Feedback Wanted: Visual Effect Graph

Thanks Andy, that worked. Here is map of an example set up using the tips from Olmi and Andybak. In this set up, Im using the users current gaze location (from a tobii eye tracker) to updated the particles they are looking at.

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One thing I noticed though. This set up updates the particles as they enter the effected area as if they had been running their whole life off those new settings. So as they enter that area, they pop to that setting. Same is true as the particle leave the defined area. They pop to the original size settings.

Can anyone think of a way to allow for the particle to tween from it’s original settings to a new setting instead of pop to that new settings?

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I wonder if there is any possibility to control individual vertices of a triangle output? I would like to use this to construct/deconstruct meshes.
Any clues?

I wonder if there is any possibility to control individual vertices of a triangle output? I would like to use this to construct/deconstruct meshes.

If they enabled position inputs for custom shaders it would be doable but I haven’t heard a whisper on that front. Not sure if this aspect is extendable.

Unity don’t seem terribly interested in making SRP stuff extensible right now. I imagine they have deprioritised that side of things - understandable given how much they have taken on - but it’s a real shame as the community would be helping fill in some of the functionality gaps that make HDRP/URP hard to love at the moment.

@protoben you could do a little bit of math there to make a fading zone? I did a small test on this just to show one way how to do it.

Here’s a video of it in action:

Check the graph image to get some sort of idea how it’s implemented; basically I create a buffer zone which starts after the set threshold, which was something like 5 meters in this test (adjustable value as you see in the video.) Then this value inside buffer zone is normalized / remapped to 0-1 range so that it can be used to drive a lerp that changes value for particle size and gradient sampling location in another case.

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Is it possible to render a lit quad with soft edges? Basically, alpha threshold results in hard edges and I’m looking to have soft edges on the lit quads. → More to resemble points that fade at the edges. Any suggestions?

What prevents you from using alpha blended lit quads with an alpha mask to make soft edges?

Can you point to any documentation or examples of how to accomplish this? Thanks!

@Elliott-Mitchell just apply a texture map that has an alpha channel to the Lit Quad Output context.
Do you know how to make an transparent image? If not, it’s best to go check a tutorial on the basics.

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@Olmi - Yes, I know how to make a transparent image and had the Lit Quad set up like that (which wasn’t rendering) :stuck_out_tongue: - FWIW, the issue ended up having to do with the system not having an update context, because of another bug having to do with the Update context (which renders incorrectly on OSX but not PC). Turns out this was a more complex issue. Thanks for your wisdom.

Was attempting to make a galaxy VFX graph today, was trying to do it implementing Density Wave Theory using this Rendering a Galaxy with the density wave theory as reference. Found I couldn’t do it without arrays. I found a different method here Random Galaxy Generation with C# and OpenGL | by Vercidium | Medium but this uses Atan2, which VFX graph has yet to implement (alongside inverse trig)

Any updates on when we may get Arrays or Inverse trig?

I wonder if it’s possible to do with custom blocks. Not officially supported but I managed to get something working on an older version (I need to figure out why it’s broken on 7.1.2)

https://github.com/IxxyXR/Parametric-VFX

based on https://github.com/peeweek/net.peeweek.vfxgraph-extras

From memory - blocks are much simpler than nodes if you can do it that way. A huge glob of hand-coded hlsl in a block might be the simplest thing.

@NeonTheCoder I would just try to fake the galaxy somehow, like creating spiral arms and then modulate the density with some hacks… Just the same way as you can make vortices etc. But if you’re going really for a simulation, probably best to try use your own code. And you could also do it outside VFX Graph and import the results to be rendered.

@ThomasVFX When do you start supporting custom nodes? Thank you
Output node, ShaderGraph’s vertex change?

I made a blade with the vfx graph, and I want a character to swing it around and leave some particles in the air as it swings by. Much like world simulation in the regular particle systems, I keep trying to set it to world but it does seem to work, and tried to set position to local but no such thing appear for me to do it

Someone solved this somewhere back on this absurdly long thread. Good luck finding it.

Maybe if the mods hurry up and create a specific forum for VFX graph then users won’t need to keep asking the same questions again and again. Page 18 and counting…

So I am just starting on the VFX Graph and I download some from the FPS sample. I noticed when I used a couple of VFX with Instantiate they always play at 0,0,0 in the game, Not where I spawned them. Is there something basic I am missing???

Hi there!

It’s there a way to create your own Position Map with an external package (Blender for instance) in order to make void spaces? something like a 3d noise for using it in the Initialize block?

I think I had found it, but I tried to implement what they said and it didn’t work

@angelomoro you could probably write something that does that in Unity too, if your needs aren’t super special (like capturing some liquid animation data or such.)

And as that Set Position From Map supports both indexed lookups and 3D textures (among other things), it gives some flexibility…

What kind of data is Position Map ?
Can I get vertex position data map from Blender so that I can use it?