So spiky! Love this one, hope you guys too. It's now available in the Asset Store btw: assetstore.unity.com/packages/slug/207496?aid=1100l3Jhu *Learn VFX Graph with this powerful UDEMY COURSE* : www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
one day i'll get around to doing these. I was hopeful to try learning VFX as a way to regain motivation with game dev but a lot of tutorials pull assets/texture sheets from other places and then plug them in which doesn't really teach your how to "make" vfx. Only plug in various assets/values from other sources. You, on the other hand, ACTUALLY teach and show your full process and I value that immensely. I've been struggling motivation wise because my country (and my state more specifically) does not have very strong GameDev infrastructure in-place. There are like 2-3 studios in my state and due to current events i cannot go to another state. I specialize in programming and am absolutely horrible when it comes to artistic stuff so these videos I think will help me when i can get in the right frame of mind to work on dev work again. Perhaps my years of study will not become a waste after all... Keep up the good work. Thank you
It's quite helpful! I wonder if the icy smoke effect you mentioned at the end is made with a flipbook anime? Or if not, could you briefly tell the idea? Thanks! :)
Hi i have followed this video tutorial but the sorting for all three particle seems abit problem as they are overlaying each other, from top view i cant see the spike at all😢
Is there any way you could include links to the Burning Paper Effect's assets? I was enjoying following along on this tutorial until it was reliant on another. Then in that tutorial, there were several times where you seemed to just wave your hands to get the assets needed from the provided links (e.g. when you 'rip' the pages from the book, I'm assuming a decent amount of work went into that in Blender). I really want to follow this tutorial within the context of this tutorial :(
The ground particles and the mesh positions are not matching. This looks bad if the spawn area is big, but count is low. How would one go ahead make sure to always put the particles right under the mesh?
Hey thank you for the tutorial, love it but I can't find out that your ice spikes look lit and I can't change it to lit vfx shader in urp. I wonder how it looks like lit mesh. Edit: Ok I got it. Fresnel effect makes it looks lit and displays edges.
Hi. I had the same issue too, after digging around I found that you have to enable it via "Preferences - Visual Effects" then check "Experimental Operators/Blocks". And it only works with visual effect shaders (not PBR). As it's already been 4 weeks hope you already found the solution.
You can replicate it using the particle system. Perhaps this video can help you to replicate stuff from vfx graph to the particle system: th-cam.com/video/XSdXvhLjVEk/w-d-xo.html
Does the vfx graph have any kind of tracked loop functionality? Would be much better to be able to have the effect loop 3 times and just offset the values using the loop index rather than duplicating the whole graph 3 times.
It's easier to create a dedicated script and put it onto the vfx gameobject. Then access scale and position offset values and enable/spawn as many instances as you want. This way it should also be easier to handle collision via OnTriggerEnter/OnCollisionEnter.
i followed the shard graph, and if i add the news nodes as 8:22 , i got an error: Shader error in 'Hidden/VFX/IceSpikeGraph/System 2/Output Particle Mesh': undeclared identifier 'GetWorldSpaceNormalizeViewDir' at line 1413 (on d3d11) how can i fix it? do my unity 2019 too old?
When I place the spike mesh as the mesh object of output particle mesh it does not do anything. Nothing shows up. The default unity meshes such the capsule which is there by default shows up perfectly fine. But not the pike mesh that has been imported. The mesh seems to be imported fine since I can place the mesh itself into the workspace and it renders perfectly fine. It just doesn't show up in output particle mesh. Same for other imported objects I already have in the scene, they just won't show up in output particle mesh. Only the default unity objects show up. Any ideas what might be happening? I am using unity 2021.2.16f1
might be late for answering this, but it turns out when i tried to use my spike i hade the same problem, then i tried to increase the size by using "Set Size" and increased it to 100, turns out the shape was just too small
Hey, are mesh-based particle effects too heavy for phone ? I decreased emission to 1 and it still caused heaviness on my phone. What can i do to optimize it ?
So spiky! Love this one, hope you guys too. It's now available in the Asset Store btw: assetstore.unity.com/packages/slug/207496?aid=1100l3Jhu
*Learn VFX Graph with this powerful UDEMY COURSE* : www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
This was BEYOND helpful. I want to devote my whole time making spell effects in Unity now lmao.
I have seen how you have grown as an instructor, now you are at another level, I admire you, thank you
Glad you're still working at this... I can't wait to start learning the VFX graph. Hope this works with my HDRP shaders
you're incredible, your channel have so much quality, just thank you and congratulations, you deserve more subscribers
one day i'll get around to doing these. I was hopeful to try learning VFX as a way to regain motivation with game dev but a lot of tutorials pull assets/texture sheets from other places and then plug them in which doesn't really teach your how to "make" vfx. Only plug in various assets/values from other sources.
You, on the other hand, ACTUALLY teach and show your full process and I value that immensely.
I've been struggling motivation wise because my country (and my state more specifically) does not have very strong GameDev infrastructure in-place. There are like 2-3 studios in my state and due to current events i cannot go to another state. I specialize in programming and am absolutely horrible when it comes to artistic stuff so these videos I think will help me when i can get in the right frame of mind to work on dev work again. Perhaps my years of study will not become a waste after all...
Keep up the good work. Thank you
Hope this helps you point in the right direction and that you achieve and comfortable outcome from your learning journey. Best of luck!
OMG no way I was hoping you would make this. Thank you so much!
OMG esta increíble, se que no hablas español pero aun así me gusta tu contenido y apoyas a noobs Gracias UwU
Awesome as Always!!!!
Can you teach Us how to make Water slash effect like in Demon Slayer..do the first and second water technique...
It's quite helpful! I wonder if the icy smoke effect you mentioned at the end is made with a flipbook anime? Or if not, could you briefly tell the idea? Thanks! :)
Hey Gabriel, how about some Wind Effect? Like those in Breath of the Wild when you attack with the Korok Leaf Weapon...
Hi i have followed this video tutorial but the sorting for all three particle seems abit problem as they are overlaying each other, from top view i cant see the spike at all😢
This is sick bro!
Is there any way you could include links to the Burning Paper Effect's assets? I was enjoying following along on this tutorial until it was reliant on another. Then in that tutorial, there were several times where you seemed to just wave your hands to get the assets needed from the provided links (e.g. when you 'rip' the pages from the book, I'm assuming a decent amount of work went into that in Blender). I really want to follow this tutorial within the context of this tutorial :(
Its just amazing....
Awesome 👌
hey your video is awesome !! is that possible to make it on a sphere ? with the spike following the sphere normal ?
in 7:54 i dont have the option for shader graph, i tried so many things and i didnt find
anything. maybe do you know the reason?
Make sure you turn on, Experimental Operators/Blocks in Edit>Preferences>Visual Effects. You might need to close and open Unity to take effect.
The ground particles and the mesh positions are not matching. This looks bad if the spawn area is big, but count is low.
How would one go ahead make sure to always put the particles right under the mesh?
Really wish the tutorial didn't glance over how the whole Fresnel was set up, because I cannot get it to look like it does in the video...
Hey thank you for the tutorial, love it but I can't find out that your ice spikes look lit and I can't change it to lit vfx shader in urp. I wonder how it looks like lit mesh.
Edit: Ok I got it. Fresnel effect makes it looks lit and displays edges.
Is there any way to show how to create those particles that come out?
Why i havent a shader graph in output particle mesh menu?
Make sure in Preferences>Visual Effects you turn on Experimental Operators/Blocks. You may need to restart unity.
@@GabrielAguiarProd Big thank you!
"Output particle mesh" box for me does not have the place to plug in the shader... help
Hi. I had the same issue too, after digging around I found that you have to enable it via "Preferences - Visual Effects" then check "Experimental Operators/Blocks". And it only works with visual effect shaders (not PBR).
As it's already been 4 weeks hope you already found the solution.
Pivot node makes the spikes mesh spawn at an offset and I dont know how to fix it :(
Does Visual Effect Graph have a future?Do I need to study?
Do you also know how to do fluid simulation using vfx graph....
Is there a way to make something like this without the graph things? I'm trying to make something like this for vrchat
You can replicate it using the particle system. Perhaps this video can help you to replicate stuff from vfx graph to the particle system: th-cam.com/video/XSdXvhLjVEk/w-d-xo.html
Does the vfx graph have any kind of tracked loop functionality? Would be much better to be able to have the effect loop 3 times and just offset the values using the loop index rather than duplicating the whole graph 3 times.
I tried something like that, but wasn't able to get it right in the little time I had. So I went with the Hard-coded life.
It's easier to create a dedicated script and put it onto the vfx gameobject. Then access scale and position offset values and enable/spawn as many instances as you want. This way it should also be easier to handle collision via OnTriggerEnter/OnCollisionEnter.
i followed the shard graph, and if i add the news nodes as 8:22 , i got an error:
Shader error in 'Hidden/VFX/IceSpikeGraph/System 2/Output Particle Mesh': undeclared identifier 'GetWorldSpaceNormalizeViewDir' at line 1413 (on d3d11)
how can i fix it?
do my unity 2019 too old?
so i updated my UBP, shader graph & VFX graph to latest version
nothing changed
then i copy my project to unity 2020, it works!
Would this work as a VRChat toggle?
No idea, never tried it, but it's likely possible to work from what I read.
like video thanks bro
Thank you too
spikes come out a little slow but that's easy to fix :D
How so?
When I place the spike mesh as the mesh object of output particle mesh it does not do anything. Nothing shows up. The default unity meshes such the capsule which is there by default shows up perfectly fine. But not the pike mesh that has been imported.
The mesh seems to be imported fine since I can place the mesh itself into the workspace and it renders perfectly fine. It just doesn't show up in output particle mesh. Same for other imported objects I already have in the scene, they just won't show up in output particle mesh. Only the default unity objects show up.
Any ideas what might be happening? I am using unity 2021.2.16f1
might be late for answering this, but it turns out when i tried to use my spike i hade the same problem, then i tried to increase the size by using "Set Size" and increased it to 100, turns out the shape was just too small
Hey, are mesh-based particle effects too heavy for phone ?
I decreased emission to 1 and it still caused heaviness on my phone. What can i do to optimize it ?
Depends. But generally yes. Depends mostly on triangle count. Oh and VFX Graph doesn't run well on most mobiles, yet.
Cool bro
Hi Gabriel, may i ask for coupon course Udemy - Unity VFX Graph - Magic Effects - Intermediate Level course please?
@@isawedthedemons :(
Soon the course will be announced here on the channel, and maybe a small discount will be available :)
@@GabrielAguiarProd OMG, tq so much teacher.