Hello.
My name is Orson Favrel, I’m currently a Senior VFX Tech Artist at Unity. My daily task is to help improve VFX Graph and overall the VFX tools and workflow in Unity.
Previously I was an VFX Artist and Ready & Dawn and a Lead VFX Artist at Dontnod Studio.
I’ll be using this Topic to share some of my experiments, use of new VFX Graph feature etc…
Feel free to comment, ask questions or criticize.
Sorry for the late answer.
All the different elements: VFXGraphs, Mesh swap, lights etc… are triggered and synchronized thanks to Timeline in Unity.
If you’re not familiar with Unity, Timeline is their sequencing tool that allow you to animate, synch, triggers events etc. The cool thing is that it has scrubbing feature.
So I just “pause” the explosion in Timeline and control the camera to revolve around the explosion.
I’ve been playing around with this 6-way lighting Shader to make some Environment VFX. I wanted to see if the Light response would match up with Volumetric Clouds in Unity, and while it isn’t perfect, it’s pretty close. Volumetric Clouds often have to be set to low quality for performance reasons, so it’s nice that you can mix them with 6-way lit Particles that are packed with intricate details.
Thanks for sharing the texture file. Can you tell us how you created TX_Pyro_RollingBall, TX_Pyro_SmokeLoop?
It is difficult to create Loop Simulation in Houdini.