Creating Zelda: Breath of the Wild's Remote Bomb in Unity Shader Graph & VFX Graph

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  • Опубліковано 30 вер 2024

КОМЕНТАРІ • 12

  • @ed_halley
    @ed_halley Рік тому +1

    In a basic scene, I am not getting anywhere near the bright-white intensity of your example footage, with anything like the default colors you showed (or pretty much any other color I can edit in). Also, the sphere primitive has transparent zdepth ordering patch problems which would require the use of two hemisphere models oriented toward/away from the camera to fix, which your camera angle carefully minimizes.

  • @bakuman61
    @bakuman61 2 роки тому +2

    next time you should add the smoke from the explosion as well. otherwise really cool, glad you got into some vfx

    • @danielilett
      @danielilett  2 роки тому +5

      Yeah, there's loads of details I could add, ultimately I wanted to make sure the video wasn't like 40 minutes long! I'll definitely be coming back to VFX in the future

  • @renatofulful
    @renatofulful Рік тому +1

    Your channel is amazing

  • @cryingpsycho
    @cryingpsycho 2 роки тому +1

    Pretty pretty neat

  • @TheGameLecturer
    @TheGameLecturer Рік тому

    for some reason, in the game window, the intersection ring only appear when I click on the graph as well. In the Scene window, it's there.

  • @walterh2113
    @walterh2113 2 роки тому +1

    Awesome!

  • @dead_____line3401
    @dead_____line3401 Рік тому

    Can you please tell me how to make the particles repeat together with the sphere?

  • @eleocraft278
    @eleocraft278 2 роки тому +4

    Concerning visuals and shaders, you really are by far the best unity UA-camr

    • @danielilett
      @danielilett  2 роки тому

      Wow that's lofty praise, thanks!

    • @eleocraft278
      @eleocraft278 2 роки тому

      @@danielilett well the thing is most unity UA-camrs either just do beginner stuff, or focus only on c# coding.

  • @__dane__
    @__dane__ 2 роки тому +2

    I would love for you to make a video about using VFX graph with timeline. Sometimes you may want an effect to be triggered at a specific point in an animation but with more control than just an animation event (not that an animation event wouldn’t be useful)