In my vehicular combat game the Powerwashing is not generated by AI. This feature has absolutely no use other than it is super cozy! I added the placeholder power washer and made the foam look nicer! Vehicular combat game dev day 593! #cozygames
For the new collision features in #vfxgraph, I made this cheap Katamari sample. GPU particles stick and orient to the sphere. The Collider radius is driven by the sticky particle count stored in a tiny buffer. Thanks @PaulDemeulenaer for the help on particle's orientation.😁
I can't believe we're done!
Time Ghost
A short film we on the Demo Team have been working on for a while
https://t.co/ohRuz0TA5d
Like all our team’s demos, it runs in real-time at 30fps in Unity. Over the next days I’ll be posting rendering and tech art breakdowns in this 🧵
Really happy and grateful to be present at #GDC23 and have a chance to meet the #gamedevs community 😊. Also, I'll be talking about "VFX Graph: 6-way lighting workflow" in #Unity. Hope to see you there. https://t.co/mxJy8dDrvG
As promised, here is the full breakdown of the explosion I created earlier using the new 6-way lighting feature in #unity 's #VFXGraph. You can watch a medium-sized breakdown here: https://t.co/XH1xVDK2jT, and/or read this long thread about the creation process. 🧵↘️:
Just made a quick breakdown showing the different layers/component of the 6-way lighting explosion #vfx done with #vfxgraph in @unity:
https://t.co/zmzhgRc39K
Might make a in-depth breakdown if some people are interested.
New Blog post that cover the 6-way lighting technique in @unity#vfxgraph is live.
I've been working on those #vfx to showcase the feature:
https://t.co/L7NPpCS1LI
Incoming Breakdown thread... In the meantime go check:
https://t.co/6o2VEp6tAz
@aras_p@SebAaltonen@git_fork The biggest pain point with Sourcetree is that it's incredibly slow for any operation and can become unresponsive for minutes (when updating the tree view for instance) - At least with huge repos - Fork does not have this issue.
#UnityTips In #Unity 23.1 you can now output #VFXGraph particles into #HDRP ‘s Volumetric Fog to create reactive volumetric effects like smoke or dust.
Wrapping up a blog post about the new six-way lighting in #unity3d#vfxgraph. It allows to create smoke, dust, clouds that work in various lighting conditions with minimal impact on performance. Stay tuned! (credits to @FavrelO for the effect bellow)
Finishing the year celebrating with a thread the super new features and improvements in #VFXGraph just released in #Unity 2022.2. 1/ Boolean Ports allow you to enable/disable blocks dynamically to create uber effects with various modes or performance tiers.
The sparks of a magic spell, flying electric bolts, a foggy sunrise...visual effects are essential for enriching your game 💥
We created a massive new guide with everything you need to master VFX and the VFX Graph tool in #Unity. Get it for free: https://t.co/elpg5g3JeY
@JoverCyril@panoskarabelas From other answers in thread, hair is apparently just real ones composited on top of the rendered shot. It's only about face here.
I’ve just released mesh-to-sdf for Unity!
A light and fast real-time SDF generator, primarily for animated characters.
The dynamic SDF output can be used for all sorts of VFX 💥 It also enables hair-to-character collisions in the new hair package.
https://t.co/03eUZ54Jh9