Such a cool fire effect! Love it! It's available in the UAS: assetstore.unity.com/packages/vfx/vfx-graph-stylized-tornados-vol-1-207821?aid=1100l3Jhu Oh and check out this Stylized Explosion Course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
Amazing! Gabriel, you are a true professional! This is a best channel about unity VFX. Thanks for sharing your knowledge! Good luck in future projects ;)
Hey for anyone having trouble with the dissolve effect not working in VFX or any alpha cutoff on the visuals in VFX graph specifically. I fixed it by going back into the shader graph inspector's graph settings and ticking an extra check box called "Support VFX Graph"
Hi! love what you do. Would you have any idea why the shader material i made following the tutorial seems to be cut in two halves instead of wrapping around?
Umm for some reason there is a line in my mesh due to which there is a cut in the material, i tried putting the material on unity's default sphere, cylinder and capsule as well and there was a line in those meshes as well, Any fix?
at 11:13 i cant see a option to select a shader graph for some reason any ideas why that is? (im in hdrp 2022.3.6f1 btw idk if that might do something)
Hi Gabriel, Beautiful tutorials! I bought your tutorial for Niagara and now i'm learning Unity too. Can you help me understand why you always change the reference to the name of the property and underscore? I can't understand why you do it, thank you!
In this Unity version, when you create a property in shader graph, unity assigns a random name (ex: vector3_91i2038u981y59). If you save it like that, that's how it's going to appear in VFX Graph. So that's why it's important to rename the reference, so it's properly named in VFX Graph. The underscore is just to distinguish the property name from the reference.
Hi Gabriel! I'm new to Unity n ur awsome tutorial effect is rlly easy to follow. Thank u so much! But i hv a question.... around 18:18 u showing the Vertex Offset im trying to make them n the Time part, there's 3 strings connected. The 1st can easily seen, the 2nd i somehow get the glimpsed where it went, but i can't follow the 3rd.... where is it connect to? Srry if my english is hard to understand n I'll b rlly appreciate if u can answer this (^ ^
I could not make it work with a seamless texture myself. In the end, ended up with rotating the tornado together with camera face direction: [code] transform.rotation = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0); [/code]
Firstly, I want to appreciate author and his tutorial for successfully learning a great tornado effect, but I found a problem that rotating the tornado 90 degrees around the Y axis will have a very obvious boundary non-coincidence problem. It should be a mapping problem. Do u have some good suggestion? Xd
I'm surprised that the vfx graph can't manage a simple rotation of a mesh (with a texture on it). We have to manage a "swirl" tornado animation with the shader graph instead. Beautiful, but it complexify the process ? The Particle System seams to manage it very well , but not the vfx graph ? Maybe I have the wrong logic, I can't find so much information on the web. What do you think ? Thank a lot for all your content !
Actually, there's a course I made recently where we creating something "similar" www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=16.99_UNTIL_11-01
When adding the output particle mesh, I seem to be missing the Shader graph input. I only see/have the inputs from color mapping down to main texture input. Anyone that can help me?
Make sure you g to edit, preferences and in visual effects, turn on experimental operators/blocks, like it's mentioned around 1:18 You may need to restart Unity to apply the changes.
hello Gabriel Thank you so much for this tutorial. and i'm having a little BIG trouble at: 11.09 i can't assing the shader in the vfx graph because the option doesen't appears im using Unity ver 2022.3.13f1
@@GabrielAguiarProd Thanks for the reply, I was listening for URP but you had read it out lol. I think it would be good to always mention that in the video description or title going forward.
Hello, I have a question. I ma stuck at Tornado Core VFX Graph. When I change the color and all the other properties in Visual Effects Graph like you (time: 12:07) it doesn't change my tornado at all. The tornado only changes when I change values from the original material that you created from the shader. Does anyone know what am I doing wrong?
11:20 Something happened there and my dissolve stopped working. Please Help... Until then if I apply the shader material to mesh it works, but if I run the effect, the dissolve does not show...
Don't move the cylinder once you create it with Shift+A, you should see the Add Cylinder panel at the bottom left. But if you move, scale or rotate the cylinder that panel disappears.
Hi I'm having a problem where there is a seam in the back of my mesh I have done everything correctly but there is a seam going from the top to the bottom how can I fix this?
The material of the shader graph appears in half and half, and when applied to tornado mash, tornadoes do not appear to be connected to one. What should I do?
I love these. However, I'm getting a seam in my tornado. I'm using HDRP, and have followed along to a tee (As much as I can with HDRP). I'm still learning unity, and shader graphs. Is there anyone here who has experienced the same thing, and has resolved it? (google is no help). Thank you!
Watch carefully this part: 3:08. Simply add a new cylinder with shift+a, add 3 edge loops with ctrl+r and scale it up or down until you get a ring similar to the one shown.
@@GabrielAguiarProd @Gabriel Aguiar Prod. I have current 2.93 LTS installation with default settings. Shift + A creates a mesh under the existing Collections > Tornadobody02 > Cylinder.001. It does not create a new object to rename Ring02 under collections like you show. Also Ctrl + Tab brings up a radial menu, there is no popup as you show. Ctrl + R works as you've shown. Not trying to complain at you, just inform that viewers unfamiliar with Blender can't follow along.
I understand that the pace could be slower for some. Fortunately it's a RU-vid video, you can slow it down. But if there's any problem don't hesitate to ask, or scroll through other's comments to find a solution.