Can this efect of tentacle be done with VFX ?

As title suggests.
The tentacles.
At 2:00

wow

Hi,

Do you know how to create this VFX now?
Or something like these tentacles?

Or GraphicsBuffersTower VFX?
I think they might have a similar approach?:face_with_spiral_eyes:

I saw some discussions about similar effects here before, but I can’t find them now. If possible, could you give me some tips? Thank you!

9850149--1418097--1394190-1570f77bbd7dfb8a25bfc9cb2de45f24.jpg

I can’t find it right now, but there was thread related to graphic buffers or samples (from some GDC?) and
VladVNeykov posted package with examples in vfx graph. I think there was black nightmare spider similar to the one above. x.com

In any case the tip is to use trails controlled by graphics buffer to render them, however places where tips are placed are most likely controlled by some script on CPU side. You can use index in strip to control width. Also depending on what you need there is no need to animate anything in complex way, you can just use lerp to “jump” leg between positions.

This thread also could help you: how do you change the extrusion profile of a ribbon? - Unity Engine - Unity Discussions

2 Likes

As @Qriva mentioned, @VladVNeykov created a scary VFX that is pretty close. You can find the link to this project in this forum post. Note that this project uses GraphicBuffer to send data to VFXGraph.

The game “Returnal” has per-particle constraints, meaning the tentacles have some sense of volume preservation.

Still, with VFXGraph and GraphicBuffers, you can achieve per-particle constraints inside each tentacle/ribbon and get pretty decent results like in Returnal Game.
I’ve attempted recently, and you can find the result here and some basic explanation in the thread:

I’m still trying to find some time to clean the project so that I can share it.

Now, another method (without any constraint or Graphic Buffer) can be used. The idea is to bake the footStep positions.
This approach is more accessible but can only work in some use-case scenarios.

Here are some examples using different software (Houdini, Blender, Niagara):

But again, this is totally doable with VFXGraph, and here’s an old experiment taking a stab at this procedural walk setup:

I hope these references can help or inspire you. I also hope to find time to clean those VFXGraph experiments and share them with the forum.

Have a great day.

6 Likes

@Qriva @OrsonFavrel l
Wow! This is exactly what I needed! Very detailed and extremely helpful, thank you both very much for your guidance!
@OrsonFavrel l
Your works are also very cool, and I look forward to your future shares! Thank you again!

1 Like