@Unity This video was really helpful. But how do I generate SDF Textures for the "Conform to Signed Distance Field" node? How can I convert Meshes to a SDF Asset for Unity? I tried many github projects, but all failed... Thank you!
Any chance we can get access to the node editor framework you are using? Would love to make my own node systems using it (zooming is specially a pain in the ass to deal with in default editor window code.).
And here we are again, May 2020. Still no proper documentation on VFX Graph, just bunch of exapmles on github and nothing even close to ShaderGraph documentation. And this one fact makes development with that (no doubts, powerful and exciting tool) hard and unpleasent :(
I don't see any point in having it integrated besides stability/compatibility. I find it to be way better to have components as modular as possible so people could screw around in the code.
@@CiroContinisioUnity Hey how are you ? That's not my point , we understand the value of visual effects and it's really great but it has to be more easily accessible like a ShaderGraph . Not as something you have to download on Internet explorer and find a way to install it in your project
This is probably one of the best unite talks I have ever watched
Here we are, almost a year later, and still no proper documentation on this =/
@Anarx Studios Hi, I'd be interested, could you make your instructions a little clearer please?
@Anarx Studios Very useful information, sir! Thanks a lot.
i love you Engine UNITY3D... Hello from Russia.
Love the new coding and effects systems, can't wait for release
Signed distance fields seem so cool, the possibilities to make holograms are endless!
How does he bake them though?
Max Eerdhuijzen I’m not sure, I haven’t experimented with them. Maybe they haven’t included that feature yet
The VFX Graph is just amazing! 💥💥💥 Great video but audio quality could be better...🤓
Nice. Looks and feels almost like Houdini.
How to make this genie effect step by step tutorial please 🙏🙏
amazing new visual effect !
Looks fantastic! For sure a lot of thing to learn at ones.
The smoke is LIT
@Unity
This video was really helpful. But how do I generate SDF Textures for the "Conform to Signed Distance Field" node? How can I convert Meshes to a SDF Asset for Unity? I tried many github projects, but all failed... Thank you!
Any chance we can get access to the node editor framework you are using? Would love to make my own node systems using it (zooming is specially a pain in the ass to deal with in default editor window code.).
In the Unity 2019 R&D Roadmap video they talked about something just like that (and a visual scripting tool based on it), so maybe next year? ^_^
How to create Texture3D ??? any info ?
this stuff looks amazing
signed distance fieds (20:08)
How to implement this click event to start the VFX systems?
And here we are again, May 2020. Still no proper documentation on VFX Graph, just bunch of exapmles on github and nothing even close to ShaderGraph documentation. And this one fact makes development with that (no doubts, powerful and exciting tool) hard and unpleasent :(
nice
I was very disappointed when you didn't reveal a new iPhone or some other nonsense at the end.
Still not better than Unreal Engine's particle editor / Shader editor.. Not even close.
Stop teasing us and integrate it into unity at the next update . Not as a separated package
They have to test it, no?
@@Patrick-ui4ls Obviously, but that's not my point
I don't see any point in having it integrated besides stability/compatibility. I find it to be way better to have components as modular as possible so people could screw around in the code.
It is early access.. it will be released in like 2019.3 or something, forgot it already. Maybe I miss the point
@@CiroContinisioUnity Hey how are you ? That's not my point , we understand the value of visual effects and it's really great but it has to be more easily accessible like a ShaderGraph . Not as something you have to download on Internet explorer and find a way to install it in your project
Can we please stop having core features being in external packages, its just annoying and feels very unprofessional