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<b>Covered
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value: 'Controlling the <b>Pivot</b> of a particle is a key aspect to unlock
interesting motion. This VFX is giving an example of <b>Pivot</b> manipulation.
Here the petals, Leafs and Spikes of the Flower are all particles. The<b>
Pivot attribute</b> is controlled and sometimes animated to be able to properly
locate and animate the particles. This example also demonstrates the [ShaderGraph
integration]() and how you can control <b>ShaderGraph</b> through <b>VFX
Graph</b>.
<b>Covered Aspects</b>:
Pivot Attribute
ShaderGraph
integration'
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value: "The output context is where everything related to the rendering part
of particles is done. You can render particles as <b>billboard quads</b>,
meshes, points, decals, etc...\nThis VFX Graph shows how you can add several
outputs to render each particle multiple times.\n\n<b>Covered Aspects:</b>\n\u2022
Output Context\n\u2022 Composition Mode"
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particles on its surface and <b>inherit</b> its <b>Vertex Color</b> of the
Mesh. Ambient Occlusion has been baked in the vertex color of the Mesh and
is used to set the <b>particles''s color</b>
<b>Covered Aspects:</b>
Mesh
Sampling
Sample Mesh Operator'
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value: '<b>Sampling a skinned mesh</b> enables you to get a lot of information
from it, like surface position, vertex colors, Uvs, Normals, Velocity etc...
This basic example shows how to <b>sample a Skinned Mesh</b> and spawn particles
on its surface. We''re also<b> getting the Uvs</b> of the Skinned Mesh to
sample the same texture that the Mesh is using so that we can drive where
to spawn feathers on our creature''s back.
<b>Covered Aspects</b>:
SkinnedMesh
Sample Operator
Texture2D Sample Operator
Set position
SkinnedMesh'
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value: "It's pretty common for VFX artists to rely on <b>Sprite sheets</b>.
This VFX shows how to use <b>Uvs options</b> in the <b>Output</b> to use
a <b>Sprite sheet</b>. It also explains how to set up the Flipbook Settings
and the relation with the <b>texIndex attribute</b>.\n\n<b>Covered Aspects</b>:
\nTexIndex Attribute \nUvs Mode \nFlipbook"
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value: 'This VFX demonstrates how to use the <b>texture2D sample</b> operator
to determine the color of particles and perform <b>rejection sampling</b>.
We spawn particles in a 2D grid fashion and use their XY coordinates to <b>sample
the texture</b>. We then kill the particles based on a threshold value of
the sampled texture values.
<b>Covered Aspects</b>:
Texture2D
Sample Operator
Alive attribute
Rejection Sampling'
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value: "<b>Particle's rotation</b> can be controlled by setting the <b>angle
attribute</b>. To get more realistic behavior, you can also, like in this
example, use the <b>angular velocity</b>. This attribute is usually set in
the <b>Initialize Context</b>, and then, the <b>Update Context</b> is responsible
to <b>integrate this angular velocity to update the Rotation</b>.\n\n<b>Covered
Aspects</b>: \nAngular Velocity \nAngle \nUpdate Rotation"
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value: 'As VFX Graph is <b>simulating particles on the GPU</b>, they cannot
collide with regular Rigid Body Colliders. But you can still make them collide
with different geometry approximations like Boxes, Spheres, Cones, Planes
or even complex shapes with the use of SDF and/or Depth Buffer. This example
shows you how to combine different <b>collider blocks</b> to get the desired
results. It also covers some tricks to leverage <b>boolean ports</b> to get
rid of some collision precision issues.
<b>Covered Aspects</b>:
Collision
Properties
Collider Blocks
Boolean Port'
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value: 'As VFX Graph is <b>simulating particles on the GPU</b>, they cannot
collide with regular Rigid Body Colliders. But you can still make them collide
with different geometry approximations like Boxes, Spheres, Cones, Planes
or even complex shapes with the use of SDF and/or Depth Buffer. Sometimes
using simple collision shapes isn''t enough to get a precise enough collision
with the environment. In this case, using <b>SDF</b> can be a good solution
to approximate complex geometry like this sculpture of a hand.
<b>Covered
Aspects</b>:
Collision Properties
SDF Collider'
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value: 'This VFX is intended to provide information related to the <b>Spawn
Context</b>.What is the <b>Spawn Context</b>, what options can be found in
the inspector but also extra informations like: What are Spawn Event Attributes
? How to setup Spawn Event Attributes? What is the Spawn State Operator.
<b>Covered
Aspects:</b>
Spawn Context
Spawn Event Attributes
Spawn
State'
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value: "Capacity Count is used for the particle <b>Memory allocation</b> of
a system. Increasing this number will increase the memory allocated.This
capacity can be seen as the <b>max active particles</b>.It's a good practice
to keep this number as close as possible to the Maximum alive particles.This
VFX explains what capacity is and how to use the <b>VFX Control</b> to set
the Capacity.\n \n<b>Covered Aspects:</b> \nCapacity\nMemory allocation \nVFX
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value: 'The <b>Bounds</b> are used to <b>cull</b> the VFX when it''s not in
the <b>camera frustum</b>. <b>Bounds</b> can be manually or automatically
set. The <b>VFX Bound</b> is the cumulative Bounds of each System within
a VFX Graph. In this example, the <b>Bounds</b> aren''t properly set up,
so the particles aren''t rendering correctly. Don''t hesitate to open the
VFX to correctly set the <b>Bounds.</b>
<b>Covered Aspects:</b>
Bounds
Culling'
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we often want to control how to instantiate the geometry on a particle. Should
it be <b>facing the camera</b>? What is the <b>forward</b> and/or <b>Up-Axis</b>
? The Orient Block helps us to easily <b>orient</b> our particles as it comes
with a number of different modes. This example shows how to use the <b>Fixed
Axis mode</b>.\n\n<b>Covered Aspects:</b> \nOrient\nAxisX AxisY AxisZ \n "
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Aspects:</b>\n\u2022 Rotation\n\u2022 Angle attribute\n\u2022 Pivot attribute"
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the <b>texIndex attribute</b> in a creative way in order to:Control the <b>texIndex</b>
thanks to time, noise, and even particle position.\n\n<b>Covered Aspects</b>:\nFlipbook
Uvs\nTexIndex Attribute \nFlipbook Player"
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value: '<b>Decal</b> is a very powerful tool that can add a lot of visual complexity
to an environment. We can use <b>decals</b> to project textures on the environment
and even on dynamic objects or skinned meshes. Output Decals allow you to
render particles as <b>decals</b> and to project its properties onto a surface
using a Base Color map (albedo), a Normal Map, or a Mask Map. This example
shows how to leverage the <b>Output Decal</b> to stick and project animated
<b>decals</b> onto an animated skinned mesh renderer.
<b>Covered
Aspects</b>:
Skinned Mesh Position.html)
Output Decals
HDRP
Output Decals URP'
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<b>Covered
Aspects</b>:
Collision Properties
Collider Blocks'
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