Unity VFX Graph - Disintegrate and Dissolve Effect Tutorial

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  • เผยแพร่เมื่อ 27 ธ.ค. 2024

ความคิดเห็น • 94

  • @GabrielAguiarProd
    @GabrielAguiarProd  2 ปีที่แล้ว +10

    Thank Unity for sponsoring this video! 🥳🥳🥳
    Make sure to check out the awesome sale going on in the Asset Store: assetstore.unity.com/?aid=1100l3Jhu
    Learn more about VFX Graph: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09

  • @davegamedevelopment
    @davegamedevelopment 2 ปีที่แล้ว +15

    Appreciate the work you're doing! You really are the best source for high-quality VFX for me as a solo developer!

    • @stylie473joker5
      @stylie473joker5 2 ปีที่แล้ว

      And you are the best source for high quality movement mechanics code haha, can't wait for you next video

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +4

      Happy to hear that!

    • @stylie473joker5
      @stylie473joker5 2 ปีที่แล้ว +2

      @@GabrielAguiarProd We appreciate you please keep doing what you're doing

  • @mrb1248
    @mrb1248 2 ปีที่แล้ว +1

    OMG I saw your post on reddit and I was overjoyed to see it. please keep doing this it's amazing

  • @NikosAvgoustidis
    @NikosAvgoustidis 2 ปีที่แล้ว +23

    First of thanks for the tutorial, really great info! I want to add for people that might not be able to find the "Skinned Mesh Position" in the VFX graph, that you should go to the Edit>Preferences>Visual Effects, and check if the "Experimental Operators/Blocks" is ticked! Hoped that helped!

    • @thvk98
      @thvk98 2 ปีที่แล้ว +1

      Thank you

    • @Mariyah.I
      @Mariyah.I ปีที่แล้ว

      Thank you SO MUCH 😭😭😭♥

    • @Michael-i8p3p
      @Michael-i8p3p ปีที่แล้ว +3

      I just ticked it and it's still not showing up, any advice/guidance?

    • @Fafita_
      @Fafita_ 9 หลายเดือนก่อน +1

      You saved us all friend
      Thank you

  • @raznayr
    @raznayr 2 ปีที่แล้ว +5

    Great video once again!
    For people wondering why their VFX conform to a single point, make sure your imported model has `Read/Write` enabled, so that mesh vertex information can be accessed by the Visual Effect component.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว

      Thank you, and thanks for reminding anyone who passes by about the `Read/Write`! Cheers!

    • @puretrack06
      @puretrack06 7 หลายเดือนก่อน +1

      You have saved me 2 hours of non productivity. Thank you

  • @josejavierjorge3994
    @josejavierjorge3994 2 ปีที่แล้ว +4

    MY GOD I LOVE YOUR CONTENT. I'm a new indie developer but I want to learn VFX as I find it AMAZING, these tutorials are very motivating for me. Also the last one I asked you for Genshin effects and this is one

  • @pr4shantishere
    @pr4shantishere 2 ปีที่แล้ว +12

    Nothing makes me happier that Gabriel following my suggestion 😄

  • @AndrewShestopalov
    @AndrewShestopalov 2 ปีที่แล้ว +3

    As always, Great tutorial. Nothing to add. Just Amazing!!!

  • @alec_almartson
    @alec_almartson 2 ปีที่แล้ว +2

    Thank you for making this video! 😄👍🏻
    This VFX looks super cool... I'm using it in my next Game 🎮

  • @SeanBotha
    @SeanBotha 2 ปีที่แล้ว +9

    This works perfectly. I do find if I try and repeat it in HDRP RP I have to slightly modify it. If i don't i do not see the edge.
    If anyone else came across this, this is what i changed ...
    Add an Emission Node after the multiply.
    I put the multiply out into the emission node color in
    intensity to 50 000 on the emision node
    output of Emission node to emission.

  • @rjsiii3
    @rjsiii3 2 ปีที่แล้ว +2

    Another great video! Thank you! All your stuff on Patreon seems like a steal!

  • @xdedeone
    @xdedeone 2 ปีที่แล้ว +2

    Great video! All your effects videos would be great for a future projects in unity. Thanks!

  • @CG_Pigeon_yt
    @CG_Pigeon_yt ปีที่แล้ว +15

    Hi! Thank you for your tutorials! I noticed that if the parent is not in zero coordinates, then the particles shift relative to the parent, as well as the parent from zero. Then I changed the value of the variable "Transform" from "L" (local) to "W" (world), I did the same with the node Transform (Position). Now in the "Initialize Particle" block, the "Set Position" node has a "W" icon and everything works fine.

    • @victordacosta8544
      @victordacosta8544 ปีที่แล้ว +1

      Thanks for this!!! It was driving me crazy. Great job!

    • @Adriandelacruzhernandez
      @Adriandelacruzhernandez ปีที่แล้ว

      Omfg Thx!!!

    • @giovannibarba3630
      @giovannibarba3630 10 หลายเดือนก่อน

      Thank you very much, it was driving me crazy too. I understood I had to set W on node Transform (Position), but I didn't know there was such setting on the Transform variable too!

  • @LucidWarlocks
    @LucidWarlocks ปีที่แล้ว +1

    Thanks for that video! I just used that for our project.

  • @zrogdav
    @zrogdav 2 ปีที่แล้ว +5

    Thanks for the video!
    It is interesting, for me the "VFX property binder component" just moved the particalsels away from my character so i had to play a while to figure out what settings is the best for me:
    - "Position (skined mesh)" node: setted the property "composition position" to owerwrite in the inspector (maybe its overwrite by default, i cant remember)
    - "Set position" setted the "composition" also overwrite
    - deleted the "Transform" and the "Transform position" node that you add after 14:15
    - and i simply connected the "Get Attribute position" node to this Set Position node.
    so i dont have binder Component you added and it is still works. I also played a little with moving the partical system with the same partent level to the mesh, or one level higher, they both working pretty well.
    hopes it helps if somebody has the same issue!

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +1

      Thanks for the tips and tricks!

    • @danielruizleyva3825
      @danielruizleyva3825 ปีที่แล้ว

      where you able to set the bounds? I had the same issue as you did with the displacement, and also my particles seem to stick to the player and not floating up at all.

    • @danielruizleyva3825
      @danielruizleyva3825 ปีที่แล้ว

      ok. Solved. i had the "Set Velocity Random" node, Compositioin property: Multiply. It should be Overwrite instead.

    • @w0tness
      @w0tness ปีที่แล้ว

      Omfg...ur a legend bro thank you!

  • @dominiauk
    @dominiauk 2 ปีที่แล้ว +2

    Great video, as always. I always look forward to when you lease a new video and inspires me to look at how I could use them in a game I've been working on for some time! Have you ever created a cavity shader? I'd like to highlight parts of low polygon objects to better see the joins so it's more cartoon like.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว

      Do you have any reference for that? Like a video or images? Would like to know more about it.

    • @dominiauk
      @dominiauk 2 ปีที่แล้ว +1

      @@GabrielAguiarProd Hi, thanks for the reply. There is one on the unity asset store if you search "cavity curvature". I'll try to put a link in but not sure if it will be removed. It's called "screen-space-cavity-curvature-built-in-urp-hdrp". Love the effect of highlighting the separate lines on the low polygon (example the door on the asset above)

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว

      You can share a link as well, I have already google it. Very interesting thought.

    • @dominiauk
      @dominiauk 2 ปีที่แล้ว

      @@GabrielAguiarProd Just tried it seems youtube removes the comment if I do a link. It is a very interesting effect, looks quite good in colour as can do something like black lines between wooden panels on a door. It's just proving totally beyond my capabilities ! Any pointers or thoughts on how to approach it would be appreciated. Thanks

  • @pr4shantishere
    @pr4shantishere 2 ปีที่แล้ว +3

    Notifications won't let me study 😂

  • @AndreLlorera-y2v
    @AndreLlorera-y2v ปีที่แล้ว +1

    Hi! Great tutorial! I just have a question, I cannot find the Position (Skinned Mesh) 13:34 in my VFX Graph. What can be the solution to that? I am using 2021.3.22f1 Unity version. Thank you!

    • @rockafellajones8730
      @rockafellajones8730 ปีที่แล้ว

      Having the same problem with 2020.3.27f1. Tryin to use Mesh instead and no success yet

    • @caanorpa
      @caanorpa ปีที่แล้ว

      You need to turn on the (Experimental Operators/Blocks). Located at Edit-Preference-Visual Effect.

  • @laujeremy5546
    @laujeremy5546 2 ปีที่แล้ว +1

    相见恨晚,很不错的学习资料,Very good!👍👍👍

  • @w0tness
    @w0tness ปีที่แล้ว

    Awesome video mate thank you so so much!

  • @steevencoutant8596
    @steevencoutant8596 ปีที่แล้ว

    Hey!
    At 6:32 , my main preview doesnt show anything and the material doesnt respond to the changes too. But if I switch to unlit mode it works but in that case i cant manipulate the emissive as you do afterwards. Can you help me please?

  • @KiisuK1
    @KiisuK1 ปีที่แล้ว +1

    Hello Gabriel,
    Appreciate your work as always, currently learning VFXs and your channel is really awesome !
    But I have a question, why not attaching the VFX graph to the hips of the model and switching to World Pos to be able to move the character without loosing the particles if you go to far from the 0,0 (assuming your vfxgraph is located here) ?
    Because the particles system stops to emit if the VFXGrapgh object is not anymore in the view field if I'm not wrong.

    • @GabrielAguiarProd
      @GabrielAguiarProd  ปีที่แล้ว

      Have you tried it, your theory? And see how it works out?

    • @KiisuK1
      @KiisuK1 ปีที่แล้ว

      @@GabrielAguiarProd Yes i've tried. I'll try to be clearer sorry.
      Assuming the character and Visuel Effect objects are placed in 0,0 world pos
      With Global GameObject ( the one who hold the skinned mesh etc) and Visual effet object separated, as you do in your videos : Everythings works fine, but if the character move too far from the world origin and the camera look at it, the VIsual Effect object stop emits particles because the system itself is outside the camera field of view ( or maybe there is an option I don't know)
      With Global gameObject parenting the Visual Effect :
      With the same settings as your tutorial : everything works fine if with stay at world pos 0,0. If you try to move your character there will be an offset in the particles emitted and they will not be attached to the skinned mesh anymore. because of the transform binded added on top of the real position of the visual effect
      In order to solve this issue, I removed the property binder because we don't need anymore to add the skinned mesh renderer position because the visual effect moves with it. Ans we need to make the particles velocity in world space because otherwise they will be affected by any change in the transform while living ( as when we do a flamethrower we need to put it in world space to have the nice "throwing" effect )

  • @vrykeriummelkiodes3539
    @vrykeriummelkiodes3539 12 วันที่ผ่านมา

    My character has emissive on it, I don't know how to add it in the shader, anyone knows ?

  • @chengjin565
    @chengjin565 ปีที่แล้ว +1

    My model doesn't have the hips file ( just a plane ), how can I let particles shoot from the model?

    • @ghostzone985
      @ghostzone985 ปีที่แล้ว

      mine also does not work

  • @Bonzayy07
    @Bonzayy07 ปีที่แล้ว

    Hi Gabriel I really like the video but I was using mesh instead of skinned mesh in my project. And I couldt follow the video when you create SkinnedMeshRenderer as a variable to spawn particles. I dont know what to same thing when I am not using character model.

  • @cristiansmochina9056
    @cristiansmochina9056 9 หลายเดือนก่อน

    Hm, in the latest vfx graph package, Skinned Mesh block is a Set Position (Skinned Mesh) block and it has a transform node to it and a Skinned mesh property. Do I still need a set position block or how do I make this work?

  • @suicune2001
    @suicune2001 2 ปีที่แล้ว +2

    That's so cool! O_____O

  • @valeriabot
    @valeriabot 2 ปีที่แล้ว +1

    Thanks for the video, it's just what I needed, just one question, on the preview of the material it does have the glowing width, but in my scene it doesn't, do you have any idea why this could happen? (I'm using HDRP)

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +1

      Make sure the material also has width. Shader and material can have different values.

    • @foozle1up9
      @foozle1up9 ปีที่แล้ว +1

      the guy in comments solved my issue. i had same thing. when you multiply step in shader graph with colors and all, add emission intensity node, set intensity to 50k(or in my case to 40k), input multiply to color node of the emission graph and output the graph to Emission.

  • @serocfox8361
    @serocfox8361 ปีที่แล้ว

    I have problem, in the preview I can see the emission of the alpha, but when I apply it to a mesh, can't see it

  • @alexdeering5436
    @alexdeering5436 ปีที่แล้ว

    saw your recent Godot videos, getting started learning and would love some ports of some of your tutorials to Godot

  • @AhmedAli-ox7gj
    @AhmedAli-ox7gj ปีที่แล้ว +1

    What to do if you have a character with multiple SkinnedMeshRenderers?

    • @GabrielAguiarProd
      @GabrielAguiarProd  ปีที่แล้ว +2

      Probably need to apply this technique to each skinned mesh renderer.

  • @bagboybrown
    @bagboybrown ปีที่แล้ว +2

    OK, but hear me out. How is this done to a 2D sprite with shader graph?

  • @foresightstudios7505
    @foresightstudios7505 ปีที่แล้ว

    Is there a way to do this in HDRP? I don't see an Allow material over ride option.

  • @rohitgupta-jx7wh
    @rohitgupta-jx7wh ปีที่แล้ว

    skinned mesh position block is missing in my vfx graph what to do?

    • @GabrielAguiarProd
      @GabrielAguiarProd  ปีที่แล้ว

      Really depends on the Unity version you are using btw.

  • @elijahstoney4097
    @elijahstoney4097 2 ปีที่แล้ว

    I'm trying to use this on the synty modular hero pack, but it just ends up chunky and doesn't look like it's dissolving instead looks like someone is turning the body parts invisible one by one. It only has one material, but each body party has a separate skinned mesh but they all use the same material

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว

      Try to increase the scale of the noise then, the dissolve might be eroding away too fast because it's too big.

    • @HashtagBassCovers
      @HashtagBassCovers ปีที่แล้ว

      Synty assets use a UV MAP that is multi purpose and means that all the verticies for a jacket as an example are stacked on one tile on that UV mesh. They are low poly so they don't need full character mesh UV maps. I fixed this by making my own UV map for my Synty character that is more like a traditional UV.
      What's happening with the normal synty characters is the noise is dissolving the UV map but all of the vertices are stacked like I said so rather than an arm slowly fading it just gets to the skin vertices all on top of each other and they blink out. Same for all the jacket vertices etc.

  • @elijahstoney4097
    @elijahstoney4097 2 ปีที่แล้ว

    what is a normals texture? Also where can i find it? My material that is being used only has one texture...

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว

      If it doesn't come with a normal map then don't worry. Normal maps are used to give bumps, in case you wanna see what it does: docs.unity3d.com/2018.3/Documentation/Manual/StandardShaderMaterialParameterNormalMap.html#:~:text=A%20normal%20map%20is%20an%20RGB%20texture%2C%20where%20each%20pixel,stored%20in%20the%20RGB%20values.

  • @davidffortesmeireles5328
    @davidffortesmeireles5328 2 ปีที่แล้ว +2

    nice

  • @ghostzone985
    @ghostzone985 ปีที่แล้ว

    has anybody worked with synty models together with Visual Effects Graph? Property binder does not recognize the bones.
    I mean I am able to assign that but it is spawning particles from one specific position even while Transform has been selected as binding property.

    • @HashtagBassCovers
      @HashtagBassCovers ปีที่แล้ว +1

      The synty characters in the Sci-Fi city pack at least are set up using a UV MAP that is multi purpose for buildings and signs etc. to point at colours rather than a traditional character UV MAP. I had to go into blender and make a new UV map for the character for this to work.
      Otherwise with the way it was setup before all the vertices were stacked on the UV map on one colour like the jacket of a character for instance so it just looked like it all disappeared at once and ruined the effect.

  • @_LeMinhTanAn
    @_LeMinhTanAn 2 ปีที่แล้ว

    why i can't find blank shader graph in unity ?
    please help me

    • @GabrielAguiarProd
      @GabrielAguiarProd  ปีที่แล้ว

      Make sure you have Shader Graph installed. If you still don't see Blank Shader Graph, try to create an Lit Graph.

  • @cesar6447
    @cesar6447 ปีที่แล้ว +1

    My computer crashed by merely watching the video

  • @VRWarLab
    @VRWarLab 2 ปีที่แล้ว +1

    Awesome

  • @朱雀戦車兵
    @朱雀戦車兵 2 ปีที่แล้ว

    What year version are you using in this video?

  • @pablomontesinosmico9774
    @pablomontesinosmico9774 ปีที่แล้ว

    6:53 33?

  • @ИларионХлыстов
    @ИларионХлыстов ปีที่แล้ว

    лайк поставлен, комментарий оставлен.

  • @stylie473joker5
    @stylie473joker5 2 ปีที่แล้ว +1

    Thanos ?

  • @SuperCaitball
    @SuperCaitball 2 ปีที่แล้ว

    Hey wait a minute, that looks extremely similar to the disintegrate effect used in Deep Rock Galactic...

  • @AvstractIndustries
    @AvstractIndustries 2 ปีที่แล้ว +3

    Can you make the UE5 Lyra, cube looking Dissolve effect in Unity? 😁😆

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +2

      Could you share a link?

    • @AvstractIndustries
      @AvstractIndustries 2 ปีที่แล้ว +1

      @@GabrielAguiarProd Check out this video, I am talking about that Death and Respawn Effect: th-cam.com/video/P1mVtgWUgs8/w-d-xo.html

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 ปีที่แล้ว +1

      I see I see, like little cubes materializing themselves to form the final shape. Cool idea, thanks for sharing!