Visual Effects Breakdown Part 2

VFX Graph is a modular system much like shader graph, here the particle system is initialized. For our purposes we only want one particle to be spawned, Capacity doesn’t really matter in this case as we only want one particle this indicates to system how many particles this system can spawn at any one time.

There is nothing we have to update so we skip this stage and outputs to the master node, here we can tell the system to use the shader above to render the particle. 

the orient node means that we can customize how the particle is positioned in front of the camera, the default settings means it will always face the camera regardless of where the camera is, in this case it is set to Advanced Mode in this mode it can be rotated it as desired in the scene. 

As this is an area of effect we want it to be parallel to the floor at all times, in the default mode it would be rendered at an angle as the camera is looking at the level on an angle which is not the correct look for this effect.

The Multiply Size over Life node, allows us to do a simple animation just by changing the animation curve this will effect the way the particle is spawned in and then faded out. In our case for the wind effect it is set to constant as i think this looks better for this effect. Color over Life is the change in color over the lifetime of the particle.

The results of are as seem in the image below, all the other shard effects are made in the same manner.

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