Thank you! The shadows are part of the scan, the same way you can see the light from the sun that was burned to the scan itself. Same for the shadows (:
It's a bit complicated to explain it all here but I scanned (took lots of pictures) this path (inside the cemetery) with DSLR and a drone, then I made from all the photos a 3d model (with Reality capture ) Exported it as point cloud (ply format), took it to unity and use Takahashi plugin (pcx) from git - search it on git or google, to be able to connect the model textures to the vfx graph inside unity.
@@ronsha Thanks for the info! It s funny that I was looking into this right today and then your video appears :) Do yo know if I can also use the free license of Unity to achieve this?
I'm having some troubles with a VR point cloud project I'm working on myself though I'm working with a custom made shader and not the Takahashi assets. Is there any chance you could be able to share the Unity project?
Hey Ron this is amazing. When using the PCX plugin in Unity, when I set my container from Mesh to be a Texture2D, my point cloud disappears. I have never used VFX graph before; is this normal? Am I doing something wrong? Please let me know!
Thanks Liam! You need to create set position from map block in initiation, then drag the position texture of the ply. If you still dont see anything, make sure the spawn rate if more than 32 particles. Make them 50000 and +. Hope you succeed.
@@ishbhatnagar1990 you need to connect the vfx graph to the ply texture and position. You have nodes for that inside the vfx graph - color from map & position from map. The "map" is their position and color information (the ply).
@@ronsha Ah ok very coool!!! I am trying with the add-on FM Points which doesn't requie changing to URP (which Im scared to do since I'm far along in development) -- but wondering about using the shader graph becuase this looks really good.
fascinating
Hello what method are you using for the camera to track the particles? Thanks!
I attached to the camera spaceship controllers to make more cinematic movements
this is amazing!! are the shadows from the photos you took or added later? love your work!!
Thank you!
The shadows are part of the scan, the same way you can see the light from the sun that was burned to the scan itself.
Same for the shadows (:
love it!
Could you explain the process behind?
It's a bit complicated to explain it all here but I scanned (took lots of pictures) this path (inside the cemetery) with DSLR and a drone, then I made from all the photos a 3d model (with Reality capture )
Exported it as point cloud (ply format), took it to unity and use Takahashi plugin (pcx) from git - search it on git or google, to be able to connect the model textures to the vfx graph inside unity.
@@ronsha Thanks for the info! It s funny that I was looking into this right today and then your video appears :)
Do yo know if I can also use the free license of Unity to achieve this?
@@RP_tube I use the free one as well, so absolutly yes (:
@@ronsha please make tutorial bro 😍
Hello my friend! is it possible to make this effect for me ( for Videoclip ) with payment.
Talk to me.
My email
shalevinteractive@gmail.com
Hey how did you create the transition in the start? Like the movement
I have animated the public fileds of the VFX graph - turbulence for example
Thank you. But how did you get it to go from turbulence to actual position?
I'm having some troubles with a VR point cloud project I'm working on myself though I'm working with a custom made shader and not the Takahashi assets. Is there any chance you could be able to share the Unity project?
Hey Ron this is amazing.
When using the PCX plugin in Unity, when I set my container from Mesh to be a Texture2D, my point cloud disappears. I have never used VFX graph before; is this normal? Am I doing something wrong?
Please let me know!
Thanks Liam!
You need to create set position from map block in initiation, then drag the position texture of the ply.
If you still dont see anything, make sure the spawn rate if more than 32 particles.
Make them 50000 and +.
Hope you succeed.
How do you assign colors to each particle?
Took the color of the scanned model and assigned its texture map and position map
@@ronsha Uhm, I gotta investigate more about this. How do you assign those? this is VFX graph, right?
@@DanielSantallaa Yes, I use Takahashi reposity in github - "pcx" to get the point cloud position and color textures and then use it with vfx graph
@@ronsha How can vfx graph be applied to a .ply file ?
@@ishbhatnagar1990 you need to connect the vfx graph to the ply texture and position.
You have nodes for that inside the vfx graph - color from map & position from map.
The "map" is their position and color information (the ply).
Were you able to get it working in the standard render pipeline>? thx!
Didn't try it. I used HDRP
Its great-- do you think this would run in Quest 2 VR?
Yes, that was part of my VR project :)
@@ronsha Ah ok very coool!!! I am trying with the add-on FM Points which doesn't requie changing to URP (which Im scared to do since I'm far along in development) -- but wondering about using the shader graph becuase this looks really good.
@@ronsha Will this visual motion effect be dizzy in VR?