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Everyone welcome to this
First toriel in this intro to Unity VFX series
In this tutorial we are going to be making this cute little fire here
And before we just Dive Right In There are two things that I wanted to cover really quickly that I hope you take away from this
Video
The first one probably unsurprisingly
Is hopefully after this you are a lot more comfortable and confident
Just making a basic effect in unity
This tutorial is designed to be really approachable even if you have never made an effect before
So that is the
Biggest goal here
But the second one and this one kind of applies to every video here
Is that I really really hope you were able to approach
Effects with a sense of playfulness with kind of a tinker's mindset
Effects is very much a discipline
Where there are six things to do everything and all of them are probably right
And so is one that really really rewards just
Being comfortable with
Experimenting and things being messy and imperfect and just
This
Kind of
Lethal what happens if
Approach
And that is going to let you not only learn a ton really really quickly but also just
Find the ways that you specifically really really love to make effects and what you love about them
So
I hope that you leave this video and all of the videos after this
With this question and this excitement of like
Okay what's next for this affect what can I do to push this further make this even better really make
My own
Because
That's where a lot of the magic is going to happen
So
Do that shed
And to get you the first step
On that
Let's make a fire
So
2
Create a new effect we're just going to right click anywhere in the hierarchy we are going to go down to effects and then
A particle system
Rename this real quick
And
You can see right away we've got some little puff balls how you went back in the background there
We are just going to go over to our inspector Tab and the transform and zero out
Everything in the position in the rotation
Not in the scale we need that to be at 1
And then if we
Jump back into the sea view and hit f
It is going to give us a
Very very liberal centering on
The effect itself
And
Just really quickly before anything else I'm just going to go over to the effects start Speed
And I'm going to change that from 5 to 0 just so we don't have a bunch of fuzz balls flying in our face
Now that we have
This
The first thing that I want to do is actually just
Go ahead and add a new material to this
We're going for one with these little squares where it's really easy to steal.
Want to create something similar here
So if you
Done this before then
Buy jump down into the materials folder in my project
Then I can just again
Right-click anywhere in the empty space
Go to create
And then down to material here like that
Name real quick
And then with that selected so that it's showing up in the inspector we're going to click the Shader drop down
We're going to do Universal render pipeline
We're going to go to particles
And then we're just going to go ahead and select omelette
And in here
The only thing that we need to change is our surface type
From opaque
Transparent
We don't actually need to add a texture to give this any extra shape because by default
This is just going to be a square like our little particles rights are
So now if we
Select
AR effect again and we scroll down to the bottom to the renderer
And open this
Don't worry about most of this yet we're not going to be using most of it for a while
We can just take our new material
And drag and drop that in the material slot
Or alternatively
If you just
Quick the floor kind of Bullseye to the side
Then it will bring up this selection
And you can type in anything you want there it'll give you all the options
You can double click and it will assign something
Now that we've got something that is a really good indication of
Things like
The general size shape
Color that we're going to be adding to affect the other
Material
We can go ahead and set a bunch of those attributes
A lot more accurately from the start
So we're going to start here by jumping down to our start lifetime
And
Where this is a constant of 5 Seconds
Per particle right now
We're going to click this little arrow over here
We're going to go to random between two constants instead
And we're just going to set this to 1 and 1.5
So now every particle that's created
Well
Pick a random number between 1 and 1.5
That's how many seconds that particle is going to live for
We're going to jump down to our start size
And again
Going to go to random between two constants
And set those 2.3.5
And
Something just to talk about really quickly with these two
I'm
Going to be using a lot of these
Random Rangers
And effects because these are how you get a ton of those little bits of variation
Ann and chaos
That help make something feel really organic
That helped it be a little bit different and fun to watch over and over and over stuff like that
But I'm using pretty small ranges in a lot of these cases and
That's very intentional what I'm trying to do is
Bridge the gap between
Something that is way too uniform and gets really repetitive
And feels kind of like stiff stuff like that
And something that just feels completely chaotic and inconsistent
So these little bits of Randomness are really nice way to
Bridge that and get something that holds up over
A lot of feelings and always feels fun
Just to completely ruin everything I just said we're going to go down to start rotation
Random range between two constants and we're going to set this 202 360
Because we want this to be able to start at
Any amount of rotation whatsoever
And
Finally for our last bit up here for now we're just going to
Flickinger start
And we're going to set that
2
A nice kind of
Pale gold
So
That is all we need to worry about up here in the initial attributes for now
Basically this whole second half is totally fine at the default so don't worry about any of it
And
Now we're going to start working our way
Pretty much just down the list
For a bunch of these modules
For the first one the emission rate we're just going to go ahead and increase this
215 particles per second instead of 10
Just to give us a little bit full of a flame
As we make more episodes to this
And then
The next thing that we
Really going to be playing with is this shape here
Now
As soon as I
Expand the shape tab you're going to see we get this little blue outline
And this is outlining
The base of this cone
We change the radius
You can see it get smaller stuff like that
And
What this sheet module is doing in general is just
Giving these particles
An area to pick random points within to spawn
If we uncheck this entirely then all of our particles are going to spawn
The same point in space right at the origin of the submitter
Re-enable this and in the shape shop down switch from a phone to a sphere
And you see that they get a sphere to spawn randomly with instead
So this is a really really nice way of
Adding again a little bit more Randomness and organic or of just controlling
The area that your particles are spawning within for a bunch of different shapes of effects
Or ours were actually going to be going
Pretty small again we're just going to do
A
Sphere with a radius of .1
Even that just gives us a little bit more randomness
Which is really nice
And next or going to jump down to our velocity over lifetime
And enable that really quickly
In some cases this can be
Very similar to start Speed
But what we really want out of it here
Is
Start Speed is going to be applied
Based on the shape that you have selected
And so when we have a sphere
It's going to
Send particles flying out in all directions from that sphere so it
Doesn't work for what we need here
Velocity over Lifetime on the other hand has things like this linear setting
So we can apply
Say
Velocity of Point 25
Justin Y and it's only going to move the particles up
If
In chasing more of our
Randomness we want to switch this
Random between two constants
We can do something like 25 + 1
So that we start to get
So nice variation in the speed that those Flames are moving at
That's all we're going to worry about on that one for now
Next we're going to jump down to color over lifetime enable that and expand that real quick
On this
We're going to get this gradient editor
And
This comes with a lot of really really fun flexibility so I belong to talk
You have these keys that control Alpha
So if I scale this down 20 then you can see that over the course of their lifetime
These particles go from completely transparent
And then slowly Fade up to being fully opaque
Down on the bottom here
I have
Is color keyframes so if I double click on
Biscay
Or on the color swatch down here
I can make this pure red and now
This is going to start out multiplying this white over or start color
So we'll start with that same gold
And over the course of its lifetime by the very end of its lifetime
It's going to be multiplying this read over that gold so you get a very very deep rich red
And we can add more keyframes into this just by
Working on
Whichever side of the gradient we want to
He's too
You can delete them by hitting the delete key
And again
If we open up each of those keys then we can really start to fine-tune
Best color gradient
And do like some nice rich gold in there
This is going to naturally give us an orange here but if we wanted to find unit even more
Then
We could add another key there
And get it to be even richer
Or keep it more and longer stuff like that
So
That's all we need there
Now at this point
It becomes really really obvious how much these particles are
Fighting and flickering and just not really sure how to interact with each other
So we're actually going to really quickly jump back down to a renderer
And rifle or material input
There's this thing called sort mode
And where that says None we're going to click on this drop down and we're going to do youngest in front instead
And
You can see immediately this one's up with a lot less flickering
What does sort mode is doing is telling these particles what order
They should draw in
Which one should effectively appear closest to the camera
And by selecting youngest in front
We're always going to be putting the new particle in front of all of the older particles
And so this keeps the brightest ones in the front and whines up really really creating
A much smoother nicer
Kind of
Fire illusion
Obviously you can see if still not quite perfect
So we are going to just continue down the line here
And keep chasing
Oh that nice kind of fire motion
And shape and behavior and also kind of
Cleaning that up along the way to
I'm also going to go ahead and switch back to the ham so we don't have the widget there
So
4 size of a lifetime enable that
And we once again have a
New way of interacting
What the particle and giving instructions
You can see when we enable bet
They immediately started scaling up from nothing over the course of a lifetime and that's because
Their size here is being controlled
By this animation curve
This works exactly the same as the color of a lifetime gradient
In that whichever point there in on their lifetime
The point that this curve is at at that point is going to multiply on top of
Your start size so that's why
Either starting out with a multiplier of 0
So they start with the size of the arrow
And their final multiplier right now is one
So you wind up with them at a size of
Point 32.5
If we go down into some of the defaults that they have set up for us here
We can select this downward slope
And that instead starts to give us this really nice little candle shape
Now
We can refine this even more to really really start getting
An even nicer flame motion out of that so
A couple more ways that we can interact with
S-curve we can select one of these points just by left-clicking on it and then we can just drive it around
So we can drag this one out a little bit here
And
One of the other things that we can do is we can just write like anywhere along the curve sandwich me a dad
This is going to give us another key
To mess around with
And
We can drag this one down a whole bunch
So that these Flames start smaller
And then
Grow a lot bigger and then taper back in overtime
So this is going to start to give us
This really nice kind of organic expansion that really feels a lot more like a fire
And
Finally
Last thing we can do here if you see when I select any of these keys they have these little handle sticking off of them
And
We can just go ahead and
Grab one of those handles
And use that to
Adjust the slope of this curve
So we can do something we like this and then we get the
Flames
Or we can just
Give them
A nice kind of slope like that
And this feels a lot calmer
And also gives us some of that nice organic Ness
Starting them out a little bit smaller also kind of helps again
With some of that starting goofiness
If we sweat that's one
We can just
Give them a nice little bit of an he's out here
So that they hang out at
Little size
Just a little bit longer towards the end there
And then
The
Very last thing that we're going to mess around with in here
We are just going to jump down to our rotation over lifetime
Enable that
And for angular velocity here this is just
How many degrees each of these particles is going to rotate over the course of its lifetime
We're going to do a random between two constants and we are going to switch that
Something
15
2:30
And that starts to give us just a little bit of extra rotation motion
One other thing that we can do here
If we
Hot backup real quickly
Is down below start rotation
There's this option called flip rotation which by default is set to 0
Now this is what percentage of the particles
It's going to
Invert the rotation on so right now it's doing it on 0% of them
If he set this 2.5
Half of our particles are going to start
An inverted start rotation
And also rotate in the opposite direction
First rotation so obviously doesn't matter
But
4 rotation of a lifetime this is actually really really nice because
If we wanted some of these to be rotating
Is clockwise and counterclockwise
Then our options are to either do
A rotation of -30 to 30
In which case you're going to get things all along this rain so you're going to get a bunch of things that might be rotating like
5 degrees
-5 degrees even 0 degrees
Just as much as you're going to be getting 30 or -30
But
By doing 15 to 30
And then using the flip rotation instead
What we instead wind up with
Is
1530
And -15 to -30 so you always have
Some amount of like noticeable rotation so
That's a really really nice little way to Wrangle these
Just to play around with a little bit more polishing this
This is the part where we really get into asking
What happens if I do this what does this checkbox do stuff like that
We can do things like
Mess around with the speed modifier up in the velocity over lifetime
So
By default this is just
One so all of our speeds are
Just constant values
If we do something like set this to occur
Then that becomes another curve that we can modify
And that will interact with our velocity over lifetime in the exact same way that
Size over lifetime is interacting
With our size so
We can again switch this to
East like that one so that we don't have both curse fighting year
We can give this a little tiny bit of a Slowdown up at the top
Which is going to be
Really really nice for keeping these Flames a little bit closer together
As they die off so we get a little bit Fuller of
April 9th
And then we can again
Go ahead and add a key
Drag it down a bit and
Just left that have that little bit of he's in as well
So now
These are going to kind of start out a little bit slower-moving build up some size and some energy
Start moving up a little bit faster
And then slow down again over the course of their lifetime so you wind up with this really nice much more sort of
Interesting very movement
And
There's plenty more that you can play around with here obviously even things like the speed modifier or
Already just starting to ask White
What if Mister that we can go down into things like
Things like the noise and
You want to talk about experiments obviously this does not look great to start with
But this is one where if you just start clicking around and experimenting let's say we take
The frequency to something like two so that it's a much much smaller motion
We can take the strength down 2.2
And now we start to get something that actually is kind of
Giving a little bit of charming organic
It's still kind of like wonders downward sometimes
With the noise pattern here if you leave it running for too long so we could even find him this more
And do something like it separate taxis soba
Another great Dental
So that we can do things like a specifically not a plane noise
On y so that it can't drag it down so much
And then we can just
Apply a little bit of noise on
Xnz
So they get some motion on the horizontal axis instead
You can play around with stuff like that you can see
How quickly that goes from being something that is
Really really bad
Do something that actually had some new kind of Charmin life to it
Pretty quickly just by experimenting
Will disable that just for simplicity's sake and at this point
We've got a pretty good fire on our hands
So
Let's go ahead and give it to members
We are going to start this off
Just buy
Copy and pasting are
Basement or so. Ctrl-v
And then we will
Rename this one and parent it
Under
Base fire demo
And
We're just going to
We've already got here and start making little tweaks and modifications
So far start lifetime you can switch it to .05 2.2
This is a much much bigger range than last time
Because we're not forming
This kind of cohesive body of an effect any more of these Sparks
Should be a lot more kind of
Chaotic and varied and stuff like that and it won't break it up and make it feel super erratic when we do that
So we can get away with a lot more variation here
We are going to
Off the size of these way way down so that we're just getting
Will Tony Sparks
And in our start color
We're going to
Go to random between two colors
And we're going to start some of these off a little bit darker
At kind of
A golden Orange
If we jump down into our admission rate we can just
Papa's back down to 10 we don't need as many of these
And then in our shape
We're going to make our Sphero lot bigger we're going to jump up 2.35
So that
These can really start kind of
Emerging from
Anywhere around
The edge of the fire
The other thing that we can mess with your if we want is this radius thickness that we ignored last time
This
Lets you create
Shell
Sort of thing
Carifex don't forget it just right here
And you can see
You can create this inertial to the effect in addition to this outer one
And now Sparks will only appear
Within the sphere shell so we
Won't have any emitting just in the middle of the fire where
You probably won't notice a get a whole lot of mileage out of them
This one's super optional for a case like this specifically
But it does just help you get the most mileage possible and most visibility possible out of more
More of your Sparks they won't be getting lost
Inside of the body of the fire or anything
Jumping down from there
We're just going to go to our velocity over lifetime
We can
Reduce
The top speed of these a little bit
And just cuz we don't need them to go white sohi necessarily and because
We have the longer Lifetime on some of them
Some of them are naturally going to drift pretty high up
And the other thing we can do here but is
Really really fun for things like this
Is
Down at the bottom here we've got
This radio velocity
And this is going to push them out a little bit
So if we
Randomize this something really small
LakePoint 10.25
Then you can see they start to get a little bit of a push out from the center there
And that's really really nice for the most no we want out of me Sparks in particular we kind of want them to be drifting
Off of that
And really giving us
Best
Smaller level of detail this extra bit of visual interest in motion
And stuff like that
In terms of other things
That we're going to do
200 customize the velocity of these more it we're going to go ahead and enable this limit velocity over
Lifetime
This is really really good for simulating
Air resistance drag it kind of does exactly what it sounds like and just
What's an upper limit on how fast particles can be moving
So
Just start out with 4-speed where it's at 1 right now we're just going to go ahead and switch this to occur
And then we're just going to
Select this
Nice default kind of s-curve
Where particles will
Be able to start out moving their full speed and they'll just slowly hit air resistance over
The course of their lifetimes
And then the other thing we're going to go ahead and we can hear is we're just going to set the damping
2
And you can see how this starts to apply this
Extra little bit of again just
Interesting slightly different motion
To these particles compared to the Corvette Flame
But also just
Something that really really feels like these are running into a little bit more air resistance and they don't have quite the force
The power behind them
Main body of the flame
So we get a nice little bit of subtle difference between the two there as well
We jump down to our
Her lifetime
We're not going to change a whole lot here
But you are going to let these
Run bright for a little bit longer
Go ahead and get rid of that orange key just for the sake of simplicity
And to make the u-turn
Fully dark red just a little bit sooner just again so that we're getting kind of
Some more of that contrast
And a little bit more difference in their behavior compared to the main flames
Other thing I'm going to do here's I'm actually just going to pull
Rlc's in a little bit
And I'm going to create two new Alpha keys
That are fully transparent so that these actually fade in and out a little bit
This is
Not super obvious at the tail-end
Because our
Size overlay
Still takes them down 20
But it's going to give us a nice little bit of a fade at the end
And if we decide to
What they say a little bit bigger over the course of their lifetime
Then you start to get
It was nice
Clean face at the end as well
I think they look a little bit better when
Shrink all the way down so we won't make that change here but
It's an option
And
We are going to bring the noise back for these ones so
We're just going to enable that again really quickly
And
We don't actually need the separate acts news in this case we can take those back to just
Single-axis just cuz
These aren't forming the body of this entire thing so it's kind of okay if they
Do some do some Goofy
Vertical stuff
Up to you
I'm just going to take strength down on these a little bit and the frequency up a little bit so that we're getting
In a little bit more noise and chaos
In the motion of those Sparks
And
I'm also
Going to add just a little bit of a scroll speak to these and
If we reset these to the default so you can see the texture a little bit
Then you can see
But this starts to give a little bit of animation
Who
That texture that's actually controlling the noise of these
And that gives us again just one more nice little access for a little bit of extra motion on these
Is everything for Aspergers
So the last thing I want to add to this is I just want to
Make the
Make the smoke
We have over in the other one
This is going to
In this feel like another another access becoming like kind of customized this play around on
And it's also just a really great one to give this a nice dark backer element
And just one more large shape with some meaningfully different motion
So
Do that
I'm going to go ahead and duplicate
This entire thing
Just control d
Because
The Flames are going to be a much better starting point for these then
The Embers
You can totally use either you can use a new one but
This one is a little bit more efficient so
Go ahead and
Rename this
Arijit under our demo
And
Here we'll just so
The first thing I'm going to do with these ones is I'm just going to start with me colors I'm going to switch over to random between
Two colors
And
I'm going to set these two just some really light neutral
Breads and
Oranges
And I'm going to set the alpha
Used to
85
The reason why
I am studying these to be so light
You can see here these aren't
Exactly typical smoke colored especially for like a classic campfire
The reason why I'm doing that is because
I really want these two kind of blend up out of the fire and to do that
I'm going to like
Fake
Some bounce light down in color over over life in a minute
So starting with something is pretty neutral up here and just give us a little bit of variance cuz I'm going to do most of the color
Color over lifetime
Real quickly I'm also just going to movies
Upwards a fair bit
One class to at 5 again just because I want these to feel like they're coming
Out of the fire and not like
You know
Starting
When the fires already
Falling off or something like that
And
Go ahead and just
Make these hang around for a fair bit longer
With a slightly longer lifetime
And I'm going to make them
What
Cell
Only 16.8
Instead
And the last thing I'm going to do up in this section is I'm just going to get rid of this flip rotation
And this is because I'm going to add a little bit of a fake wind to these
And for that I want them to all actually be blowing in the same
Directions
And I want the rotation to sport that so I don't actually want
Randomize rotation on this because that would give us
Something was still cool
And it actually desirable in
A lot of just like straight up, smokes
But for this one I really want to play up a little bit of directionality it's one more way that we can get some variation into this
Those are all my changes up there
And then as we move down
Scott hop around a little bit in size over lifetime
I'm going to go ahead and just
Switch this to start a little bit smaller and
And a bit bigger
And
Bissell Bissell look a lot lot better in combination with the color over lifetime
But
This is a
Really really
Big thing that I see people stumble on with
Things like smoke and dust in particular when they're first kind of getting into effects
Something that is really really good to look at with reference
With just
Anything that you're seeing out in nature
Stuff like that is how things dissipate so
A lot of things right like you've got things like
Flames or a little Sparks or stuff like that
Especially with things like Sparks were used to them dissipating by getting smaller until they just kind of wanker
Existence
Flames
Obviously like we've got here can do that by kind of light
Shrinking into these little shreds overtime
But things like
Certain flame motions but especially
Smoke dust
These things that are just like clumps of particulate that are hanging out together
A lot of those tend to
Disappear by getting
Bigger and fading out overtime because everything
In the mold of the particulate is
Spreading out and getting further away from each other
And that's what's causing it actually
Vanish
So that's why I'm making the smoke
Bigger
Over the course of its lifetime
And we're going to compliment that
Open color over lifetime we're just going to pop that's open and
Before I mess with any of the colors I'm just going to go ahead and
Call R
Transparencies to Lake
10% of 50% marks
And then I'm going to add
Some new keys at the very end of the gradients and I'm going to fade those all the way out
So
That's the other half of this in terms of diffusion
Is just
Letting it letting it really Fade Out as it's getting bigger and bigger
At the end of his lifetime so that it's really just dissipating and getting more transparent over time
And then for our colors
We are going to
Get rid of these two
And a light bright ones and puller orange all the way down to the bottom
So this is where you can really see
Where these start to come into play as bit as soon as we bring our orange down to the bottom here
Scare red down there to keep it company as well
You start to see how there's kind of that hand off between the flames
And then we'll go ahead and add two more keyframes
Will add
Nice kind of
Classic neutral Grey
Bertha Faye down to
A little bit more orange
And then we'll add one last keyframe
That we're going to make even darker and also
Push it back a little bit more saturated
And take it into a little bit of purple at the end there
And
That's something that I
In a situation like this you're not liable to notice a whole lot of we would have to let you know play bring it all the way up
To hear
But
It makes me feel good knowing that Despair and this is obviously
An access that you can play with a lot if you
Want to push this like any other elements with this
Fire to something that is a little bit richer and more magical or more physical or stuff like that
Cell
These are the kinds of subtle little details that
You can really really play around with and tweets it
Find something that
Really makes you happy and gives you like your unique effect
And
Where are red here just because this transition is a little bit harsh and I don't want quite that much back
Translate
I'm just going to
Desaturate this a little bit more
So that
Little bit
Weiner of a phase there
Or our rotation over lifetime
We don't actually really need to do anything here because now that we've gotten rid of that flip rotation
All of these are going to rotate in the same direction
If we really want to emphasize that then we can obviously just you know increase our rotation a little bit
And then We're Off to the Races there
And then finally up in our velocity over lifetime
I'm going to reset the speed modifier to just be one
And
In
Linear velocity I'm just going to add
Little tiny bit of
Motion on
The x-axis this is going to give us that wind and this is where you can really really start to see
The benefits of
Having that flip rotation turned off here
As opposed to on where you start getting
These weird little bits of disjointed Ness
So
That's that and then
I'm just going to
Slowly
Overall smoke down a little bit by taking its maximum speed down
Maybe not quite that much that's getting overlapped by the fire a lot
Southpoint 52.75
Gives us a pretty nice little smoke column
And that is our new fire
Real quickly
Let's just go ahead and we're going to
Grab the top level of this and just drag drop it down
Into our project so that it's saved as a prefab
I should have done this ages ago
Don't take that personal authorial savior work
But
Yeah I hope
I hope this was helpful I hope this help you understand
A lot lot more about
Shuriken and how you can put things together and stuff like that
And again I just I really hope that this is
A jumping off point for you but
Yeah they're so so many things
That you can keep playing with about this you could try
Making
You know different colors of fire or
You can
Play around with
Like what it would look like in different kinds of weather
One of the one of my favorite experiments one of the exercise that I actually do
In order to help myself Define the style on a new game
Is 2
Take a basic fire like this one and
Say okay what would look like with different
Personalities what does the friendliest person look this look like what changes about the shapes would change about the textures
In the motion and stuff like that
What does the most threatening ravenous version of this look like and how does that change how it moves
Was what it looks like stuff like that
Cell
They're so so many different sorts of experiments that you can
Do from here
I really really encourage you to just
Goof around with it have fun
And other than that
I will see you in the next story
Dekario
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