Particle System Opacity - Advanced Materials - Episode 52

In this tutorial video for Unreal and Unity, we add opacity controls to our particle system so that the particles can fade in and out instead of popping when they spawn in and die.
------------------------------------
Here's last week's tutorial that shows how to add flipbook animated textures to the particles
• Particle System Animat...
Here's the playlist for all of the videos in the series:
• Creating a Particle Sy...
Shader Book Recommendations
www.bencloward.com/resources_...
------------------------------
Theme Music
Peace in the Circuitry - Glitch Hop
teknoaxe.com/Link_Code_3.php?q...
Background Music
Speo - Reminiscent
• Speo - Reminiscent [Ta...
#UnrealEngine #shadergraph #Unity

Пікірлер: 11

  • @muhammetemirbulut6511
    @muhammetemirbulut651128 күн бұрын

    How can I prevent bumming when the LOD changes? (video is very good)

  • @BenCloward

    @BenCloward

    27 күн бұрын

    What's bumming?

  • @fleity
    @fleity28 күн бұрын

    What, two months already wow ^^ I got to say I am not a fan of the opacity controls. I know this is only my opinion but I think there is a better way here. Having the opacity property value not a slider between 0 and 1 is really odd and does not communicate to the user what happens here. The two power exponents are similarly opaque ux wise (pun intended) because it's very hard to intuitively judge the value and you get an opacity value of less than one all the time (thats why you need the main multiplier to go beyond 1). I would propose this solution. Replace the power nodes (smart move to have those in the vertex shader btw because those are somewhat expensive here) with remap+saturate (linear mapping) or smoothsteps (closer to what power does). These output values clamped between 0 and 1. The fade in property is the upper bound for the smoothstep and the fade out property becomes the lower bound on the second smoothstep node. These fade values exactly represent the normalized lifetime (0.7 means start fading out after 70 percent lifetime). And now the final opacity multiplier can simply be a slider. Much better if you aks me at nearly zero effort.

  • @BenCloward

    @BenCloward

    28 күн бұрын

    Great suggestions - thank you!

  • @LuxAlibi
    @LuxAlibi28 күн бұрын

    Has anyone managed to find good water splash flipbooks? Either for free or for a reasonable price? I've a lot of fire, explosions and steam... but not decent water!

  • @xshaide
    @xshaide27 күн бұрын

    How is the performance compared to niagara?

  • @UtterUnit

    @UtterUnit

    25 күн бұрын

    That's what I'm wondering. I was able to get similar looking results pretty easily with niagara, but I have a lot of overdraw that's affecting performance.

  • @ManaBanana_Dev
    @ManaBanana_Dev27 күн бұрын

    Hey Ben, loving the series. I noticed a small problem with the flipbooks, and I was wondering if you had a solution. Basically, if I use a flipbook where the images are centered, it looks great. If I use a flipbook where the textures are aligned elsewhere, such as at the bottom (for example, using one of the flame flipbooks from the free Unity Flipbooks provided, where the base of the flame is aligned with the bottom of the image), and you walk underneath it, the image becomes offset. In my use case, I was using a flame flipbook and placed the billboard inside of a lantern, and if you walk under the lantern, the flame appears outside of the lantern. Currently I've fixed the issue in my project by just using one of the fireball flipbooks and using the wind and particle speed settings to make it look closer to a flame, but I was wondering if it was possible to fix this with some sort of offset settings in the shader.

  • @BenCloward

    @BenCloward

    27 күн бұрын

    It sounds like in that case instead of using the billboard node that makes the planes face the camera, instead you want one that faces the camera but pivots around the vertical axis - like a tree billboard would do. I haven't gone over how to do that, but I'll consider covering it if you'd like - once I get through the videos I have planned.

  • @Trait74
    @Trait7428 күн бұрын

    1st and Thank you :)

  • @Generic877
    @Generic87728 күн бұрын

    Too fast, I'm still on advanced materials aah!