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4140 lines
148 KiB
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interpolation between the frames. This can help to get smoother looking animation.\n\n<b>Covered
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Aspects</b>:\nFlipbook operator \nUvs Mode \nTexIndex Attribute"
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<b>instantiated</b> in regard to the particle position. By default, the<b>
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pivot</b> is centered on the <b>Particle''s Position</b>. But you can offset
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value: 'Controlling the <b>Pivot</b> of a particle is a key aspect to unlock
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interesting motion. This VFX is giving an example of <b>Pivot</b> manipulation.
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Here the petals, Leafs and Spikes of the Flower are all particles. The<b>
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Pivot attribute</b> is controlled and sometimes animated to be able to properly
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locate and animate the particles. This example also demonstrates the [ShaderGraph
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integration]() and how you can control <b>ShaderGraph</b> through <b>VFX
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Graph</b>.
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<b>Covered Aspects</b>:
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Pivot Attribute
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ShaderGraph
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integration'
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value: "The output context is where everything related to the rendering part
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of particles is done. You can render particles as <b>billboard quads</b>,
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meshes, points, decals, etc...\nThis VFX Graph shows how you can add several
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outputs to render each particle multiple times.\n\n<b>Covered Aspects:</b>\n\u2022
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Output Context\n\u2022 Composition Mode"
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objectReference: {fileID: 0}
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value: Sample Mesh
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value: 'This VFX is giving an example of how to <b>sample a Mesh</b> to spawn
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particles on its surface and <b>inherit</b> its <b>Vertex Color</b> of the
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Mesh. Ambient Occlusion has been baked in the vertex color of the Mesh and
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is used to set the <b>particles''s color</b>
|
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|
|
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<b>Covered Aspects:</b>
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Mesh
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Sampling
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Sample Mesh Operator'
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value: '<b>Sampling a skinned mesh</b> enables you to get a lot of information
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This basic example shows how to <b>sample a Skinned Mesh</b> and spawn particles
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value: 'This VFX demonstrates how to use the <b>texture2D sample</b> operator
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to determine the color of particles and perform <b>rejection sampling</b>.
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We spawn particles in a 2D grid fashion and use their XY coordinates to <b>sample
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the texture</b>. We then kill the particles based on a threshold value of
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the sampled texture values.
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<b>Covered Aspects</b>:
|
|
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Texture2D
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Sample Operator
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Alive attribute
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Rejection Sampling'
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value: "<b>Particle's rotation</b> can be controlled by setting the <b>angle
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attribute</b>. To get more realistic behavior, you can also, like in this
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the <b>Initialize Context</b>, and then, the <b>Update Context</b> is responsible
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to <b>integrate this angular velocity to update the Rotation</b>.\n\n<b>Covered
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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
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collide with regular Rigid Body Colliders. But you can still make them collide
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with different geometry approximations like Boxes, Spheres, Cones, Planes
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|
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
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|
results. It also covers some tricks to leverage <b>boolean ports</b> to get
|
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rid of some collision precision issues.
|
|
|
|
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|
<b>Covered Aspects</b>:
|
|
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|
Collision
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Properties
|
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Collider Blocks
|
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Boolean Port'
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value: 'As VFX Graph is <b>simulating particles on the GPU</b>, they cannot
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collide with regular Rigid Body Colliders. But you can still make them collide
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with different geometry approximations like Boxes, Spheres, Cones, Planes
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or even complex shapes with the use of SDF and/or Depth Buffer. Sometimes
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using simple collision shapes isn''t enough to get a precise enough collision
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with the environment. In this case, using <b>SDF</b> can be a good solution
|
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to approximate complex geometry like this sculpture of a hand.
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<b>Covered
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Aspects</b>:
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Collision Properties
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SDF Collider'
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value: 'This VFX is intended to provide information related to the <b>Spawn
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Context</b>.What is the <b>Spawn Context</b>, what options can be found in
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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
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State'
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value: "Capacity Count is used for the particle <b>Memory allocation</b> of
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a system. Increasing this number will increase the memory allocated.This
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capacity can be seen as the <b>max active particles</b>.It's a good practice
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to keep this number as close as possible to the Maximum alive particles.This
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VFX explains what capacity is and how to use the <b>VFX Control</b> to set
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the Capacity.\n \n<b>Covered Aspects:</b> \nCapacity\nMemory allocation \nVFX
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Control"
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so the particles aren''t rendering correctly. Don''t hesitate to open the
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<b>Covered Aspects:</b>
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it be <b>facing the camera</b>? What is the <b>forward</b> and/or <b>Up-Axis</b>
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? The Orient Block helps us to easily <b>orient</b> our particles as it comes
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with a number of different modes. This example shows how to use the <b>Fixed
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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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Skinned Mesh Position.html)
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Output Decals
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HDRP
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Should it <b>face the camera</b>? What is the <b>forward</b> and/or <b>up-axis</b>?\nThe
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Orient Block helps us to easily <b>orient</b> our particles with its various
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with a number of different modes. This example shows how to use the <b>Advanced
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Mode</b>.\n\n<b>Covered Aspects:</b> \nOrient\nAxisX AxisY AxisZ \n "
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value: 'As VFX Graph is <b>simulating particles on the GPU</b>, they cannot
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collide with regular Rigid Body Colliders. But you can still make them collide
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with different geometry approximations like Boxes, Spheres, Cones, Planes
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or even complex shapes with the use of SDF and/or Depth Buffer. This VFX
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Graph, shows the use of a standard <b>Collider Block</b> and how the different
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Collision Properties like <b>Bounce</b>, <b>Friction</b> and/or <b>Roughness</b>
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can influence the <b>collision response</b> of the particles.
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<b>Covered
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Aspects</b>:
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Collision Properties
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Collider Blocks'
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