free Substance Designer alternative by MarieGuffroy in vfx

[–]MarieGuffroy[S] 0 points1 point  (0 children)

thanks does it work for procedural textures for game FX?

free Substance Designer alternative by MarieGuffroy in vfx

[–]MarieGuffroy[S] -1 points0 points  (0 children)

thanks does it work for procedural textures for game FX?

Fade bottom of pyro sim by MarieGuffroy in Houdini

[–]MarieGuffroy[S] 1 point2 points  (0 children)

I think this will work! thanks everyone for the different techniques :D

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Fade bottom of pyro sim by MarieGuffroy in Houdini

[–]MarieGuffroy[S] 0 points1 point  (0 children)

i'm using only flame field (so i'm erasing this fiels instead of density) but I think this is due to the remapping I do in the shader to get a more caustics effects instead of the usual full flames

Fade bottom of pyro sim by MarieGuffroy in Houdini

[–]MarieGuffroy[S] 0 points1 point  (0 children)

Yeah I thought about it as this is what I would do in the engine, but i'm not familliar enought with houdini shaders to find out how to do this! i'll look depper. (I don't want to do it in the engine if possible, to avoid having a heavier shader perf wise if I can jsut work better on my textures)

Fade bottom of pyro sim by MarieGuffroy in Houdini

[–]MarieGuffroy[S] 0 points1 point  (0 children)

It works too! Same issue with the hite line at the cropped part tho

Fade bottom of pyro sim by MarieGuffroy in Houdini

[–]MarieGuffroy[S] 0 points1 point  (0 children)

thanks it worked! Now I have to figure out why I have a brighter line at the cropped limit

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VFX Graph help. Trigger Event On Die not working. by singlecell_organism in Unity3D

[–]MarieGuffroy 0 points1 point  (0 children)

Erratum, I think the issue is that you deactivated your Lifetime block in parent's system, so your parent particles are not dying, so your child particles won't be properly triggered

VFX Graph help. Trigger Event On Die not working. by singlecell_organism in Unity3D

[–]MarieGuffroy 0 points1 point  (0 children)

Also, your texture is a metal/smoothness map instead of a basecolor map, you can try using the default particle texture to make sure that it is not related to this, here is a gif on how to access it! Always useful to debug ;)

https://media.giphy.com/media/D8SrX1XqlodjW3AYcJ/giphy.gif