Thank Unity for sponsoring this video! 🥳🥳🥳 Make sure to check out the awesome sale going on in the Asset Store: assetstore.unity.com/?aid=1100l3Jhu Learn more about VFX Graph: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
First of thanks for the tutorial, really great info! I want to add for people that might not be able to find the "Skinned Mesh Position" in the VFX graph, that you should go to the Edit>Preferences>Visual Effects, and check if the "Experimental Operators/Blocks" is ticked! Hoped that helped!
Great video once again! For people wondering why their VFX conform to a single point, make sure your imported model has `Read/Write` enabled, so that mesh vertex information can be accessed by the Visual Effect component.
MY GOD I LOVE YOUR CONTENT. I'm a new indie developer but I want to learn VFX as I find it AMAZING, these tutorials are very motivating for me. Also the last one I asked you for Genshin effects and this is one
This works perfectly. I do find if I try and repeat it in HDRP RP I have to slightly modify it. If i don't i do not see the edge. If anyone else came across this, this is what i changed ... Add an Emission Node after the multiply. I put the multiply out into the emission node color in intensity to 50 000 on the emision node output of Emission node to emission.
Hi! Thank you for your tutorials! I noticed that if the parent is not in zero coordinates, then the particles shift relative to the parent, as well as the parent from zero. Then I changed the value of the variable "Transform" from "L" (local) to "W" (world), I did the same with the node Transform (Position). Now in the "Initialize Particle" block, the "Set Position" node has a "W" icon and everything works fine.
Thank you very much, it was driving me crazy too. I understood I had to set W on node Transform (Position), but I didn't know there was such setting on the Transform variable too!
Thanks for the video! It is interesting, for me the "VFX property binder component" just moved the particalsels away from my character so i had to play a while to figure out what settings is the best for me: - "Position (skined mesh)" node: setted the property "composition position" to owerwrite in the inspector (maybe its overwrite by default, i cant remember) - "Set position" setted the "composition" also overwrite - deleted the "Transform" and the "Transform position" node that you add after 14:15 - and i simply connected the "Get Attribute position" node to this Set Position node. so i dont have binder Component you added and it is still works. I also played a little with moving the partical system with the same partent level to the mesh, or one level higher, they both working pretty well. hopes it helps if somebody has the same issue!
where you able to set the bounds? I had the same issue as you did with the displacement, and also my particles seem to stick to the player and not floating up at all.
Great video, as always. I always look forward to when you lease a new video and inspires me to look at how I could use them in a game I've been working on for some time! Have you ever created a cavity shader? I'd like to highlight parts of low polygon objects to better see the joins so it's more cartoon like.
@@GabrielAguiarProd Hi, thanks for the reply. There is one on the unity asset store if you search "cavity curvature". I'll try to put a link in but not sure if it will be removed. It's called "screen-space-cavity-curvature-built-in-urp-hdrp". Love the effect of highlighting the separate lines on the low polygon (example the door on the asset above)
@@GabrielAguiarProd Just tried it seems youtube removes the comment if I do a link. It is a very interesting effect, looks quite good in colour as can do something like black lines between wooden panels on a door. It's just proving totally beyond my capabilities ! Any pointers or thoughts on how to approach it would be appreciated. Thanks
Hello Gabriel, Appreciate your work as always, currently learning VFXs and your channel is really awesome ! But I have a question, why not attaching the VFX graph to the hips of the model and switching to World Pos to be able to move the character without loosing the particles if you go to far from the 0,0 (assuming your vfxgraph is located here) ? Because the particles system stops to emit if the VFXGrapgh object is not anymore in the view field if I'm not wrong.
@@GabrielAguiarProd Yes i've tried. I'll try to be clearer sorry. Assuming the character and Visuel Effect objects are placed in 0,0 world pos With Global GameObject ( the one who hold the skinned mesh etc) and Visual effet object separated, as you do in your videos : Everythings works fine, but if the character move too far from the world origin and the camera look at it, the VIsual Effect object stop emits particles because the system itself is outside the camera field of view ( or maybe there is an option I don't know) With Global gameObject parenting the Visual Effect : With the same settings as your tutorial : everything works fine if with stay at world pos 0,0. If you try to move your character there will be an offset in the particles emitted and they will not be attached to the skinned mesh anymore. because of the transform binded added on top of the real position of the visual effect In order to solve this issue, I removed the property binder because we don't need anymore to add the skinned mesh renderer position because the visual effect moves with it. Ans we need to make the particles velocity in world space because otherwise they will be affected by any change in the transform while living ( as when we do a flamethrower we need to put it in world space to have the nice "throwing" effect )
Hi! Great tutorial! I just have a question, I cannot find the Position (Skinned Mesh) 13:34 in my VFX Graph. What can be the solution to that? I am using 2021.3.22f1 Unity version. Thank you!
Hm, in the latest vfx graph package, Skinned Mesh block is a Set Position (Skinned Mesh) block and it has a transform node to it and a Skinned mesh property. Do I still need a set position block or how do I make this work?
Hey! At 6:32 , my main preview doesnt show anything and the material doesnt respond to the changes too. But if I switch to unlit mode it works but in that case i cant manipulate the emissive as you do afterwards. Can you help me please?
Hi Gabriel I really like the video but I was using mesh instead of skinned mesh in my project. And I couldt follow the video when you create SkinnedMeshRenderer as a variable to spawn particles. I dont know what to same thing when I am not using character model.
Thanks for the video, it's just what I needed, just one question, on the preview of the material it does have the glowing width, but in my scene it doesn't, do you have any idea why this could happen? (I'm using HDRP)
the guy in comments solved my issue. i had same thing. when you multiply step in shader graph with colors and all, add emission intensity node, set intensity to 50k(or in my case to 40k), input multiply to color node of the emission graph and output the graph to Emission.
If it doesn't come with a normal map then don't worry. Normal maps are used to give bumps, in case you wanna see what it does: docs.unity3d.com/2018.3/Documentation/Manual/StandardShaderMaterialParameterNormalMap.html#:~:text=A%20normal%20map%20is%20an%20RGB%20texture%2C%20where%20each%20pixel,stored%20in%20the%20RGB%20values.
has anybody worked with synty models together with Visual Effects Graph? Property binder does not recognize the bones. I mean I am able to assign that but it is spawning particles from one specific position even while Transform has been selected as binding property.
The synty characters in the Sci-Fi city pack at least are set up using a UV MAP that is multi purpose for buildings and signs etc. to point at colours rather than a traditional character UV MAP. I had to go into blender and make a new UV map for the character for this to work. Otherwise with the way it was setup before all the vertices were stacked on the UV map on one colour like the jacket of a character for instance so it just looked like it all disappeared at once and ruined the effect.
I'm trying to use this on the synty modular hero pack, but it just ends up chunky and doesn't look like it's dissolving instead looks like someone is turning the body parts invisible one by one. It only has one material, but each body party has a separate skinned mesh but they all use the same material
Synty assets use a UV MAP that is multi purpose and means that all the verticies for a jacket as an example are stacked on one tile on that UV mesh. They are low poly so they don't need full character mesh UV maps. I fixed this by making my own UV map for my Synty character that is more like a traditional UV. What's happening with the normal synty characters is the noise is dissolving the UV map but all of the vertices are stacked like I said so rather than an arm slowly fading it just gets to the skin vertices all on top of each other and they blink out. Same for all the jacket vertices etc.
Thank Unity for sponsoring this video! 🥳🥳🥳
Make sure to check out the awesome sale going on in the Asset Store: assetstore.unity.com/?aid=1100l3Jhu
Learn more about VFX Graph: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
First of thanks for the tutorial, really great info! I want to add for people that might not be able to find the "Skinned Mesh Position" in the VFX graph, that you should go to the Edit>Preferences>Visual Effects, and check if the "Experimental Operators/Blocks" is ticked! Hoped that helped!
Thank you
Thank you SO MUCH 😭😭😭♥
I just ticked it and it's still not showing up, any advice/guidance?
You saved us all friend
Thank you
Appreciate the work you're doing! You really are the best source for high-quality VFX for me as a solo developer!
And you are the best source for high quality movement mechanics code haha, can't wait for you next video
Happy to hear that!
@@GabrielAguiarProd We appreciate you please keep doing what you're doing
OMG I saw your post on reddit and I was overjoyed to see it. please keep doing this it's amazing
Great video once again!
For people wondering why their VFX conform to a single point, make sure your imported model has `Read/Write` enabled, so that mesh vertex information can be accessed by the Visual Effect component.
Thank you, and thanks for reminding anyone who passes by about the `Read/Write`! Cheers!
You have saved me 2 hours of non productivity. Thank you
MY GOD I LOVE YOUR CONTENT. I'm a new indie developer but I want to learn VFX as I find it AMAZING, these tutorials are very motivating for me. Also the last one I asked you for Genshin effects and this is one
Nothing makes me happier that Gabriel following my suggestion 😄
Seriously?
As always, Great tutorial. Nothing to add. Just Amazing!!!
Glad you liked it! Thanks!
Another great video! Thank you! All your stuff on Patreon seems like a steal!
It is! 😂
Thank you for making this video! 😄👍🏻
This VFX looks super cool... I'm using it in my next Game 🎮
Have fun!
Great video! All your effects videos would be great for a future projects in unity. Thanks!
This works perfectly. I do find if I try and repeat it in HDRP RP I have to slightly modify it. If i don't i do not see the edge.
If anyone else came across this, this is what i changed ...
Add an Emission Node after the multiply.
I put the multiply out into the emission node color in
intensity to 50 000 on the emision node
output of Emission node to emission.
Hey thanks for the tips for HDRP! 👏👏
Thanks for that video! I just used that for our project.
Great! Glad it's helpful.
相见恨晚,很不错的学习资料,Very good!👍👍👍
Hi! Thank you for your tutorials! I noticed that if the parent is not in zero coordinates, then the particles shift relative to the parent, as well as the parent from zero. Then I changed the value of the variable "Transform" from "L" (local) to "W" (world), I did the same with the node Transform (Position). Now in the "Initialize Particle" block, the "Set Position" node has a "W" icon and everything works fine.
Thanks for this!!! It was driving me crazy. Great job!
Omfg Thx!!!
Thank you very much, it was driving me crazy too. I understood I had to set W on node Transform (Position), but I didn't know there was such setting on the Transform variable too!
Notifications won't let me study 😂
Awesome video mate thank you so so much!
Thanks for the video!
It is interesting, for me the "VFX property binder component" just moved the particalsels away from my character so i had to play a while to figure out what settings is the best for me:
- "Position (skined mesh)" node: setted the property "composition position" to owerwrite in the inspector (maybe its overwrite by default, i cant remember)
- "Set position" setted the "composition" also overwrite
- deleted the "Transform" and the "Transform position" node that you add after 14:15
- and i simply connected the "Get Attribute position" node to this Set Position node.
so i dont have binder Component you added and it is still works. I also played a little with moving the partical system with the same partent level to the mesh, or one level higher, they both working pretty well.
hopes it helps if somebody has the same issue!
Thanks for the tips and tricks!
where you able to set the bounds? I had the same issue as you did with the displacement, and also my particles seem to stick to the player and not floating up at all.
ok. Solved. i had the "Set Velocity Random" node, Compositioin property: Multiply. It should be Overwrite instead.
Omfg...ur a legend bro thank you!
Great video, as always. I always look forward to when you lease a new video and inspires me to look at how I could use them in a game I've been working on for some time! Have you ever created a cavity shader? I'd like to highlight parts of low polygon objects to better see the joins so it's more cartoon like.
Do you have any reference for that? Like a video or images? Would like to know more about it.
@@GabrielAguiarProd Hi, thanks for the reply. There is one on the unity asset store if you search "cavity curvature". I'll try to put a link in but not sure if it will be removed. It's called "screen-space-cavity-curvature-built-in-urp-hdrp". Love the effect of highlighting the separate lines on the low polygon (example the door on the asset above)
You can share a link as well, I have already google it. Very interesting thought.
@@GabrielAguiarProd Just tried it seems youtube removes the comment if I do a link. It is a very interesting effect, looks quite good in colour as can do something like black lines between wooden panels on a door. It's just proving totally beyond my capabilities ! Any pointers or thoughts on how to approach it would be appreciated. Thanks
That's so cool! O_____O
nice
Awesome
Hello Gabriel,
Appreciate your work as always, currently learning VFXs and your channel is really awesome !
But I have a question, why not attaching the VFX graph to the hips of the model and switching to World Pos to be able to move the character without loosing the particles if you go to far from the 0,0 (assuming your vfxgraph is located here) ?
Because the particles system stops to emit if the VFXGrapgh object is not anymore in the view field if I'm not wrong.
Have you tried it, your theory? And see how it works out?
@@GabrielAguiarProd Yes i've tried. I'll try to be clearer sorry.
Assuming the character and Visuel Effect objects are placed in 0,0 world pos
With Global GameObject ( the one who hold the skinned mesh etc) and Visual effet object separated, as you do in your videos : Everythings works fine, but if the character move too far from the world origin and the camera look at it, the VIsual Effect object stop emits particles because the system itself is outside the camera field of view ( or maybe there is an option I don't know)
With Global gameObject parenting the Visual Effect :
With the same settings as your tutorial : everything works fine if with stay at world pos 0,0. If you try to move your character there will be an offset in the particles emitted and they will not be attached to the skinned mesh anymore. because of the transform binded added on top of the real position of the visual effect
In order to solve this issue, I removed the property binder because we don't need anymore to add the skinned mesh renderer position because the visual effect moves with it. Ans we need to make the particles velocity in world space because otherwise they will be affected by any change in the transform while living ( as when we do a flamethrower we need to put it in world space to have the nice "throwing" effect )
saw your recent Godot videos, getting started learning and would love some ports of some of your tutorials to Godot
OK, but hear me out. How is this done to a 2D sprite with shader graph?
My computer crashed by merely watching the video
Hi! Great tutorial! I just have a question, I cannot find the Position (Skinned Mesh) 13:34 in my VFX Graph. What can be the solution to that? I am using 2021.3.22f1 Unity version. Thank you!
Having the same problem with 2020.3.27f1. Tryin to use Mesh instead and no success yet
You need to turn on the (Experimental Operators/Blocks). Located at Edit-Preference-Visual Effect.
Hm, in the latest vfx graph package, Skinned Mesh block is a Set Position (Skinned Mesh) block and it has a transform node to it and a Skinned mesh property. Do I still need a set position block or how do I make this work?
Hey!
At 6:32 , my main preview doesnt show anything and the material doesnt respond to the changes too. But if I switch to unlit mode it works but in that case i cant manipulate the emissive as you do afterwards. Can you help me please?
Hi Gabriel I really like the video but I was using mesh instead of skinned mesh in my project. And I couldt follow the video when you create SkinnedMeshRenderer as a variable to spawn particles. I dont know what to same thing when I am not using character model.
Thanks for the video, it's just what I needed, just one question, on the preview of the material it does have the glowing width, but in my scene it doesn't, do you have any idea why this could happen? (I'm using HDRP)
Make sure the material also has width. Shader and material can have different values.
the guy in comments solved my issue. i had same thing. when you multiply step in shader graph with colors and all, add emission intensity node, set intensity to 50k(or in my case to 40k), input multiply to color node of the emission graph and output the graph to Emission.
My model doesn't have the hips file ( just a plane ), how can I let particles shoot from the model?
mine also does not work
I have problem, in the preview I can see the emission of the alpha, but when I apply it to a mesh, can't see it
Is there a way to do this in HDRP? I don't see an Allow material over ride option.
лайк поставлен, комментарий оставлен.
What year version are you using in this video?
This is 2021.3 LTS. Why?
what is a normals texture? Also where can i find it? My material that is being used only has one texture...
If it doesn't come with a normal map then don't worry. Normal maps are used to give bumps, in case you wanna see what it does: docs.unity3d.com/2018.3/Documentation/Manual/StandardShaderMaterialParameterNormalMap.html#:~:text=A%20normal%20map%20is%20an%20RGB%20texture%2C%20where%20each%20pixel,stored%20in%20the%20RGB%20values.
What to do if you have a character with multiple SkinnedMeshRenderers?
Probably need to apply this technique to each skinned mesh renderer.
why i can't find blank shader graph in unity ?
please help me
Make sure you have Shader Graph installed. If you still don't see Blank Shader Graph, try to create an Lit Graph.
skinned mesh position block is missing in my vfx graph what to do?
Really depends on the Unity version you are using btw.
Thanos ?
has anybody worked with synty models together with Visual Effects Graph? Property binder does not recognize the bones.
I mean I am able to assign that but it is spawning particles from one specific position even while Transform has been selected as binding property.
The synty characters in the Sci-Fi city pack at least are set up using a UV MAP that is multi purpose for buildings and signs etc. to point at colours rather than a traditional character UV MAP. I had to go into blender and make a new UV map for the character for this to work.
Otherwise with the way it was setup before all the vertices were stacked on the UV map on one colour like the jacket of a character for instance so it just looked like it all disappeared at once and ruined the effect.
I'm trying to use this on the synty modular hero pack, but it just ends up chunky and doesn't look like it's dissolving instead looks like someone is turning the body parts invisible one by one. It only has one material, but each body party has a separate skinned mesh but they all use the same material
Try to increase the scale of the noise then, the dissolve might be eroding away too fast because it's too big.
Synty assets use a UV MAP that is multi purpose and means that all the verticies for a jacket as an example are stacked on one tile on that UV mesh. They are low poly so they don't need full character mesh UV maps. I fixed this by making my own UV map for my Synty character that is more like a traditional UV.
What's happening with the normal synty characters is the noise is dissolving the UV map but all of the vertices are stacked like I said so rather than an arm slowly fading it just gets to the skin vertices all on top of each other and they blink out. Same for all the jacket vertices etc.
Hey wait a minute, that looks extremely similar to the disintegrate effect used in Deep Rock Galactic...
Never played it, gotta try it some time!
6:53 33?
Can you make the UE5 Lyra, cube looking Dissolve effect in Unity? 😁😆
Could you share a link?
@@GabrielAguiarProd Check out this video, I am talking about that Death and Respawn Effect: ua-cam.com/video/P1mVtgWUgs8/v-deo.html
I see I see, like little cubes materializing themselves to form the final shape. Cool idea, thanks for sharing!