More excellent ways to take advantage of VFXgraph. 2 suggestions for your tutorial template: reference which editor version you're using in the description to help ensure the viewer has all the same options, and screenshot your final product for the title slide to show what you'll be making. Great stuff
Excellent!, one of the most comprehensive VFX tutorials! Many individual techniques (dynamic end points, constraining the effect over sections of the strip, and many others) - very useful!
one small addition I made that I like (add a total time input to a perlin noise 1d), and feed that into the Strip_alpha of the Shadergraph, to get a flickering arc effect.
Thanks for the video, its great, I have a problem with custom attribute, In my case use Preferences -> Visual Effects > enable Experimental Operators/Blocks to show up . (Work in URP 2019.3.5)
Thank you for this great tutorial! I'm curious if there would be a way to spawn multiple arcs at the same time that share bezier points A and D but randomly differ in B and C?
hey! not sure why i can't get to work progress- based positon, already try it and redo with a new project like 20 times i'm sure i have the same nodes. I'm using unity 2019.4.16. There is a way tha you can share me your project ? to figurate out what's wrong! thanks you it will be really helpfull.
Hi, great tutorial! But when I get to the point where you convert the Output Particle to a "strip quad" it just disappears in my scene as it wasn't rendering anything... I tried "strip line" and it also renders nothing... do you have an idea of what I'm getting wrong?
I wanted to add a secondary effect to this arc, like particles emitting from the arc. So I added a Trigger Event to the Update Particle Strip and used that to spawn a GPU Event particle system. I expected inheriting the source position to follow the entire arc, but it only inherited a limited set of positions along the arc. For example, if there were 256 particles per strip, the source position feeding the GPU system would inherit like 7 positions along the arc. I can greatly increase the capacity of the secondary system to "fill in" the arc, but is there any way to inherit 1:1 from the strip positions?
Ok, I love this tutorial but the way I need to use this effect I want to place it on a character that is moving around. When he moves it causes the 3D noise to move and it is very obvious. It is in the correct position but the actual noise value is changed and when you are falling it stays still.
I think I found a solution. Add a "World to Local" node, and combine it with the position attribute in a "Transform (Position)" node, and feed that to the perlin noise with added time instead. Watch out, both spaces in the "Transform (Position)" node have to be set to World, since both inputs are in world space. Hope it helps.
This tutorial is great but the moment I changed the data type on the Initialize Particle, I got an error "Failed to present D3D11 swapchain" which crashes the editor and doesn't even let me fix it afterwards. Good thing I did this on a project I made just for testing shader stuff and not on my game.
This tutorial unlocks the secrets to the universe.
More excellent ways to take advantage of VFXgraph. 2 suggestions for your tutorial template: reference which editor version you're using in the description to help ensure the viewer has all the same options, and screenshot your final product for the title slide to show what you'll be making. Great stuff
Really helpful. You explain it in a way that makes it easy to think of modifications, thanks
Excellent!, one of the most comprehensive VFX tutorials! Many individual techniques (dynamic end points, constraining the effect over sections of the strip, and many others) - very useful!
one small addition I made that I like (add a total time input to a perlin noise 1d), and feed that into the Strip_alpha of the Shadergraph, to get a flickering arc effect.
Thanks for the video, its great, I have a problem with custom attribute, In my case use Preferences -> Visual Effects > enable Experimental Operators/Blocks to show up . (Work in URP 2019.3.5)
thank a lots
legend
Many thanks
these series are totally amazing! you know so much about this, and it is so hard to find good content like yours. Thanks for sharing
Awesome. I think these are the best vfx tutorials on youtube!
Thank you for this great tutorial!
I'm curious if there would be a way to spawn multiple arcs at the same time that share bezier points A and D but randomly differ in B and C?
thanks man needed this for the mechanic in my game and i couldn't figure out how to curve the VFX for a grabbing mechanic thanks man good jos.
i love it, this tutorial. I'm hoping for more lectures !!
Hello first of all I would like to thank you, I completed all the steps only in the second try, I linked it on Spring Joints, works great.
The best VFX Tutorial !
I really want to be able to create trails in the VFX graph, and be able to offset them. Will give this video a watch now
Thanks!
This was super useful and has given me some ideas to explore.
I would love to see some advanced tutorials from you!
This was a great tutorial. Thank you!
Awesome tutorial, keep up the good work!
hey! not sure why i can't get to work progress- based positon, already try it and redo with a new project like 20 times i'm sure i have the same nodes. I'm using unity 2019.4.16. There is a way tha you can share me your project ? to figurate out what's wrong! thanks you it will be really helpfull.
Thank you very much for this, helped solve a problem of mine.
excellent tuto, thanks!
Great tutorials as always ;) keep up the good work and thanks for sharing
Great, want to see more
great one!
Hi, great tutorial! But when I get to the point where you convert the Output Particle to a "strip quad" it just disappears in my scene as it wasn't rendering anything... I tried "strip line" and it also renders nothing... do you have an idea of what I'm getting wrong?
dont convert but create new output block instead and connect..fixed it for me
Has something to do with Face Camera Plane when I tried it. That component makes it dissapear
Would it be possible in any way to add random forkness to the strip?
Like extrating the point locations and adding randomly placed target transforms?
Good one bro..
thanks for teaching!
What should I do to make several stripes and have different bezier value?
I wanted to add a secondary effect to this arc, like particles emitting from the arc. So I added a Trigger Event to the Update Particle Strip and used that to spawn a GPU Event particle system. I expected inheriting the source position to follow the entire arc, but it only inherited a limited set of positions along the arc. For example, if there were 256 particles per strip, the source position feeding the GPU system would inherit like 7 positions along the arc. I can greatly increase the capacity of the secondary system to "fill in" the arc, but is there any way to inherit 1:1 from the strip positions?
so amazing!
Thanks a lot!
Ok, I love this tutorial but the way I need to use this effect I want to place it on a character that is moving around. When he moves it causes the 3D noise to move and it is very obvious. It is in the correct position but the actual noise value is changed and when you are falling it stays still.
I think I found a solution. Add a "World to Local" node, and combine it with the position attribute in a "Transform (Position)" node, and feed that to the perlin noise with added time instead. Watch out, both spaces in the "Transform (Position)" node have to be set to World, since both inputs are in world space. Hope it helps.
This tutorial is great but the moment I changed the data type on the Initialize Particle, I got an error "Failed to present D3D11 swapchain" which crashes the editor and doesn't even let me fix it afterwards. Good thing I did this on a project I made just for testing shader stuff and not on my game.
Excuse me, why can't I add "Custom Attributes" or even search for it?
go into unity > edit > preferences > visual effects > enable experimental blocks
@@ideology8323 Thank you very much for your answers!
@@ideology8323 Thank you!
Ze french accent qu'on aime :D
clean your nose :)