@@Youseekveek id recomend you delete the actual gameobject. make a new particle system. and in shape choose mesh and then choose this tornado mesh. after that the particles will spawn in a tornado shape. i havent used unity in a while but i believe it will work. tweak the textures and size of those particles will make a greate cloudy effect
I think you have to apply a cloud/wind-like texture to the tornado, maybe with transparency on some points. The particle system can add some extra details like smaller particles flying around.
If you haven’t done it already cause no one did, Do this in a five to 10 minutes tutorial. This system could help a lot of game artists and developers alike
You can apply the uv offset/movement via ShaderGraph or Shader code bound to the Tornado's material. By this way you can even add further visual effects to it. Is there a reason, when it is better to use c# script for it?
Well as far as I know shaders don't displace the actual vertices and they only do so on the gpu. For example a water shader wont work for collisions on the water surface, something like a boat or player swimming on the waters surface needs to have access to the vertex position and the only way to get the height of the wave is to replicate the noise algorithm in script since you can't get the height directly from the shader
Not sure, but as far as I know, Alembic is the way to go when you need to export vertex movement. I’ve seen some people export water and cloth simulations using this format.
Alembic is AFAIK the only standard way to export geometry caches. For those who are not familiar, geometry caches are animations that doesnt use bones or armatures, like FBXs. Instead, the own geometry of the object is moving (Vertex animations) making it an animated thing. Alembic is the standard format for these cases just like FBXs is for rigged objects. Alembic is the FBX of the geometry caches.
@@mejaisstacks2627yes but a lot unfeasible. Too much work and attention to details. Is like trying to animate a ocean with bones. Possible? Yes. Feasible? No.
If you want, I cam get you a link to make a Rasingan, They cover that spinny "simple deform" modifier and more. Plus, He was clear enough that I made it even facing Blender crashes.🙃