I was struggling a lot with all these shader/vfx things, all the tutorials I see are showing one of these 3: Visual Effects Graph, Shader Graph and Particle System. Until now, this is what I understood: Particle System: good for PARTICLES, like lots of them, rain, fire, smoke, etc. Visual Effects Graphs: good for VISUAL EFFECTS - explosions, magic spells, complex fluids, interactible and customizable VFX, etc. Shader graphs: It's for creating MATERIALS, complex and/or customizable materials - transparent or translucid surfaces, lighting and shadows effects, etc. But you should not be strict to these characteristics, since you can use particle system for doing visual effects, and Visual Effect Graphs to do particles... They're just *tools* In the video the dude is using the particle system to render a material, and the material is a custom sword slash animation he made using shader graphs. I'm just putting down what I've learned, this also helps me to understand better. If there's something wrong pls correct me, also feel free to add any tips or considerations =D
Particle System is good for particles, visual effects like spells, explosions and a lot of other things etc... VFX Graph is also good for this kind of stuff Since they both spawn and controls particles, they serve the same purposes, they are litteraly the same. However, VFX Graph is more recent / has a better UX / is more powerfull and permissive, but it's still experimental / not available or compatible with older unity version and is heavier. You can do with VFX graph what you can also do with shuriken (the real name of what you call "particle system"), but you can not do with shuriken what you can with VFX graph. And VFX graph is very very similar with niagara (the particle system from unreal engine) Since Unity stopped the development of Shuriken and is focusing on VFX Graph, in 10 years, we won't be using Shuriken anymore. Shader Graph is an editor used to create shaders for materials. And every particle HAS TO use a material to be rendered (otherwise you could not see it), So in VFX art, we use custom shader with custom properties that we animate using a particle system (vfx graph or shuriken). Here I create a custom shader to be able to "scroll" a texture on a mesh, I spawn a mesh using a particle using shuriken and i tell this particle to animate the property of it material that use the shader. So I do not "use the particle system to render a material, and the material is a custom sword slash animation he made using shader graphs" I use a particle system (created by shuriken but I could have done the exact same thing with VFX graph) to spawn a particle that render a Mesh with a specific material that is created in Shader Graph. Then I tell the particle to access a specific material property previously set up on ShaderGraph and I animate the value using the particle lifetime. Hope that helps you, if you have more question you can add me on discord @damotime Sorry if I'm not super clear, English is not my main language and it's hard to vulgarise technical things.
Thanks, I always struggle at painting texture, I usually make one, test it, improve it, retest it etc... A lot of times Shannon McSheehan made few tutorial / process on how to paint texture, it can interest you But sometimes I try random texture that I have on my computer and it works. For exemple a texture that was initially made for a smoke effect can work well for a dissolve etc.. And sometimes it's better to use substance designer for generating texture if you're not confortable with painting them, it's a different but powerfull way to make some
Will be very helpful if you had just included a preview of the result of this tutorial. Many of us out here are reluctant to spend time trying out a tutorial without knowing for sure whether it is what we wanted.
the video lacks a preview of the final result at the beginning, even at the end would have been cool, I have no idea what is your final result if I don't watch the whole thing lol
Best tutorial in weapon trail
I was struggling a lot with all these shader/vfx things, all the tutorials I see are showing one of these 3: Visual Effects Graph, Shader Graph and Particle System.
Until now, this is what I understood:
Particle System: good for PARTICLES, like lots of them, rain, fire, smoke, etc.
Visual Effects Graphs: good for VISUAL EFFECTS - explosions, magic spells, complex fluids, interactible and customizable VFX, etc.
Shader graphs: It's for creating MATERIALS, complex and/or customizable materials - transparent or translucid surfaces, lighting and shadows effects, etc.
But you should not be strict to these characteristics, since you can use particle system for doing visual effects, and Visual Effect Graphs to do particles... They're just *tools*
In the video the dude is using the particle system to render a material, and the material is a custom sword slash animation he made using shader graphs.
I'm just putting down what I've learned, this also helps me to understand better. If there's something wrong pls correct me, also feel free to add any tips or considerations =D
Particle System is good for particles, visual effects like spells, explosions and a lot of other things etc...
VFX Graph is also good for this kind of stuff
Since they both spawn and controls particles, they serve the same purposes, they are litteraly the same.
However, VFX Graph is more recent / has a better UX / is more powerfull and permissive, but it's still experimental / not available or compatible with older unity version and is heavier.
You can do with VFX graph what you can also do with shuriken (the real name of what you call "particle system"), but you can not do with shuriken what you can with VFX graph.
And VFX graph is very very similar with niagara (the particle system from unreal engine)
Since Unity stopped the development of Shuriken and is focusing on VFX Graph, in 10 years, we won't be using Shuriken anymore.
Shader Graph is an editor used to create shaders for materials.
And every particle HAS TO use a material to be rendered (otherwise you could not see it),
So in VFX art, we use custom shader with custom properties that we animate using a particle system (vfx graph or shuriken).
Here I create a custom shader to be able to "scroll" a texture on a mesh, I spawn a mesh using a particle using shuriken and i tell this particle to animate the property of it material that use the shader.
So I do not "use the particle system to render a material, and the material is a custom sword slash animation he made using shader graphs"
I use a particle system (created by shuriken but I could have done the exact same thing with VFX graph) to spawn a particle that render a Mesh with a specific material that is created in Shader Graph. Then I tell the particle to access a specific material property previously set up on ShaderGraph and I animate the value using the particle lifetime.
Hope that helps you, if you have more question you can add me on discord @damotime
Sorry if I'm not super clear, English is not my main language and it's hard to vulgarise technical things.
incroyable, je pense pouvoir le réutiliser pour mon projet de fin d'année !
thx for tutorial
Thanks, buddy! I would love your take on paiting textures. The texture you used on your slash turned out really awesome!
Thanks,
I always struggle at painting texture, I usually make one, test it, improve it, retest it etc... A lot of times
Shannon McSheehan made few tutorial / process on how to paint texture, it can interest you
But sometimes I try random texture that I have on my computer and it works. For exemple a texture that was initially made for a smoke effect can work well for a dissolve etc..
And sometimes it's better to use substance designer for generating texture if you're not confortable with painting them, it's a different but powerfull way to make some
Will be very helpful if you had just included a preview of the result of this tutorial. Many of us out here are reluctant to spend time trying out a tutorial without knowing for sure whether it is what we wanted.
the video lacks a preview of the final result at the beginning, even at the end would have been cool, I have no idea what is your final result if I don't watch the whole thing lol
RUNNING THROUGH MY HEAD RUNNING THROUGH MY HEAD
Hi.
You can send the shader, I repeated everything as in the video, but the results are different
Hello,
I do not have the shader file anymore on my computer
How are you not getting a strike for using that song????
Since my videos are for fun, I do not monitize them, so I can use every music I want because it is not in a commercial way
Kinda impossible to follow but I stayed for tatu
banger song
100% joueur d'osu
Réel,
Cependant qu'en Taïko
Ptdr et je vois ton commentaire que mtn, car j'avais de nouveau besoin d'un tuto