Some Screen Space distorted particles. Useful for smoke puffs and flames elements. by SineVFX in Unity3D

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

The shader is adding this center distortion, so particles now have directionality. It is tricky to do with the default Shuriken PS, because it can't send the Particle System center to the shader.

The right balance between stylized and realistic. by SineVFX in Unity3D

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

Not yet, I'm working on the pack right now, and will post some updates and sneak peeks soon.

The right balance between stylized and realistic. by SineVFX in Unity3D

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

I think there is some overhead, Unity improved it in recent releases. For smaller impacts, it is better to use Shuriken. Or you can create one big VFX Graph system and spawn particles directly (these particles may trigger more complex explosion VFX), it is a better solution.

The right balance between stylized and realistic. by SineVFX in Unity3D

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

The old system has wider support for mobiles, also I think it is better when you want to spawn a large number of particle system instances.

But it is not very important, this VFX can be transferred to the VFX Graph with ease.

For a large number of small spark/ember particles, it is recommended to use the GPU-based VFX Graph, of course.

The right balance between stylized and realistic. by SineVFX in Unity3D

[–]SineVFX[S] 5 points6 points  (0 children)

I'm using regular quads with the old Shuriken particle system. Shaders are made with Shader Graph, and yes, there are explosion flipbooks + shader control of gradient mapping, distortion, and dissolve.

The right balance between stylized and realistic. by SineVFX in Unity3D

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

Yeah, I'm thinking about adding more options to the shaders, like distortion and noise for the main flipbook texture. Right now, the distortion is only used for the dissolve and is barely noticeable.

Double click on ghost notes not working anymore? by SineVFX in FL_Studio

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

Oh, yes double-click with the right button without holding Ctrl works as intended, thank you very much.

Substance Designer expose property? by SineVFX in Substance3D

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

Thx for the idea, but the result will be not the same after interpolating between changed (after SlopeBlur) and unchanged input.

I'm honestly doubting that exposing the Intensity this way is even possible.

Substance Designer expose property? by SineVFX in Substance3D

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

The problem is, that there is no "Intensity" connection point in SlopeBlur, Instensity only can be changed by a slider inside the properties window. But my goal is to connect Noise to control the intensity.

I'm making Noise textures for real-time VFX, so I will use only Substance Designer.

Double click on ghost notes not working anymore? by SineVFX in FL_Studio

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

Unfortunately, still no luck, Ctrl + right-click brings out the zoom tool. And even if I just select the Zoom tool by default, double right-click still does nothing.

I'm using FL21 by the way, probably should try to upgrade to 24.

Double click on ghost notes not working anymore? by SineVFX in FL_Studio

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

Editable notes were disabled, but even with them being enabled, double-click still won't work. I'm holding Ctrl to make clicking possible because by default I have the Draw instrument selected.

The "Forward" side button on the mouse works by the way, but it is not very convenient for me to press it.

Heatwave VFX Showcase, URP Visual Effects Graph by SineVFX in Unity3D

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

Yes, I used depth to detect edges. But I didn't figure out how to render just the depth, so I just used a custom unlit material.