VFX Graph: Six-way lighting workflow | Unity at GDC 2023

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  • เผยแพร่เมื่อ 2 ม.ค. 2025

ความคิดเห็น • 25

  • @jeffkuipers6552
    @jeffkuipers6552 ปีที่แล้ว +17

    Very nice presentation. It's a very in-depth exploration for the limited time you had available. Well done!

    • @kingbling7571
      @kingbling7571 ปีที่แล้ว +4

      How did u comment 4 weeks ago when it was just released 😮

    • @StinkySteak
      @StinkySteak ปีที่แล้ว +5

      @@kingbling7571 unity employee detected

    • @kingbling7571
      @kingbling7571 ปีที่แล้ว

      @@StinkySteak lol xD

    • @jeffkuipers6552
      @jeffkuipers6552 ปีที่แล้ว

      @@kingbling7571 Time-travel. 😁

  • @awesomeniac
    @awesomeniac ปีที่แล้ว +5

    oooh can wait for the particle shadowing, that's looks cool

  • @Jorge-hn1ye
    @Jorge-hn1ye ปีที่แล้ว +13

    Unity needs to see a presentation about the use of noise impression.

  • @praveenb-xr
    @praveenb-xr ปีที่แล้ว +3

    Would be good to show how to export flipbooks from blender or embergen to unity

  • @GameDevNerd
    @GameDevNerd 10 หลายเดือนก่อน

    I love this and think it's awesome, and I'm getting some nice-looking results from a quick smoke simulation in Houdini rendered out ... but the problem is, there's NO explanation anywhere (at least that I have been able to find) that explains how Houdini tech artists should render/process their work and how that maps to Unity shaders and features ... I used Lab Flipbooks, but it seems to be designed for Unreal and nothing else ... lots of places where Unity and VFX Graph and special tools are mentioned, zero explanations and no way to find it and be sure it's the right thing (much less how it's intended to be used) ...
    This issue also isn't limited to just this scenario: I find Unity + Houdini resources sorely lacking across the board ... and I keep having to just invent new tools and workflows to get from Houdini to Unity ... and I guess it's just gonna require a bit of extra production time & effort to tool ourselves up properly to take advantage of our full potential. I wish it weren't like this and that Unity and Houdini were a bit more seamless with more clear paths and workflows, but unfortunately, it's like you're on your own exploring strange frontiers lol. But I'm so enthusiastic and excited about the idea of proper Houdini -> Unity integration I would literally take a job for either company to work on this, haha 🤓

  • @korystanley567
    @korystanley567 6 หลายเดือนก่อน

    I wonder if they have a demo scene of VFX six way

  • @DesmosediciDK
    @DesmosediciDK ปีที่แล้ว

    Hi. The VFX Graph DCC Exporter fore Blender don't seem to work. Is there a guide on how to install it ?

  • @noisecrime
    @noisecrime ปีที่แล้ว +1

    Good presentation, but the extensive dimming outside of the focused area was really distracting, especially when quickly moving between UI items, causing the whole screen to constantly dim and brighten. It also made it much harder than necessary to read elements that were on screen.

  • @徐河-y3n
    @徐河-y3n 11 หลายเดือนก่อน

    如何使用旧版的粒子系统和ase实现这个效果

  • @SylkieDev
    @SylkieDev ปีที่แล้ว +5

    Why are there so many people talking in the background...

    • @NoTimeLeft_
      @NoTimeLeft_ ปีที่แล้ว +4

      These aren't held in a conference room they are in booth on an enormous conference floor.
      The sound you hear are all the other people walking and talking about
      Think Comic-Con but for game and development.

    • @Nebulaoblivion
      @Nebulaoblivion ปีที่แล้ว +3

      @@NoTimeLeft_ Yeah but, usually you have a directional mic just on the speaker, or just use the audio channel from his headset. This sounds like they're using an omni mic attached to the camera.

  • @Lex4art
    @Lex4art ปีที่แล้ว +1

    Still, no way to use it with ray traced GI :(

  • @ConanLaurel-x9h
    @ConanLaurel-x9h 4 หลายเดือนก่อน

    Dana View

  • @impheris
    @impheris ปีที่แล้ว

    looks cool i guess, tg there is a free pack that i can use because i'm not going to spend more time on that complicated (in my opinion) workflow

    • @shikhermyv
      @shikhermyv ปีที่แล้ว

      It is not complicated if you use external software for creating maps

  • @mikeb3172
    @mikeb3172 ปีที่แล้ว

    Wouldn't voxel smoke be better than flipbooks now?

    • @GameDevNerd
      @GameDevNerd 10 หลายเดือนก่อน

      Not necessarily ... this technique is designed to give really high quality at super cheap cost and scale well in large games. If your performance budget can afford more complex, intricate and expensive techniques then you can no doubt use/implement those if you feel it's worth it, but I find the results from these to be breath-taking when properly done. 🙂

  • @GameRocker
    @GameRocker ปีที่แล้ว

    Why is every Unity GDC talk produced so badly? Such a massive company needs to be good at these things.

    • @seventeendegree
      @seventeendegree ปีที่แล้ว

      They could do these kind of presentations in a studio. No need to wait for conventions everytime.

    • @shikhermyv
      @shikhermyv ปีที่แล้ว +1

      They are in open. What do you expect?