https://twitter.com/robcupisz
An exaggerated shallow depth of field:
An exaggerated shallow depth of field:
The quad needs to be parallel to the camera plane, and aligned with the velocity projected onto that plane.
An ember flying towards/away from the camera degrades to a circle of confusion on a square quad.
The quad needs to be parallel to the camera plane, and aligned with the velocity projected onto that plane.
An ember flying towards/away from the camera degrades to a circle of confusion on a square quad.
The escape sequence needed tons of flying embers. Usually out of focus to some degree, and motion blurred, as that’s how we’re used to seeing them on screen.
repo: github.com/robcupisz/fl...
The escape sequence needed tons of flying embers. Usually out of focus to some degree, and motion blurred, as that’s how we’re used to seeing them on screen.
repo: github.com/robcupisz/fl...
Don’t give them that comet texture either, ugh.
Let’s make
✨physically based flying embers✨
A Unity vfx graph implementation and explanation below. 🧵
Don’t give them that comet texture either, ugh.
Let’s make
✨physically based flying embers✨
A Unity vfx graph implementation and explanation below. 🧵
Download: assetstore.unity.com/packages/slu...
Some tech details: discussions.unity.com/t/making-of-...
Download: assetstore.unity.com/packages/slu...
Some tech details: discussions.unity.com/t/making-of-...
We’ve just published two projects: showcasing the character and the grassy environment scene.
Have a look at the real-time hair simulation…
We’ve just published two projects: showcasing the character and the grassy environment scene.
Have a look at the real-time hair simulation…