Tips/Suggestions/Help with VFX

Hey everyone.

Overall, I’m brand new to VFX and particle systems.

This is what I got as a base:

The video ended up coming out not super great. I need to play with the vignetting, lighting, and some other image effects stuff for sure.

The reason I’m here is that I want to know how to apply a particle system over the word fear that appears. The goal is to make it look like dust blowing across the ground and over the text.

^ Those are the vfx that I’m working with. Any suggestions?

Bonus: Any tips on how to make the text better? It doesn’t look very natural right next to the leg which bothers me.

Just a thought without actually touching Unity because of reasons:
You cover the text with a particle system of the same material setting as your ground but with a different texture which has rough sandy transparent fade-out at the edges. In case you’re using Standard Shader for your ground material, change “opaque” to “transparent” for the mask material. For the particle system setting:

  • Transform component: Tune Y position to make sure the mask particles just cover the text.
  • Main module: Uncheck “loop”. “Start lifetime” should be the time from the generation of the particle system until the character has finished passing the text. Adjust “start size” to be just enough to cover the text, randomize rotation between “360” to “0”.
  • Emission module: 0 for both rate and distance, use a single “burst” setting which just give you enough particles to cover the text.
  • Shape module: “box” which just covers the text. One side should be zero to make sure the emitter is just a plane.
  • Size or Color of Lifetime module (depends if the shader support external alpha input): first alpha control point at 90% time/value 255, fade to value 0 at 100% time.
  • Collision module: Make it collide with world colliders, which means you need to give the feet of your character colliders. Change “bounce” and “dampen” to 0, “lifetime loss” to ~0.9.
  • Sub Emitter module: Generate new smoke particles system upon collision.
  • Renderer module: “horizontal billboard” so the mask particles sit flat, assign the mask material.
    For the smoke sub emitter:
  • Main module: Uncheck “loop”, give slightly negative “gravity” to levitate the smoke particles.
  • Emission module: burst emission of 1 to 2,
  • Color over lifetime module: tune opacity fade in and out in.
  • Texture sheet animation module: change the correct x/y tile division of the flipbook smoke texture you’re using.
  • Renderer module: assign the flipbook smoke material.