Principles of Visual Effects with VFX Graph: Episode 1 | Unity Let’s Dev

Principles of Visual Effects with VFX Graph: Episode 1 | Unity Let’s Dev

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Watch episode 2: https://youtu.be/RZcs38PN67Y

Join us as we run through the principles of VFX Graph! We'll be making special potions, falling leaves and fire effects. Gain a better understanding of the VFX Graph’s components, Sin Waves, Randomness and Texture as Data. We take audience suggestions throughout the video to illustrate the flexibility of these concepts.

Follow us on Twitch and Youtube to get notified for Episode 02 - Making dumb things look smart

Check the GitHub repository: https://github.com/Kodrin/VFX-Essentials

Codrin - Technical Artist, Unity (https://twitter.com/CodrinMihail)
Hasan Al Salman - Community Manager, Unity (https://twitter.com/HalSalmn)

Timestamps:
0:00 Show Intro
2:21 Asset Store
6:27 The 80/20 rule
7:48 What are visual Effects?
9:15 Purpose of the first episode - VFX Fundamentals
11:30 Breaking down VFX in games
12:25 Ghost of Tsushima scene VFX breakdown
13:58 Death Stranding scene VFX breakdown
14:45 Recompile scene VFX breakdown
16:00 The Last Campfire VFX Breakdown
17:25 Basic VFX Graph
30:47 Sin Waves and Modulation
37:20 Making Potions
1:03:00 Chat tells us what potion to make
1:11:40 Noise and Randomness
1:18:00 Falling leaves VFX
1:38:25 It’s Raining Men
1:43:30 Raining hamsters?
1:46:25 Texture as data
1:56:15 Point caches
2:07:20 Built-in Particle system vs VFX Graph (Built-in Particle system vs VFX Graph)
2:11:04 Rendering Flame particles on the mesh
2:15:35 Visualizing the point cache
2:16:40 Apocalypse scene
2:19:40 Turning the car into a point cache
2:27:52 Setting more things on fire for fun
2:32:00 No hamsters were hurt in the making of this stream
2:32:45 Outro







Tags:
Unity3d
Unity
Unity Technologies
Games
Game Development
Game Dev
Game Engine