Sometimes I get the question: How do I recreate this or that tutorial with the Particle System? Well the idea with this video today is to hopefully enlightened you and create bridges between Particle System and VFX Graph. 👉🏻By the way, check out *Unity Asset Store Spring Sale* : assetstore.unity.com/?aid=1100l3Jhu
I used to reproduce your VFX Graph tutorials in the Particle System when my PC wasn't powerful enough for VFXGraph yet. It was a fun challenge each time, and it taught me a lot about how particles work.
Very appreciated! I was one of those who asked for this haha. Understanding the similarities is definitely essential for having an easier time with both systems.
I never had any prior experiences using particle system but I jumped into VFX graph anyway and picked up on it fast thanks to your tutorials. It is because of that, I was able to later understand the particle system, and even converted an explosion effect I got on the internet to from particle system to VFX Graph
I think it's very important to distinguish when one solution is better than the other. As Gabriel said, VFX Graph runs in the GPU, so initializing a VFX Graph is more expensive since the CPU needs to prepare and send the data to the GPU. Once in the GPU VFX Graph just crunches through as many particles needed super fast. For this reason Shuriken Particles Systems are better fitted for a few hundreds of particles (in most cases). And VFX Graph will always be the better solution when talking about thousands of particles. It doesn't make a lot of sense to use VFX Graph for a handful of particles. It's not a big deal either, but not the most optimum tool for the job
I dont know why i feel in this way , but with your tutorial i feel like an old know friend ,is kindly teaching me perfect contents . Hope You The Best 💚🤗
One key limitation of VFX graph is that it can't interact with the physics system, so rigid bodies. Because it runs on GPU it doesn't have access to Physics which runs on CPU. However like you did here you can have it collide with certain primitives.
It's true, it has some crucial limitations sadly. Lights aren't supported too and it's currently not working on most mobiles. Perhaps it gets better with time
Thanks for sharing. I'm starting to do effects in unity and effekseer (Could be great to see a video using this interesting tool for a experienced vfx artist).
Thanks! Could you use both of them at the same time? Use the particle system where things like lighting and collision would be most important then couple it with VFX to fill out the rest?
I have actually used both at the same time exactly for situations like that, more specifically to handle lights. But in general mixing both is a rare occasion I would say.
I heard that vfx graph requires more performance to start but you can input a texture in vfx graph and make it spawn particles in multiple locations you specify with that texture. Therefore you don't need to spawn new vfx graph, instead you can just use one for all the particles you need. Can you make a tutorial for that?
thank you for doing this. i was watching the lightning strike video you made with vfx graph and was trying to match it in the particle system. i ran into a hitch when trying to work the alpha clipping for creating the dissolving effect. the only quick alternative i could find was to set color over life and use alpha to create the fade in and fade out but it isn't the same. can you share any ways that this could be worked with the PS? it is quite a big difference that the vfx graph gives you access to the shader itself, which then can be tweaked within the vfx graph.
your comparison between the two system was good, but at the end you suggested to go from particles from VFX, and i didn't understand why, could elaborate why a person should focus/ go to vfx instead of particles?
The thing that honestly sucks about VFX graph is how it's bound to the scriptable pipeline, which leaves those of us that dont want to touch URP or HDRP high and dry
I have realized that I can use the same vfx graph for many different effects. Does it improve performance if I use the same vfx graph for most of my visual effects? Example: I wanted to create a tornado and I realized that the same vfx graph that I use for AoEs can be applied to make the tornado by simply using a different mesh and tweaking the properties.
The emitter shape can be set in the Initialize Particle section with modules that start with Shape. Inside this modules there's usually a Position Mode that you can set to Surface, Volume or Thickness for example. 👍
Hi. im learning your (Visual Effects for Games in Unity - Beginner To Intermediate Course) but it's in 2019, now with the (Unity VFX Graph - Beginner To Intermediate Course) update in 2023, Is the course different too much, and should I switch to the vfx graph course? Sorry for my bad English, btw.
You should use a closer version, what matters is what you learn not the unity version. Once you learn it, you can apply to any unity version. Knowledge is power :p
Pensa em fazer conteúdo em português ou em outra plataforma qua nao seja a Unity? Eu sei que a questão da linguagem é um problema para o alcance do conteúdo. Te conheci num grupo do Facebook desde então acompanho. Muito bom seu trabalho!
Obrigado! Sim, existe a possibilidade de fazer conteúdo para outras plataformas, nomeadamente Unreal Engine 5 e Godot. Por enquanto, será restrito a inglês. Pelo alcance sim, mas principalmente pelo tempo que demoraria a produzir conteúdo noutros idiomas. ✌️
You can add colliders to an empty game object and attach a vfx graph to it. Instead of the collisions being driven from VFX Graph, they are from the colliders on your empty. It has it's limitations, but it's possible to do a few interesting things this way.
It's easy to convert from PS to VFX graph, but going from VFX graph to PS can be difficult/confusing at times. - How do you use a VFX graph's shader graph in the particle system? - In VFX graph, you can add a set angle node and a multiply angle node, how do you set and multiply angles in the particle system?
1) Add "Universal" to the shader's "Active Targets" in the graph settings of the graph inspector. 2) Requires some external math calculations via script.
@@GabrielAguiarProdI checked a lot of videos but really hard to find particle system source to do skill effect (i wanna do 8-10 skill) Is there a way to do this with vfx or can be optimized for mobile ?
what is your idea for developing for mobile games ? using vfx with limited partical counts is better or moving to partical system ? ( first target is considering performance) also in both using mesh sprits is better or meshes ?
VFX Graph isn't supported on mobile currently. I would pick the Particle System. As for meshes, you have to be careful when using them for mobile effects, the lower the amount of polygons the better.
Yep that is why I made this video. It's like a mini guide on how someone can watch vfx graph tutorials and still use it with the particle system. Obviously there's some cases where it's a bit harder to follow with the particle system, but it's still possible.
Sometimes I get the question: How do I recreate this or that tutorial with the Particle System?
Well the idea with this video today is to hopefully enlightened you and create bridges between Particle System and VFX Graph.
👉🏻By the way, check out *Unity Asset Store Spring Sale* : assetstore.unity.com/?aid=1100l3Jhu
I used to reproduce your VFX Graph tutorials in the Particle System when my PC wasn't powerful enough for VFXGraph yet. It was a fun challenge each time, and it taught me a lot about how particles work.
Now that's an interesting challenge! I'm sure you have learned a lot 🙌
Very appreciated! I was one of those who asked for this haha. Understanding the similarities is definitely essential for having an easier time with both systems.
I never had any prior experiences using particle system but I jumped into VFX graph anyway and picked up on it fast thanks to your tutorials. It is because of that, I was able to later understand the particle system, and even converted an explosion effect I got on the internet to from particle system to VFX Graph
Very interesting! Well done on the autodidact side of things, just glad I could help you get there! 💪
I think it's very important to distinguish when one solution is better than the other. As Gabriel said, VFX Graph runs in the GPU, so initializing a VFX Graph is more expensive since the CPU needs to prepare and send the data to the GPU. Once in the GPU VFX Graph just crunches through as many particles needed super fast.
For this reason Shuriken Particles Systems are better fitted for a few hundreds of particles (in most cases). And VFX Graph will always be the better solution when talking about thousands of particles.
It doesn't make a lot of sense to use VFX Graph for a handful of particles. It's not a big deal either, but not the most optimum tool for the job
I dont know why i feel in this way , but with your tutorial i feel like an old know friend ,is kindly teaching me perfect contents .
Hope You The Best 💚🤗
So nice of you
Yes, I was waiting for you to do something like this. Thank you!!
Thanks for teaching us vfx graph
This is something I've always wanted to know, very practical, thank you.
Glad it was helpful!
Love these breakdown vids Gabriel. You should definitely do more VFX breakdowns and how they actually work.
Thank you!
Very appreciated!! This video helped me a lot.
I will continue to support your channel.
Thank you for this video 💯👏🏻
This is a great Topic, specially for beginner VFX Artists.
Thank you for your courses. They are very cool.
One key limitation of VFX graph is that it can't interact with the physics system, so rigid bodies. Because it runs on GPU it doesn't have access to Physics which runs on CPU. However like you did here you can have it collide with certain primitives.
It's true, it has some crucial limitations sadly. Lights aren't supported too and it's currently not working on most mobiles. Perhaps it gets better with time
Congratz on having a weekly sale at the Asset Store
Thank you! ❤️
Literally the best purchase I've ever made. Worth full price. Fuck.
самые понятные видео про vfx/shaider graph, спасибо тебе!
Very helpful!
Thanks for sharing. I'm starting to do effects in unity and effekseer (Could be great to see a video using this interesting tool for a experienced vfx artist).
Thanks! Could you use both of them at the same time? Use the particle system where things like lighting and collision would be most important then couple it with VFX to fill out the rest?
I have actually used both at the same time exactly for situations like that, more specifically to handle lights. But in general mixing both is a rare occasion I would say.
I heard that vfx graph requires more performance to start but you can input a texture in vfx graph and make it spawn particles in multiple locations you specify with that texture. Therefore you don't need to spawn new vfx graph, instead you can just use one for all the particles you need.
Can you make a tutorial for that?
thank you for doing this.
i was watching the lightning strike video you made with vfx graph and was trying to match it in the particle system. i ran into a hitch when trying to work the alpha clipping for creating the dissolving effect. the only quick alternative i could find was to set color over life and use alpha to create the fade in and fade out but it isn't the same. can you share any ways that this could be worked with the PS?
it is quite a big difference that the vfx graph gives you access to the shader itself, which then can be tweaked within the vfx graph.
your comparison between the two system was good, but at the end you suggested to go from particles from VFX, and i didn't understand why, could elaborate why a person should focus/ go to vfx instead of particles?
The thing that honestly sucks about VFX graph is how it's bound to the scriptable pipeline, which leaves those of us that dont want to touch URP or HDRP high and dry
It’s true, sadly.
I have realized that I can use the same vfx graph for many different effects. Does it improve performance if I use the same vfx graph for most of my visual effects? Example: I wanted to create a tornado and I realized that the same vfx graph that I use for AoEs can be applied to make the tornado by simply using a different mesh and tweaking the properties.
@@regular-user Yeah! Theoretically you can use one VFX graph for all your effect needs.
Can you make a video about the playerpref methods?
👍
In the vfx graph how do you define the emitter shape? For example the ring with a radius, thickness and arc?
The emitter shape can be set in the Initialize Particle section with modules that start with Shape. Inside this modules there's usually a Position Mode that you can set to Surface, Volume or Thickness for example. 👍
@@GabrielAguiarProd Thank you!
Am I missing the section where you went over collisions? Or, did you skip that part? Are collisions not possible in VFX Graph?
Hi! Great vid! Btw, I saw that you have some bloom on your scene, how do you do that?
It's usually a Global Volume (right-click to add one) with a profile that has a Bloom added. In a URP project.
@@GabrielAguiarProd thank you lots
Hi. im learning your (Visual Effects for Games in Unity - Beginner To Intermediate Course) but it's in 2019, now with the (Unity VFX Graph - Beginner To Intermediate Course) update in 2023, Is the course different too much, and should I switch to the vfx graph course?
Sorry for my bad English, btw.
You should use a closer version, what matters is what you learn not the unity version. Once you learn it, you can apply to any unity version. Knowledge is power :p
Pensa em fazer conteúdo em português ou em outra plataforma qua nao seja a Unity? Eu sei que a questão da linguagem é um problema para o alcance do conteúdo. Te conheci num grupo do Facebook desde então acompanho. Muito bom seu trabalho!
Obrigado! Sim, existe a possibilidade de fazer conteúdo para outras plataformas, nomeadamente Unreal Engine 5 e Godot. Por enquanto, será restrito a inglês. Pelo alcance sim, mas principalmente pelo tempo que demoraria a produzir conteúdo noutros idiomas. ✌️
@@GabrielAguiarProd Seria interessante produzir um pra udemy, teria prazer de adquirir.
Hey Gabriel. Do we have any work around to using collisions in VFX graphs with URP system?
You can add colliders to an empty game object and attach a vfx graph to it. Instead of the collisions being driven from VFX Graph, they are from the colliders on your empty. It has it's limitations, but it's possible to do a few interesting things this way.
Is there any performance overheads with using one over the other?
It's easy to convert from PS to VFX graph, but going from VFX graph to PS can be difficult/confusing at times.
- How do you use a VFX graph's shader graph in the particle system?
- In VFX graph, you can add a set angle node and a multiply angle node, how do you set and multiply angles in the particle system?
1) Add "Universal" to the shader's "Active Targets" in the graph settings of the graph inspector.
2) Requires some external math calculations via script.
Which one is useful for mobile games according to performance
The particle system. Mostly because VFX Graph isn't supported on all platforms, specially low-end ones.
@@GabrielAguiarProdI checked a lot of videos but really hard to find particle system source to do skill effect (i wanna do 8-10 skill) Is there a way to do this with vfx or can be optimized for mobile ?
hey bro,could make some tutorial for Unique Projectiles Vol 1,2 ,how to use in unity,i am new devoper for unity
Hola Gabriel, muy buenos trabajos amigo, hablas español?
Muy poco, pero entiendo algunas cosas. I'm from Portugal, Spain is our neighbor and brother nation, so yeah we understand some stuff.
@@GabrielAguiarProd Conteúdo em português seria legal! Não existe no mercado.
what is your idea for developing for mobile games ? using vfx with limited partical counts is better or moving to partical system ? ( first target is considering performance)
also in both using mesh sprits is better or meshes ?
VFX Graph isn't supported on mobile currently. I would pick the Particle System. As for meshes, you have to be careful when using them for mobile effects, the lower the amount of polygons the better.
@@GabrielAguiarProd how many particals and materials is good for mid-range mobiles ?
how to make a texture like the unity built-in particle texture
still use a lot of particlessystem on mobile, but it's too bad that your latest video or asset is made only with vfx graph
Yep that is why I made this video. It's like a mini guide on how someone can watch vfx graph tutorials and still use it with the particle system. Obviously there's some cases where it's a bit harder to follow with the particle system, but it's still possible.
I tried VFX Graph on mobile, it sucks