I loved the step by step visual breakdown of each of the parts of the shader. It was very helpful to conceptualize the process easier. Keep up the great work!
@@lobokaiser7820 Sorry, I won't make an hour long tutorial to explain everything that is going on about the effect, it would be pretty terrible to watch, I'd rather directly answer any questions on Discord, it's more spontaneous and I can go more on in depth on details about specific stuff that people may ask.
Amazing breakdown, loved your presentation style, could see some influences from Simon and Jason, but you got your own thing going, looking forward to seeing more of your work in the future!
This Tut was really good. i stopped searching for specific tutorials because i wanted to know the whole process. Guess i now need to improve my UV knowledge/skillbase xD
In Unreal you can use Dynamic Parameters, in Unity it's in 3 steps: use TextureCoordinate as Float4, you have to activate custom data in the particle renderer (with custom.xy) and finally plug a curve in the custom data. Look for "use custom data in particles" on google, you shouldfind a better explaination than mine.
This is awesome! But how do one actually assemble it all together in unity to make it spawn at the correct times. I would love to see the work being done in engine. I never know how to actually implement it.
would you please talk more about the after math? I really like to know how is the setup for the enemy effect? is it another shader already deactivated on enemy waiting to be active or is it applies during runtime. I am looking at it from the MOBA game effects point of view though where every enemy could be in different pools like stunned effect, frozen effect, detained effect, etc...
Hello ! Just as you said, it was another shader applied on the enemy sphere with an 'opacity' property set to 0 that I set to 1 during the aftermath thanks to an animator.
i can't find the texture coordinate node in unity can anyone help ? i am a blender user still very fresh t ounity and i keep trying to find similar nodes and this is one of those that i can't find
@@Niko_3D Making an hour long video tutorial explaining details by details how to make it doesn't seems the most efficient way to explain that kind of things, I'dd ather go for a AMA kind of way, where I show what people want to see and know, i think it's more direct.
For ANYONE struggling with texturing in Substance Painter, I've got your back
I loved the step by step visual breakdown of each of the parts of the shader. It was very helpful to conceptualize the process easier. Keep up the great work!
Such a well made presentation, a pleasure to watch and learned new tips. Keep up the good work !
Outstanding quality of presentation! There are tons of vfx tutorials out there but this one is a real gem.
Thanks ! That's good to hear !
Amazing tutorial! would love to see a full explanation while he shows it in Unity. basicly a more indepth tutorial that would be awesome!
Hi ! I'm Nicolas, would you like a discord stream to show you in depth the effect inside Unity ?
@@coolcatvfx1969 Wait! count me in!
@@coolcatvfx1969 make a video pls
@@lobokaiser7820 Sorry, I won't make an hour long tutorial to explain everything that is going on about the effect, it would be pretty terrible to watch, I'd rather directly answer any questions on Discord, it's more spontaneous and I can go more on in depth on details about specific stuff that people may ask.
@@coolcatvfx1969 Wait can i join in on that stream too please? :D
Amazing breakdown, loved your presentation style, could see some influences from Simon and Jason, but you got your own thing going, looking forward to seeing more of your work in the future!
Thanks ! Their work helped me a lot to structure and make a clean presentation.
This Tut was really good. i stopped searching for specific tutorials because i wanted to know the whole process. Guess i now need to improve my UV knowledge/skillbase xD
Best vfx tutorial i've seen, what a breeze to see a tutorial using Amplify and not Shader Graph
"A french game art student"
Yeah, I noticed. Great vid' o/
nice breakdown video! looking forward to more breakdown video like this!
More to come!
Check this VFX out th-cam.com/video/ATVfzbOkUmc/w-d-xo.html
This is brilliant and the work you put into the presentation is very much appreciated!!! Thank you.
This is very beautiful, pleasant and useful tutorial, great job!
This is incredibly useful. Thank you so much.
Excellent tutorial, simple, rich in information and amazingly stylised. Thank you for sharing your knowledge.
I'm glad you enjoyed it !
Hi, Can you explain node shader in 5:15. Thank you!
Nice breakdown!
i love it. thank you so much for tutorial
Merci beaucoup! Un tuto très riche et clair.
9:56 how do i hook up a shader to a particle system so the shader knows about the particles individual lifetimes? would be awesome to know!
One simple way to do it is to use color over time in the particle system and then access the vertex color in the shader.
@@AlterHaudegen oof thats a smart approach thank you!
In Unreal you can use Dynamic Parameters, in Unity it's in 3 steps: use TextureCoordinate as Float4, you have to activate custom data in the particle renderer (with custom.xy) and finally plug a curve in the custom data. Look for "use custom data in particles" on google, you shouldfind a better explaination than mine.
@@MaximeMegeYthierPyrath thanks i didnt expect More than one solution. This is great
For anybody that wants to be dive into vfx you DONT need to know any maths, an eye for art and what looks right is more important.
Ayyyo, SAY LESS!! 😂😂
This is awesome! But how do one actually assemble it all together in unity to make it spawn at the correct times. I would love to see the work being done in engine. I never know how to actually implement it.
@@coolcatvfx1969 I would like to see it too. Specially how you came up with the shaders
would you please talk more about the after math? I really like to know how is the setup for the enemy effect? is it another shader already deactivated on enemy waiting to be active or is it applies during runtime. I am looking at it from the MOBA game effects point of view though where every enemy could be in different pools like stunned effect, frozen effect, detained effect, etc...
Hello ! Just as you said, it was another shader applied on the enemy sphere with an 'opacity' property set to 0 that I set to 1 during the aftermath thanks to an animator.
great!!
Thank so much.
Hi. How did you draw your texture? and by photoshop or another software? Thanks
This is inspiring
Oh man i discover your channel today ... i love it your content
Can I see the shader graph of the opacity mask part?
good tut!
i can't find the texture coordinate node in unity can anyone help ? i am a blender user still very fresh t ounity and i keep trying to find similar nodes and this is one of those that i can't find
what program did u use?¿!
Nice!
Thank you! Cheers!
And how exactly do I get this inside of unity?
Hi ! I'm Nicolas, If you want, I can make some kind of stream on discord, so I can show you how to integrate most of it inside Unity !
@@coolcatvfx1969 Why not simply go ahead and create youtube tutorial?
@@Niko_3D Making an hour long video tutorial explaining details by details how to make it doesn't seems the most efficient way to explain that kind of things, I'dd ather go for a AMA kind of way, where I show what people want to see and know, i think it's more direct.
Sett's W xD
It's Annie w
Merci! Baguette
This is really nice but it isn't really showing us how to make it in Unity and PS lol. Just saying.
looks like Annie's E there lol
Or Sett W too!
W not e
The timing on this effect could use some improvement. It does not feel very impactfull.