Convert meshes to Point Cache maps in Unity VFX Graph
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Basically, you can make any mesh or texture into a 3d / 2d map that can be used in VFX graph using the Point Cache bake tool. and that tutorial will show you how to use the point cache bake tool to make any mesh into a point cache map.
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Music: by TheFatRat
Oblivion stems
lmao not my type of music but the vfx content is super sexy, thank you mate bless your soul
:D Thank you
Thank you for making this tutorial!
Glad you liked it
@@ZiiTechArt could you please explain why the point cache baked model looks skinnier and taller? How do I change it?
Got mine working w scale and position, is there a way for it to mimic rotation as well? Can't seem to crack it.
Awesome tutorial btw helps a ton.
Its to improve performance ?
Can we make an animating character with bone by this?
technically you can. you would want to use Skinned mesh renderer, and do some scripting for it to work. Unity is working on Skinned Mesh Sampling in VFX graph which would make it easier but it's not implemented yet .
@@ZiiTechArt Does skinmeshrender.BakeMesh(); is useable?
I believe so, it will be every frame i think. I didn't try it myself but there's a unity forum that someone did a custom solution for that. Check it out maybe it will help
It's implemented in 2021 Preview Version now and it works great 😊👍
thaks you very mach
how to do such effect from picture ?
when i connect the position to value bias, the particles seem to disappear... does this only work at World 0,0,0 ?
that might happen if your graph is set to (World) not (Local)
Wow.. How long did the render take?
What haw
This vfx works on urp or only hdrp?
I really wondering haw heavy this effect are
Works on both. And VFX graph in general is light cause it runs on the GPU.
@@ZiiTechArt ok
hello, thanks you for your tutorial it's really helping me a lot, howover I have an issue where when I scale up my set position from map, it creates an offset between the position of the cube and the particule system, could you help me out with this ?
Thanks :) And yeah that will happen if the original transform of the object is different from the VFX object transform, and will also happen if you make one of them as a child/parent to the other.
My advice is to reset the position of the object and effect before doing the Property Binder step, and to make them as a child of an Empty (that's been reset too). and only scale the object that you assigned in the property binder.
Hi would this work with blend shapes?
Not point cache but check out my latest video doing that same with SkinnedMesh renderer and animations