise - 25
    Scroll 0.5 , 0.5

    • @jagdish.360brightmedia
      @jagdish.360brightmedia Рік тому

      Thank you so much!

    • @Charlyyyyyyyyyyyy
      @Charlyyyyyyyyyyyy 10 місяців тому +1

      @Realduffy Nice, but you have a "time_SG" node that doesn't exist, you made it up, then what's inside ?
      Also what SG means to you, Sample Gradient or shader Graph, or something else ?

  • @its_jesteR
    @its_jesteR 3 роки тому

    I. HAVE. BEEN. WAITING. FOR. THIS.
    By the way, would it be possible to have the shield distort whats inside it when looked feom outside?

  • @phamhung2590
    @phamhung2590 2 роки тому +1

    When I apply a material create from Graphshader to my model, I only got the pink color. That color does not change even thought I update the color from shader.
    Could you please give any advance?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому

      Yes, please make sure you create a new project in Unity Hub with URP template selected. It will save you a lot of trouble. Good luck!

    • @phamhung2590
      @phamhung2590 2 роки тому

      @@GabrielAguiarProd I got it, I have to convert the shader material to URP. Thanks.

  • @alexandernaabal19
    @alexandernaabal19 3 роки тому +1

    There are some faces moving at different speed, does it need another uv graph to control it?

    • @SirMazius
      @SirMazius 2 роки тому +1

      Nope, it's not necessary you can make this by using the vertex normal as the input for the noise

  • @PurooRoy
    @PurooRoy 6 місяців тому

    My material is coming pink whenever I create it. Where did I go wrong?

  • @EricDuarte27
    @EricDuarte27 Рік тому +1

    Eae, Gabriel. Eu to tendo dificuldades no blender na parte do UV, no meu mapa UV ta aparecendo varios hexagonos pequenos ao em vez de grandes como no seu video. Como posso fazer igual o seu ?

  • @ptaroworm7887
    @ptaroworm7887 3 роки тому +1

    Hey I have a quick question/problem.
    So whenever I try assigning the alpha like you did at 9:25 the object just goes completely invisible due to it. I'm using the exact nodes you are and it just wont appear.

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 роки тому +3

      Make sure you increase the Alpha value of the Color, if it's 0 it will be invisible. Hope this helps, good luck.

    • @ptaroworm7887
      @ptaroworm7887 3 роки тому

      @@GabrielAguiarProd This was exactly my problem, thanks a lot :)

    • @LT-sy3on
      @LT-sy3on 2 роки тому

      @@GabrielAguiarProd I'm using the exact same nodes and having the exact same problem with my alpha value set to 1.

  • @GerardoGeovia
    @GerardoGeovia 2 роки тому

    Hi, one question, how do I tell unity using VFX Graph when I want to remove the shield?

  • @chaoswolf0972
    @chaoswolf0972 2 роки тому

    Out of curiosity, do you ever run into problems using faces that have more sides than 4 or is it okay because you using the URP? Also is it possible to make the shield generate an impact animation? Like the tiles moving inwards causing a wave like effect around the shield from where the impact is?

    • @chaoswolf0972
      @chaoswolf0972 2 роки тому

      Also is there any way to that that procedurally?

  • @hassankhallouf9391
    @hassankhallouf9391 3 роки тому +1

    Thanks Gabriel, you are dominating the VFX tutorials on youtube !
    I have a question: at the end of the video, each face seems to be displacing randomly and independently from the other faces, How can I achieve something like this ?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 роки тому +1

      Yes, correct. It's done by adding random values to the normals. In this case I used a scrolling noise.

    • @hassankhallouf9391
      @hassankhallouf9391 3 роки тому

      @@GabrielAguiarProd Lovely! I will try it out

    • @hassankhallouf9391
      @hassankhallouf9391 3 роки тому +1

      @@GabrielAguiarProd mmm, noise is making it noisy, is there a way to move based on the face normal instead of the vertex? because each vertex is moving separately and it's making some weird shapes

    • @pierretrubert6462
      @pierretrubert6462 2 роки тому +1

      @@GabrielAguiarProd how to add random to normals unified to verts of the same face ? i'm a bit struggling there...

    • @pliniomourao
      @pliniomourao 2 роки тому +1

      @@GabrielAguiarProd I'd love to have an answer for @Hassan_Khallouf. just adding noise isn't the answer. you would had to calculate which vertex belongs to a single face to add an equal noise value. therefore moving only a face.
      May you elaborate on that?

  • @hydroweapon
    @hydroweapon 2 роки тому

    Very cool

  • @pxlsoldier9551
    @pxlsoldier9551 2 роки тому

    is it possible to subdivide the mesh so that all the hexagons and pentagons are divided into triangles evenly?
    its so i could use one tiled texture! would appreciate the help Thank you so much

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому

      Well if I remember correctly, in Blender, before converting into pentagons and hexagons it's all triangles, or at least it's at that point where you can do that.

    • @pxlsoldier9551
      @pxlsoldier9551 2 роки тому

      @@GabrielAguiarProd what I ment was imagine slicing a single hexagon it will become 6 triangle a pentagon 5 due to how many sides these shapes have, in the shield vfx tutorial they are not triangles butane actually quads. I have been trying to find the correct option to successfully convert too triangles for easy texture tiling. I tried triangle and subdivide and went looking for more options but non of them make perfect triangles. Let me know if you find something 😉

  • @AMVWORLDYT
    @AMVWORLDYT 3 роки тому +2

    Useful tutorial, can it be apply to 2D?

    • @chipdev8026
      @chipdev8026 3 роки тому

      I´ve tried, doesn´t seem to work properly. I´m using URP 2D Renderer

  • @tanktheshank1208
    @tanktheshank1208 11 місяців тому +1

    I'm his follower

    • @tanktheshank1208
      @tanktheshank1208 11 місяців тому +1

      And I always watches videos and they're very cool

  • @seekuro6415
    @seekuro6415 2 роки тому +1

    Hi, how do you move faces independently like it's shown in the last part of the video?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому +3

      With a scrolling noise texture influencing the Vertex Position/Offset.

    • @seekuro6415
      @seekuro6415 2 роки тому

      @@GabrielAguiarProd If i do that the whole thing ends up distorting. By the way thankyou very much for the quick response and for all your videos

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому +1

      No problem. :)
      Yes. You need to control it with a lerp node. The 'A' option is for no distortion (simply connect a Position node set to Object) and 'B' option full distortion. T value controls the amount of A or B. Normally small values for the T option does the trick.

  • @anibalgonzalez179
    @anibalgonzalez179 2 роки тому +1

    I'm pretty good at following instructions but I've been on this tutorial for 2hrs and I can't seem to get the shield to change any color at all it stays white no matter what I do to change things x__x, is there a setting I'm missing in Unity ? The Material Preview looks nice and I loaded it with the mesh on the Material Preview but after saving and viewing mesh in viewport its just white.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому

      Have you tried to adjust the color of the *material* applied to your mesh?

    • @anibalgonzalez179
      @anibalgonzalez179 2 роки тому

      @@GabrielAguiarProd The Material I currently have added is just the shader. I have, this is my tree in short " Model Texture--> HDR Colors Front/Back ->
      RGBA->Front*A/Back*A*output-RGB=Alpha
      Input Front=True/Input Back=False/Is Front Face B = Input Predicated = Output Base Color
      Frensel Power -> Fesnel Effect * Fresnel Color = Output to Branch False/Multiply1 BackColor Output to True/ Is Front Face to Predicated = Emission
      lol

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому +1

      @@anibalgonzalez179 Did you create a material out of the shader and assigned it to the model? You can right-click on your shader and create a material. Then assign the material to the model in the scene.

    • @anibalgonzalez179
      @anibalgonzalez179 2 роки тому

      @@GabrielAguiarProd -__- YES THAT WAS IT!! IM SUBSCRIBING XD LOL omg

  • @ravvij9643
    @ravvij9643 Рік тому

    How do you get the islands to auto-stack?

  • @majort3514
    @majort3514 3 роки тому +1

    Awesome tutorial once again! Whilst I think VFX graph is awesome my project uses 2019 so I cant follow :(

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 роки тому +1

      You can still recreate the shader from this tutorial, use it with the Particle System and with Custom Vertex Streams: ua-cam.com/video/zNC65seEadI/v-deo.html
      A while back I made a similar tutorial but with the Particle System too: ua-cam.com/video/hTJqo1HeEOs/v-deo.html
      Good luck.

  • @koam2410
    @koam2410 3 роки тому +2

    I love you

  • @minkitsu9044
    @minkitsu9044 3 роки тому

    Hello, I have a question, why is mu sample texture background white ? my PNG is fine, I did everything like you did but it's not working ;/ Please help.

    • @jr8209
      @jr8209 Рік тому

      Actually the one he created in the video has the same white background as yours (and mine). But then he uses a different one not created in this video.. Very frustrating.

  • @moeocko
    @moeocko 3 роки тому

    Hello, I love you tutorials, will 100% support on Patreon, just one question, how you make faces moving in different speed?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 роки тому

      If you become a Patron, once you open the shader, you will discover that I used a noise texture to modify the normal vector. Instead of normal vector being constant, the idea is to randomize it.

    • @moeocko
      @moeocko 3 роки тому

      @@GabrielAguiarProd Thank you! It works :)

    • @aliceduarte1034
      @aliceduarte1034 2 роки тому

      @@moeocko hey men can you share your result?

    • @moeocko
      @moeocko 2 роки тому

      @@aliceduarte1034 how?

    • @aliceduarte1034
      @aliceduarte1034 2 роки тому

      @@moeocko google drive link?

  • @linhdev99
    @linhdev99 3 роки тому +1

    nice

  • @darkblender2841
    @darkblender2841 3 роки тому

    how did u make that projectile noize?

  • @koremeta1902
    @koremeta1902 Рік тому

    In my Unity version (2021.3.10f1) inside Graphic Inspector, under Universal, there is no click box for Support VFX. What do I do in this case?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому

      If I remember correctly on that version you can create a Visual Effect Shader Graph, which is basically the same as turning on "Support VFX" now a days. Hope this helps 👍

    • @undercover_person
      @undercover_person Рік тому

      ​@@GabrielAguiarProd I have the same problem can you explain how to fix it?

  • @ErphZ
    @ErphZ 3 роки тому

    Hey man can you make tutorial for fog of war with shader graph pls

  • @eneshalc6739
    @eneshalc6739 3 роки тому

    Hey gabriel, I also downloaded the version you are using, but I am getting a package manager error, any advice?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 роки тому +1

      Not sure why. But I would recommend creating a new project from scratch with Unity Hub, select the URP as the template and then install Shader Graph and Visual Effect Graph.

  • @r.iyushofficial5318
    @r.iyushofficial5318 3 роки тому +1

    I have a question ?
    Vfx graph VS Shader graph
    Which is more performance efficient and which is more easy to use

    • @collin4555
      @collin4555 3 роки тому +5

      VFX Graph and Shader graph aren't really comparable in that way; they do different things.

  • @محمدمهدی-س2ط
    @محمدمهدی-س2ط 3 роки тому

    Hey please make a tutorial about opencvsharp4 in unity.

  • @pangao9732
    @pangao9732 3 роки тому

    好厉害

  • @berkayozdemir3060
    @berkayozdemir3060 2 роки тому

    at minute 14:00 when i create a visual effect and put in the shield shader, i see nothing in my scene.

    • @berkayozdemir3060
      @berkayozdemir3060 2 роки тому

      OH WAIT IT IS SHOWING BUT ITS SOOO TINY. oh my god i just spent 2 hours researching and trying alot of things. it was just too small...... -___-

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 роки тому

      You can also increase the scale of the imported model, in the inspector. It's called Scale Factor, you can set it to 100 if it comes at for example 1.

  • @KishorKumar-qf2qp
    @KishorKumar-qf2qp 3 роки тому

    Keep it

  • @goosesuka
    @goosesuka 2 роки тому +1

    my brain died here

  • @Ivan-kh3gn
    @Ivan-kh3gn 3 роки тому +1

    Hey! I love your tutorials! ^^
    Can I put you to the test? :)
    (Spoiler alert! Do NOT continue reading if you haven't seen wandavision completely!)
    I'd love to see a tutorial for any special effects in unity that replicate Scarlet Witch's chaos magic (WandaVision's are cool for example)
    Do you think you could do it?
    Thanks :D

    • @Mikelica69
      @Mikelica69 3 роки тому

      aprecciated the spoiler alert

  • @naufalmumtaz4839
    @naufalmumtaz4839 2 роки тому

    14:41

  • @alwaysyouramanda
    @alwaysyouramanda 3 роки тому +1

    This VFX graph stuff.. it can’t make it over to VRChrat, can it?

  • @aidenfarmer3959
    @aidenfarmer3959 2 роки тому

    Hi Gabrial, I've rewatched it multiple times, but for some reason my alpha channel isnt working, every exposure level is blowing out the entire mesh on all faces not just the white areas on the UV's any reason why?

    • @aidenfarmer3959
      @aidenfarmer3959 2 роки тому

      It seems the front facing faces of the mesh arent being outlined, its only rendering the back faces glow

    • @UTOOOOOOOY
      @UTOOOOOOOY 2 роки тому

      Have you been able to fix this?