The bottom explosion is actually Shuriken system with like 5 (or so) different meshes on one emitter (the meshes I got from fracturing the sphere before). They are spawned in a sphere shape with random size and all that. With more pieces it would probably be better to do it with VFX graph, but with only couple of pieces like that it’s good enough honestly.
Thank you so much that was so beneficial !!, and oh I didn’t know that Shuriken system can do that, but for VFX graph i thought it can only store up to 4 Mech Count Max while using the output Particle URP Lit Mesh, but i guess it’s not the right method to do it, you mind tell me how you can do that in VFX graph? or maybe share a similar tutorial you saw before.
Well, you are right, you can have only 4 different meshes in one output, with different sizes and rotations that might be enought to fake the specific shape breaking down into those small bits.
If you want something more accurate there is also an option to use submeshes for each mesh. That could possibly give you 32 more shapes per each mesh. BUT they aren’t treated like separate particles in the vfx graph. With that you could simulate the explosion in a shader, but that’s a bit more complicated.
I see! thank you so much for sharing your knowledge!! I didn’t know that you can use sub Mesh that way. I will try play with it an see what I can do. Thanks !!
Some stylized lightning practice. Made the textures using material maker. The more I look at them the more I realise how little they look like lightning
A while ago I participated in the challenge from the technical art discord server, I made some vfx and a cloud shader for the theme solarpunk. I forgot to post about it here!
Here is a short video:
Another thing I forgot to post about was this game I made with friends for a gamejam, from the same discord server. I was working on the vfx:
Thanks! And yeah, I have a spherical mask around a point and apply rotation around an axis to the vertices multiplied by that mask. The intensity, rotation, axis and mask size is animated in the timeline
It’s been a while since I made anything! While I’m slowly trying to find it fun again, here are the recent experiments.
The first one is some sort of chromatic abberration-ish offset that follows the mouse, I thought it could be fun to have something like that for some buttons when they are begin dragged so I tried it and it was alright
This one is just a beam, quite boring, but I wanted to just do whatever and see what’s gonna happen. I only used normal maps for colours again