This looks incredible, Mirza. When I created my rain effect originally, I went brute force with 40,000 particles... wasn't smart on my part. With this, I can start actually using textures properly... amazing work man.
nope, he isn't that good, and why the hell your particles reach 40k? lower their life time also random between 2 numbers so that some rain drop will "die" before reaching the floor, that will reduce the particles a lot, still get the result if it drop on the other objects are you try to get every single raindrop ?
I bought your particle packs from asset store to support ya, and love them. I'm also a content creator, and love that you put these tutorials out so I can make my own to include with my assets, which help add flare to an ability system I am making. Thank you for your time and well presented tutorials man, seriously.
As I just posted on The Messy Coder discord (where I get almost all my info on good or bad Unity assets) "I thoroughly recommend the Ultimate VFX pack. The publisher does some really good You Tube videos on how to create more VFX using the materials in that pack. Well worth the money for the tutorials alone." - of course the tutorials are valuable in their own right.
Mr.Mirza I have recently purchased your asset for (specific for storm) rain implementation, Let me be honest till date I have purchased lot of assets for Rain none gave the results like your Asset for rains,Hats off ! Already existing sheets are great and if you can Please provide further more new sheets for rain with further more variation as an update that will be awesome!
Thanks man, love the tutorial 8:24 The way Unity seemed to play all particles at once troubled me a lot, but there is a button on the top right of Particle System, called "Open Editor". When clicked it shows particle system columns, 1 per child particle system. On the top horizontal ribbon we can unclick button "Show all", then clicking on the Header Icon of each such a column, we can select a different column. After, we need to press "Play" or "Stop" on that top horizontal ribbon. This allows to play only the selected column, right in the editor
Hey dude Rain works fine on 2019.3.9f1 with some Change, For example Swirls Emission have changes on Burst. There is not min and max option rightnow have tme, count, clyles, inverval and probability. After set count 1 and cycles 1, interval 0.010 and probability 0.5 works fine. RainFog and splashes are weird if play with isometric camera or 1st person... the smoke is too flat. only works on Static Camera
i love this tutorial, but missing the lightning storm and the lighting bolt for make a perfect storm if you could make a tutorial of it it would be the best awesome tutorial of storm on unity
3 года назад
But I dont think we can use this in mountainous maps
How do you make these textures ? do u just download like a ripple texture from internet and edit them or do u make everything by yourself ? (sorry for bad English).
Oof. I'm limited to 4 materials with a total of 150 particles per effect. Also cannot overlap more than 3 textures to limit overdraw. I envy those with the ability to stack cards like this.
Hey, I know this is old I’m hoping to get a reply! The environment you use for your tutorials, where is it from how can I get the black squared plane…? Is it part of the VFX asset ?
But what if i want to aply this to a stage model? Like, not always flat? And also, make the rain stop when coliding with the ground and avoid it goes through a tunnel?
Hello, I'm fairly new to unity and Im actually working on a uni project. Your tutorials awesome but Im having an issue keeping the particle settings. Everything I exit the play setting it resets everything :/
Awesome tutorial! At the very end of the video you said that you would just have this follow the player around. Wouldn't that make the rain look fake because the player wouldn't be able to move "through" the rain?
That would be less performant. Collision detection with particles always drops framerate. Looks just as good to have a separate partcile system for the splashes
How would you handle rain or snow or fog over a large area (eg an entire terrain). Increasing particles quickly adds up to over ten thousand to keep the same effect (probably even a lot more for rain), which makes rendering slow, and decreases game framerate. Would it be good enough to just have a lot smaller box following the player?
Michiel Cornelissen Yup! That's exactly what I meant in the video when I said following the player around. That's how most commercial games do it, too.
Thanks, I've been testing with global particles but that takes a reeeaaally long time to render. Thought I'd just ask. Guess I'll fiddle around with that then. :)
I did make the rain a child of my player but when I move the ripples move with me?! And it looks really bad, I guess there is another way with a scrip or?
I saw that you had a newer version of this with lit particles and refractions. I was curious how you achieved this. I messaged you on reddit but wasn't sure you were active there anymore.
Hi! I'm using Amplify Shader Editor. The reflective surface in the demo scene I posted on Twitter is a custom shader with noise used to modulate the smoothness of the surface, with a planar reflection probe providing the reflections in Unity's HDRP. I run another noise function over the smoothness and normal input to create distortions as if they were wind ripples. The rain particles have sub-emitters for ripples that render into a texture and I sample that for distortions on the surface.
@@MirzaBeig Sweet I appreciate the explanation. How was the actual particle lighting done? Correct me if I'm wrong but it looked like rain particles themselves were lit by lights? How was that achieved?
@@Memeieli The rain particles themselves were are unlit. Later I'll be upgrading that to lit, though! Would just need to swap the base/template shader in ASE.
Wow really? I had thought they were lighting up xD really great advice about using shaders to animate them tho .it essentially makes them almost entirely a gpu particle system I assume Maybe a little slower then effects graph maybe
You could shot better the other textures that u`re using. So we could find something closer to have a good result. In case we dont have the pack you use. But yet, u`re pretty good in explaning things, congrats. XD
There are a few that are included with Ultimate VFX, but it's easy to just make your own... or if you just want to prototype for yourself hit up Google!
Hello Mirza, i'm a happy owner of your VFX 2.0. Have you tried 5.6 beta? i've issues with your effects in it, not sure if it's a bug i should report or if it's coming from 5.6 changes on particles? It works flawlessly in 5.5 but in 5.6 i got this: i.imgur.com/KycYJOL.jpg
Hi there! The latest version of UVFX is v2.6.2, released for Unity 5.5.0f3 (the latest stable build as of this writing). 5.6 is in it's early beta stages and I don't usually officially support those because of rapid changes and breaking bugs early on. However, the issue you're pointing out has nothing to do with UVFX specifically, but rather with soft particles, which is a Unity setting. You'll probably notice the same clipping issue with any other particle you try render. You should turn on deferred rendering, make sure your camera is using this mode, and make sure soft particles are enabled in the graphics settings. If you're unable to do this, then it's definitely a Unity bug in 5.6.
Free Tutorial. Payed Assets. Why not just make this video and put it with the assets folder, because this is literally USELESS for us people who can't afford your assets pack, and literally just gets our hopes up.
At 2:15 I start switching over to custom textures. Just exaggerate the particle length scale as a stretched billboard to get a decent streak for rain you can work with. Want to create your own? Add a few thick dots on an empty canvas and apply an extreme motion blur effect to stretch them out, creating a rain texture sheet like the one in this video.
You can literally make all of those textures on your own, they're pretty basic, and the more important part is how you'd actually set them up to make the particles look good, which is exactly what he showed in the video :)