VFX Graph: Six-way lighting workflow | Unity at GDC 2023

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  • Опубліковано 2 гру 2024
  • Ігри

КОМЕНТАРІ • 25

  • @awesomeniac
    @awesomeniac Рік тому +5

    oooh can wait for the particle shadowing, that's looks cool

  • @Jorge-hn1ye
    @Jorge-hn1ye Рік тому +13

    Unity needs to see a presentation about the use of noise impression.

  • @jeffkuipers6552
    @jeffkuipers6552 Рік тому +17

    Very nice presentation. It's a very in-depth exploration for the limited time you had available. Well done!

    • @kingbling7571
      @kingbling7571 Рік тому +4

      How did u comment 4 weeks ago when it was just released 😮

    • @StinkySteak
      @StinkySteak Рік тому +5

      @@kingbling7571 unity employee detected

    • @kingbling7571
      @kingbling7571 Рік тому

      @@StinkySteak lol xD

    • @jeffkuipers6552
      @jeffkuipers6552 Рік тому

      @@kingbling7571 Time-travel. 😁

  • @praveenb-xr
    @praveenb-xr Рік тому +3

    Would be good to show how to export flipbooks from blender or embergen to unity

  • @GameDevNerd
    @GameDevNerd 9 місяців тому

    I love this and think it's awesome, and I'm getting some nice-looking results from a quick smoke simulation in Houdini rendered out ... but the problem is, there's NO explanation anywhere (at least that I have been able to find) that explains how Houdini tech artists should render/process their work and how that maps to Unity shaders and features ... I used Lab Flipbooks, but it seems to be designed for Unreal and nothing else ... lots of places where Unity and VFX Graph and special tools are mentioned, zero explanations and no way to find it and be sure it's the right thing (much less how it's intended to be used) ...
    This issue also isn't limited to just this scenario: I find Unity + Houdini resources sorely lacking across the board ... and I keep having to just invent new tools and workflows to get from Houdini to Unity ... and I guess it's just gonna require a bit of extra production time & effort to tool ourselves up properly to take advantage of our full potential. I wish it weren't like this and that Unity and Houdini were a bit more seamless with more clear paths and workflows, but unfortunately, it's like you're on your own exploring strange frontiers lol. But I'm so enthusiastic and excited about the idea of proper Houdini -> Unity integration I would literally take a job for either company to work on this, haha 🤓

  • @korystanley567
    @korystanley567 5 місяців тому

    I wonder if they have a demo scene of VFX six way

  • @noisecrime
    @noisecrime Рік тому +1

    Good presentation, but the extensive dimming outside of the focused area was really distracting, especially when quickly moving between UI items, causing the whole screen to constantly dim and brighten. It also made it much harder than necessary to read elements that were on screen.

  • @DesmosediciDK
    @DesmosediciDK Рік тому

    Hi. The VFX Graph DCC Exporter fore Blender don't seem to work. Is there a guide on how to install it ?

  • @Lex4art
    @Lex4art Рік тому +1

    Still, no way to use it with ray traced GI :(

  • @徐河-y3n
    @徐河-y3n 10 місяців тому

    如何使用旧版的粒子系统和ase实现这个效果

  • @ConanLaurel-x9h
    @ConanLaurel-x9h 3 місяці тому

    Dana View

  • @SylkieDev
    @SylkieDev Рік тому +5

    Why are there so many people talking in the background...

    • @NoTimeLeft_
      @NoTimeLeft_ Рік тому +4

      These aren't held in a conference room they are in booth on an enormous conference floor.
      The sound you hear are all the other people walking and talking about
      Think Comic-Con but for game and development.

    • @Nebulaoblivion
      @Nebulaoblivion Рік тому +3

      @@NoTimeLeft_ Yeah but, usually you have a directional mic just on the speaker, or just use the audio channel from his headset. This sounds like they're using an omni mic attached to the camera.

  • @impheris
    @impheris Рік тому

    looks cool i guess, tg there is a free pack that i can use because i'm not going to spend more time on that complicated (in my opinion) workflow

    • @shikhermyv
      @shikhermyv Рік тому

      It is not complicated if you use external software for creating maps

  • @mikeb3172
    @mikeb3172 Рік тому

    Wouldn't voxel smoke be better than flipbooks now?

    • @GameDevNerd
      @GameDevNerd 9 місяців тому

      Not necessarily ... this technique is designed to give really high quality at super cheap cost and scale well in large games. If your performance budget can afford more complex, intricate and expensive techniques then you can no doubt use/implement those if you feel it's worth it, but I find the results from these to be breath-taking when properly done. 🙂

  • @GameRocker
    @GameRocker Рік тому

    Why is every Unity GDC talk produced so badly? Such a massive company needs to be good at these things.

    • @seventeendegree
      @seventeendegree Рік тому

      They could do these kind of presentations in a studio. No need to wait for conventions everytime.

    • @shikhermyv
      @shikhermyv Рік тому +1

      They are in open. What do you expect?