Unity VFX Graph VS Particle System - Comparing

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Today, in Unity, we have a side-by-side of the Visual Effect Graph and the Particle System. Let's see the differences between this two when it comes to creating VFX for Games in Unity!

00:00 Intro
00:38 VFX Graph vs Particle System
01:38 Sponsor - Unity Asset Store
02:05 Duration, Looping, Delay and Emission
03:31 Particle Initialization and Over Lifetime
04:47 Update Particle vs Output Particle
06:44 Trigger Event and Sub Emitters
07:19 Shapes and Positions
07:49 Materials vs Shader
08:08 Conclusion
08:46 End Credits

Learn more about VFX Graph:

*Courses*

*VFX Assets Packages*

*VFX TUTORIALS PLAYLISTS*

#unity #vfxgraph #particle #visualeffects #effect #inspiration #motivation #particlesystem #unity3d #tutorial #gamedev
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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.

GabrielAguiarProd
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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.

ScientObject
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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.

PerionTermia
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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

rambii.
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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

geri
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Yes, I was waiting for you to do something like this. Thank you!!

janslavicek
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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 💚🤗

bigofbig
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This is something I've always wanted to know, very practical, thank you.

七羊
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Very appreciated!! This video helped me a lot.
I will continue to support your channel.

steve
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Congratz on having a weekly sale at the Asset Store

DimitarUzunov
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Literally the best purchase I've ever made. Worth full price. Fuck.

MrHandsy
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Thank you for your courses. They are very cool.

leetovetz
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Thank you for this video 💯👏🏻

This is a great Topic, specially for beginner VFX Artists.

alec_almartson
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Love these breakdown vids Gabriel. You should definitely do more VFX breakdowns and how they actually work.

UnderdogDen
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самые понятные видео про vfx/shaider graph, спасибо тебе!

antonishe
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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.

josh_swanson
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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).

tonylifesteel
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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.

adadventure
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What about using VFX graph in URP project which are targeted to mobile devices?
Any advise on the performance and compatibility to these projects and devices, as opposed to the particle system?

zivv
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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?

MechanizationStudio