Trail looks very fluent and great
I love the flexibility if you want to tweak the texture, just nudge a few params in the particle simulation and voila! I really like workflows that speed up iteration times
Trail looks very fluent and great
I love the flexibility if you want to tweak the texture, just nudge a few params in the particle simulation and voila! I really like workflows that speed up iteration times
The pixel one is very neat, well done
Do you think the nodes can “pixelate” every textures / effect, or it’s just relative to the workflow you use ?
@Ludvig Thanks Yes, it’s fun to tweak the particle system, play and see what comes out. And if the loop-transition in the Flipbook didn’t work out too well, just hit play again and hope for a better version. And if you’re satisfied, you can even create a static texture out of the flipbook and never bake again (of course, for this challenge it must stay realtime because only 1 circle texture is allowed).
@Jordanov Thank you! What I was doing, is to pixelate the UVs. So you could use that for every texture/effect where you feed effects into.
This looks so good! Aaawww yeah, I recognize the Rime style here I can’t tell how often I watched your stylized VFX in RiME presentation - it was a lot. So many great tipps
This tread is really fun, I love to seing your detailed breakdown, thanks a lot.
I just came here to say this looks amazing. I will be coming back to read more into your techniques, because I really like the style you have, but yeah, keep it up.
Thank you for the kind words @Shr1mpsy and @MGDubois !
Here’s a little update. I think I’ll wrap it up soon.
Another little test for different shader-styles:
Absolutely love the effect in the middle!
How is it made up if you don’t mind me asking?
What do you have in ConsBiasScale? With your cricle mask setup I’ve got something like this.Thx for breakdowning this
You’re too kind, thank you!
Good question! Sorry I forgot to add this:
Const bias Scale:
-0.5
2.0
Yes, this works. Thanks
A week ago I did the same thing but with random dot color and animation instead of sampling source texture
unity node graph is there as well
Nice! I was thinking if it would look cool to a) change the size of the dots based on the brightness of the input and b) having the dots in screen/world-space . Didn’t test it yet.
I believe it would be possible to do all of this with a particle effect with 2 emitters in Unity using a single material/shader/circle texture
You just need to pass through the correct custom data. Use one Texcoord custom data to pas through UV distortion on the opaque emitter and another Texcoord to pass through the cut out circles.
I’ll try to make a quick demo later today but I am not sure how to ribbon and stretch it as effectively this way.
eh doesn’t seem to work as each emitter ends up being a unique instance of the material. Having one talk to the other doesn’t appear to work directly through the particle system editor - you still need to pass the cutout particles as a texture .
In hidnsight it is painfully obvious that this wouldn’t have worked haha.
Although this might be a solution: https://forum.unity.com/threads/use-particles-as-mask-for-other-particles.589240/
Thanks for testing @mulletdulla!
Here is a little update. As I wrap everything up I prepare some videos which show the system a bit in detail. Do you guys understand everything I try to demonstrate?
On another quick note for Unity users - you can control the emission spread of particles across a shape with a mask texture.
In @simonschreibt 's example you are pushing yours either right or left immediately the get the spacing?
Theres mor you can do with the clip channel too so have a play with it if you haven’t yet!
I will stop hijacking now
Nooo, continue please! That’s amazing information! I was using a kill-area to avoid particles in the middle. amazing to see that unity can do this based on a ramp. Might be possible in Unreal Niagara too. But I didn’t try this yet.