Unity VFX Graph - Shield Effect Tutorial

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  • Опубликовано: 7 ноя 2024

Комментарии • 162

  • @GabrielAguiarProd
    @GabrielAguiarProd  2 года назад +5

    Honestly, it's one of my favorites! Made it available in the UAS too: assetstore.unity.com/packages/vfx/particles/vfx-graph-sci-fi-shield-vol-1-207741?aid=1100l3Jhu
    Oh and check out this Orb Explosion Course: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09

  • @codydrake5
    @codydrake5 3 года назад +29

    Hey Gabriel, once again an amazing tutorial. I'm a developer at a smaller indie studio and your lessons have been absolutely indispensable. I've even paid for and taken some of your tutorials. Thank you so much for sharing your knowledge and skill, as always great work :)

    • @OverInfrared
      @OverInfrared 3 года назад +4

      Actually amazing, almost all of the shaders in my game are from his tutorials lol.

  • @merkhewrt8025
    @merkhewrt8025 7 месяцев назад +17

    For anyone having issue with the unwrapping part and need the faces to stack instead of split, after initially unwrapping, open the UV unwrap menu again and the bottom option should say "reset". Choosing this solved the issue for me

  • @Beldarak
    @Beldarak 2 года назад +3

    Thanks a bunch. I followed other shader graphs tutorials and people never really explain what each things they add truly do, but you did a great job with that. Thumbs up too for showing the full process (3D modeling, texturing....)

  • @ultracapitalistutopia3550
    @ultracapitalistutopia3550 3 года назад +15

    I appreciate your effort, but from the optimization perspective, branch node is best avoided and substituted.
    You can check which side the pixel is facing by performing a dot function between the vertex/pixel normal and view direction (literally fresnel), so positive value is front-facing and negative value is back-facing, then use this value to perform a step function for both facing colors.

  • @adrianeilsantos
    @adrianeilsantos Год назад +5

    I am using Unity 2022.3.5ff1 and there is a problem with VFX graph at 13:33. The solution is the following.
    1. Go to the shadergraph of the shield .
    2. Look for the 'Graph Inspector'.
    3. Go to the 'Graph Settings' tab.
    4. Under the Universal panel, enable the 'Support VFX Graph' at the very bottom.

  • @DestusG
    @DestusG Год назад +3

    Good day sir. I can't get my uv to unwrap like yours. It just gives me a flat tile of the mesh. It doesn't even overlap the polygons and hexagons

  • @NeilDonkin
    @NeilDonkin Год назад +2

    Excellent! Definitely one of your best tutorials. Thank you!

  • @austinaker
    @austinaker 3 года назад +2

    Hey man your last tutorials have all been awesome!!! Keep up the great work.

  • @carlosmenossi8349
    @carlosmenossi8349 2 года назад +3

    Great tutorial, thanks! When the sinus is negative, faces overlap a bit, so I add +1 to the sinus node to correct this.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад +1

      Great tip!

    • @mauroaragunde938
      @mauroaragunde938 5 месяцев назад

      The tutorial is amazing! I added an abolsute function for this so the shield only expand outwards

  • @woohj7649
    @woohj7649 3 года назад +2

    새로운 블랜더 튜토리얼 파트 고마워!
    예전 영상을 따라하기 힘들어서 슬펐는데 이걸 보고 할 수 있을 것 같다! udemy 강의도 매우 고맙다!
    Thanks for the new Blender tutorial part!
    It was sad because it was hard to follow the old video, but I think I can do it after watching this! Thank you very much for the udemy lecture too!

  • @goma8167
    @goma8167 3 года назад +3

    This is so inspiring as always. I can't wait to try it.

  • @gonderage
    @gonderage 3 года назад +4

    Fun fact! When you subdivide a mesh, then dissolve the original edges, the name for the resulting geometry is called the _dual._

  • @phamhung2590
    @phamhung2590 2 года назад +6

    Could you please share how can your shield components move separately? I follow your guide but I can only make them expand and collapse together

  • @modz7014
    @modz7014 3 года назад +1

    I love your course, i have bought it just today, respect to unity users but we have the right to ask for videos for unreal engine 4 as well 😁, hope ill see more videos soon, i don't have a reason to sub now cause most of your videos are for unity users, but i hope ill do in the future when there is enough videos about unreal engine, thanks a lot

  • @stinkylord
    @stinkylord Год назад +1

    Thanks for the great tutorial, as someone who has no idea how to create effects, this is great and clear!

    • @GabrielAguiarProd
      @GabrielAguiarProd  Год назад

      You're very welcome! I try to make things as clear as possible. 🙌

  • @AMVWORLDYT
    @AMVWORLDYT 3 года назад +2

    Useful tutorial, can it be apply to 2D?

    • @chipdev8026
      @chipdev8026 3 года назад

      I´ve tried, doesn´t seem to work properly. I´m using URP 2D Renderer

  • @joaosilva1529
    @joaosilva1529 3 года назад +1

    What you think about Houdini FX and unity to make a vfx for a 2D game or a 3D game? is it a good workflow?

  • @tzzzliang4874
    @tzzzliang4874 3 года назад +1

    the hit effect is coool

  • @PlatinumAngry
    @PlatinumAngry Год назад +3

    I have followed the steps in the 3d object part and when I unwrap, there are full of small pentagons and hexagons, and then the UV exported is also full of small pentagons and hexagons...I dont know how to export a UV map which only contains 1 large pentagon and 1 large hexagon...

    • @xxxx9131
      @xxxx9131 Год назад +4

      U RESET THEN U UNWRAP

    • @yigitsaglam4875
      @yigitsaglam4875 Год назад

      ​@@xxxx9131 Thanks man it is very helpfull

  • @marvelzs3532
    @marvelzs3532 Год назад +2

    unfortunately I suck at blender and I am unable to follow you.. I do EXACTLY as you describe but the UV generation does random stuff and I can't get it to work, this is so frustrating

  • @EricDuarte27
    @EricDuarte27 Год назад +1

    Eae, Gabriel. Eu to tendo dificuldades no blender na parte do UV, no meu mapa UV ta aparecendo varios hexagonos pequenos ao em vez de grandes como no seu video. Como posso fazer igual o seu ?

  • @yoyomario
    @yoyomario 8 месяцев назад

    Hey, I have to be honest, and don't understand how you get different pulsing/breathing effect? You didn't cover that, since it just follows the sin function...

  • @WhiteWolfIron
    @WhiteWolfIron 6 месяцев назад

    I'm trying to understand if there is actually reason to multiply front and back to gain alpha? Won't it be simpler just to lower some elements opacity on texture itself and use alpha directly from Sampler node? Or am I missing something?

  • @alwaysyouramanda
    @alwaysyouramanda 3 года назад +1

    This VFX graph stuff.. it can’t make it over to VRChrat, can it?

  • @skinnyc_v2244
    @skinnyc_v2244 2 года назад +3

    Nice tutorial but I have one problem because I don't have a shader Graph option at 14:06.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад +2

      Try to turn on Experimental Operators/Blocks in Preferences>Visual Effects

    • @skinnyc_v2244
      @skinnyc_v2244 2 года назад

      @@GabrielAguiarProd Thanks for help.
      Everythink work fine.

    • @BlortNet
      @BlortNet 6 месяцев назад

      @@GabrielAguiarProd I was stuck for a day thanks just fixed this

  • @TripleCreeper3
    @TripleCreeper3 2 года назад +1

    this was insane

  • @7RStudios
    @7RStudios 10 месяцев назад +1

    When trying to unwrap the isosphere after cleaning up the geometry and deleting the existing UV map, I don't get 2 overlapping UV islands simply by clicking Unwrap, I instead get 162 separate identical islands that are spread across the entire UV map space. Am I missing something here?

    • @SanathNambyar
      @SanathNambyar 9 месяцев назад

      Did you figure it out? I've been stuck on that for a while now with no success....

  • @felfurion8624
    @felfurion8624 3 года назад +1

    I remember getting lost in your original tutorial. Certainly my fault. I couldn't make the second sphere visible or achieve any movement. Ill look forward to following this later. Thank you.

  • @huycuongphan1063
    @huycuongphan1063 Год назад

    I'm newbie to Unity, does this package on unity asset store provide prefabs? I just want to drag and drop and use the shield for my characters...

  • @kumorikuma
    @kumorikuma 8 месяцев назад

    This was awesome! Thank you so much

  • @PurooRoy
    @PurooRoy 6 месяцев назад

    My material is coming pink whenever I create it. Where did I go wrong?

  • @ravvij9643
    @ravvij9643 Год назад

    How do you get the islands to auto-stack?

  • @SaiakuShunshin
    @SaiakuShunshin 3 года назад +2

    Very useful tutorial. In the tutorial the faces have just 1 UV tile for each hexagon/pentagon shape, but in the final view I assume he split all the faces into separate UV tiles in order to make them move independently, or did I miss something?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Yes, you are right, it's explained here: ruclips.net/video/IZAzckJaSO8/видео.html
      Make sure to separate all the faces with Alt+M > Split Faces by Edges

    • @SaiakuShunshin
      @SaiakuShunshin 3 года назад

      @@GabrielAguiarProd Thanks for confirming, very good to know!

  • @Gabriel-np6nw
    @Gabriel-np6nw Год назад

    Opa tudo bem? Eu começei a fazer vfx hoje então não tenho nada configurado, seja o unity, blender, etc.. Eu creio que a skybox do meu unity seja diferente da sua então talvez por esse motivo o meu shield não esteja brilhando e tambem parece bem diferente do seu, alguma ideia de como eu posso arrumar isso?

  • @Salmonman0604
    @Salmonman0604 3 года назад +1

    I notice that in your shader you use the Is Front Face node multiple times. I had heard somewhere that if statements (which a branch essentially is) are really bad for shaders because the GPU predicts what instructions need to be loaded in advance, and a branch in the code can force the GPU to unload incorrectly predicted instructions and load new ones, which is slower.
    So obviously you need at least one in this case so you can differentiate between front and back, but surely it would be better to only use that node once and just connect it up to the other nodes?

    • @collin4555
      @collin4555 3 года назад +1

      My understanding is that the branch node's problem is the opposite, that rather than using branch prediction, it evaluates both branches, and is therefore optimal to have the branch point as early as possible so that there are fewer wasted operations. But I definitely don't know that for sure.

  • @hungrygrimalkin5610
    @hungrygrimalkin5610 3 года назад

    Good Job! Tried the previous one but I never got the hits to work on newer versions of Unity and had to go around and add an effect of the shield getting hit on the projectile itself so it would look like it was being generated from the shield.

  • @yusufkoraycan4607
    @yusufkoraycan4607 Год назад +1

    Thanks a lot!

  • @croissant2434
    @croissant2434 3 года назад +2

    I really love your tutorial
    but I always wondered how to make the colors more vibrant?
    with your method, all the color look pretty pastels.

  • @ptaroworm7887
    @ptaroworm7887 3 года назад +1

    Hey I have a quick question/problem.
    So whenever I try assigning the alpha like you did at 9:25 the object just goes completely invisible due to it. I'm using the exact nodes you are and it just wont appear.

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +3

      Make sure you increase the Alpha value of the Color, if it's 0 it will be invisible. Hope this helps, good luck.

    • @ptaroworm7887
      @ptaroworm7887 3 года назад

      @@GabrielAguiarProd This was exactly my problem, thanks a lot :)

    • @LT-sy3on
      @LT-sy3on 2 года назад

      @@GabrielAguiarProd I'm using the exact same nodes and having the exact same problem with my alpha value set to 1.

  • @phamhung2590
    @phamhung2590 2 года назад +1

    When I apply a material create from Graphshader to my model, I only got the pink color. That color does not change even thought I update the color from shader.
    Could you please give any advance?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      Yes, please make sure you create a new project in Unity Hub with URP template selected. It will save you a lot of trouble. Good luck!

    • @phamhung2590
      @phamhung2590 2 года назад

      @@GabrielAguiarProd I got it, I have to convert the shader material to URP. Thanks.

  • @chaoswolf0972
    @chaoswolf0972 2 года назад

    Out of curiosity, do you ever run into problems using faces that have more sides than 4 or is it okay because you using the URP? Also is it possible to make the shield generate an impact animation? Like the tiles moving inwards causing a wave like effect around the shield from where the impact is?

    • @chaoswolf0972
      @chaoswolf0972 2 года назад

      Also is there any way to that that procedurally?

  • @Realduffy
    @Realduffy 2 года назад +3

    Randomly moving faces -> imgur.com/a/B99NSAV
    My settings,
    VertexAmount - 1, 1, 1
    VertexFrequency - 5
    Noise - 25
    Scroll 0.5 , 0.5

    • @jagdish.360brightmedia
      @jagdish.360brightmedia Год назад

      Thank you so much!

    • @Charlyyyyyyyyyyyy
      @Charlyyyyyyyyyyyy 10 месяцев назад +1

      @Realduffy Nice, but you have a "time_SG" node that doesn't exist, you made it up, then what's inside ?
      Also what SG means to you, Sample Gradient or shader Graph, or something else ?

  • @alexandernaabal19
    @alexandernaabal19 3 года назад +1

    There are some faces moving at different speed, does it need another uv graph to control it?

    • @SirMazius
      @SirMazius 2 года назад +1

      Nope, it's not necessary you can make this by using the vertex normal as the input for the noise

  • @nguyenvanminh1708
    @nguyenvanminh1708 3 года назад +1

    Cool.. I love it

  • @its_jesteR
    @its_jesteR 3 года назад

    I. HAVE. BEEN. WAITING. FOR. THIS.
    By the way, would it be possible to have the shield distort whats inside it when looked feom outside?

  • @ZeroChronicles01
    @ZeroChronicles01 3 года назад +1

    dude this is awesome! thanks for this! I got a question . heck maybe an idea for a video. but how would you use Vfx with a 2d game? i looked into this, but i see its supported, but no one got tutorial on how to make vfx with 2d games, maybe you can make one for us? I would love to use the tutorial you made with lighting effects but in 2d ^_^

  • @darkblender2841
    @darkblender2841 3 года назад

    how did u make that projectile noize?

  • @seekuro6415
    @seekuro6415 2 года назад +1

    Hi, how do you move faces independently like it's shown in the last part of the video?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад +3

      With a scrolling noise texture influencing the Vertex Position/Offset.

    • @seekuro6415
      @seekuro6415 2 года назад

      @@GabrielAguiarProd If i do that the whole thing ends up distorting. By the way thankyou very much for the quick response and for all your videos

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад +1

      No problem. :)
      Yes. You need to control it with a lerp node. The 'A' option is for no distortion (simply connect a Position node set to Object) and 'B' option full distortion. T value controls the amount of A or B. Normally small values for the T option does the trick.

  • @SlyBGN
    @SlyBGN 9 месяцев назад

    hello! i try to make same but for a mesh, is it possible? if yes can you tell me what i have to change please :)

  • @anibalgonzalez179
    @anibalgonzalez179 2 года назад +1

    I'm pretty good at following instructions but I've been on this tutorial for 2hrs and I can't seem to get the shield to change any color at all it stays white no matter what I do to change things x__x, is there a setting I'm missing in Unity ? The Material Preview looks nice and I loaded it with the mesh on the Material Preview but after saving and viewing mesh in viewport its just white.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      Have you tried to adjust the color of the *material* applied to your mesh?

    • @anibalgonzalez179
      @anibalgonzalez179 2 года назад

      @@GabrielAguiarProd The Material I currently have added is just the shader. I have, this is my tree in short " Model Texture--> HDR Colors Front/Back ->
      RGBA->Front*A/Back*A*output-RGB=Alpha
      Input Front=True/Input Back=False/Is Front Face B = Input Predicated = Output Base Color
      Frensel Power -> Fesnel Effect * Fresnel Color = Output to Branch False/Multiply1 BackColor Output to True/ Is Front Face to Predicated = Emission
      lol

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад +1

      @@anibalgonzalez179 Did you create a material out of the shader and assigned it to the model? You can right-click on your shader and create a material. Then assign the material to the model in the scene.

    • @anibalgonzalez179
      @anibalgonzalez179 2 года назад

      @@GabrielAguiarProd -__- YES THAT WAS IT!! IM SUBSCRIBING XD LOL omg

  • @most_likely_sein
    @most_likely_sein 2 года назад

    i have a problem in unity there is no shader graph there is only shader but which shader option do I choose

  • @monody
    @monody 2 года назад +1

    I would advise against telling people to use N-Gons. It's more costly for engines to render because they have to dynamically subdivide and draw their own triangles/quads arbitrarily in runtime.

  • @hydroweapon
    @hydroweapon 2 года назад

    Very cool

  • @GerardoGeovia
    @GerardoGeovia 2 года назад

    Hi, one question, how do I tell unity using VFX Graph when I want to remove the shield?

  • @hassankhallouf9391
    @hassankhallouf9391 3 года назад +1

    Thanks Gabriel, you are dominating the VFX tutorials on youtube !
    I have a question: at the end of the video, each face seems to be displacing randomly and independently from the other faces, How can I achieve something like this ?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Yes, correct. It's done by adding random values to the normals. In this case I used a scrolling noise.

    • @hassankhallouf9391
      @hassankhallouf9391 3 года назад

      @@GabrielAguiarProd Lovely! I will try it out

    • @hassankhallouf9391
      @hassankhallouf9391 3 года назад +1

      @@GabrielAguiarProd mmm, noise is making it noisy, is there a way to move based on the face normal instead of the vertex? because each vertex is moving separately and it's making some weird shapes

    • @pierretrubert6462
      @pierretrubert6462 3 года назад +1

      @@GabrielAguiarProd how to add random to normals unified to verts of the same face ? i'm a bit struggling there...

    • @pliniomourao
      @pliniomourao 2 года назад +1

      @@GabrielAguiarProd I'd love to have an answer for @Hassan_Khallouf. just adding noise isn't the answer. you would had to calculate which vertex belongs to a single face to add an equal noise value. therefore moving only a face.
      May you elaborate on that?

  • @pxlsoldier9551
    @pxlsoldier9551 2 года назад

    is it possible to subdivide the mesh so that all the hexagons and pentagons are divided into triangles evenly?
    its so i could use one tiled texture! would appreciate the help Thank you so much

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      Well if I remember correctly, in Blender, before converting into pentagons and hexagons it's all triangles, or at least it's at that point where you can do that.

    • @pxlsoldier9551
      @pxlsoldier9551 2 года назад

      @@GabrielAguiarProd what I ment was imagine slicing a single hexagon it will become 6 triangle a pentagon 5 due to how many sides these shapes have, in the shield vfx tutorial they are not triangles butane actually quads. I have been trying to find the correct option to successfully convert too triangles for easy texture tiling. I tried triangle and subdivide and went looking for more options but non of them make perfect triangles. Let me know if you find something 😉

  • @tanktheshank1208
    @tanktheshank1208 11 месяцев назад +1

    I'm his follower

    • @tanktheshank1208
      @tanktheshank1208 11 месяцев назад +1

      And I always watches videos and they're very cool

  • @moeocko
    @moeocko 3 года назад

    Hello, I love you tutorials, will 100% support on Patreon, just one question, how you make faces moving in different speed?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      If you become a Patron, once you open the shader, you will discover that I used a noise texture to modify the normal vector. Instead of normal vector being constant, the idea is to randomize it.

    • @moeocko
      @moeocko 3 года назад

      @@GabrielAguiarProd Thank you! It works :)

    • @aliceduarte1034
      @aliceduarte1034 2 года назад

      @@moeocko hey men can you share your result?

    • @moeocko
      @moeocko 2 года назад

      @@aliceduarte1034 how?

    • @aliceduarte1034
      @aliceduarte1034 2 года назад

      @@moeocko google drive link?

  • @minkitsu9044
    @minkitsu9044 3 года назад

    Hello, I have a question, why is mu sample texture background white ? my PNG is fine, I did everything like you did but it's not working ;/ Please help.

    • @jr8209
      @jr8209 Год назад

      Actually the one he created in the video has the same white background as yours (and mine). But then he uses a different one not created in this video.. Very frustrating.

  • @linhdev99
    @linhdev99 3 года назад +1

    nice

  • @majort3514
    @majort3514 3 года назад +1

    Awesome tutorial once again! Whilst I think VFX graph is awesome my project uses 2019 so I cant follow :(

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      You can still recreate the shader from this tutorial, use it with the Particle System and with Custom Vertex Streams: ruclips.net/video/zNC65seEadI/видео.html
      A while back I made a similar tutorial but with the Particle System too: ruclips.net/video/hTJqo1HeEOs/видео.html
      Good luck.

  • @eneshalc6739
    @eneshalc6739 3 года назад

    Hey gabriel, I also downloaded the version you are using, but I am getting a package manager error, any advice?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Not sure why. But I would recommend creating a new project from scratch with Unity Hub, select the URP as the template and then install Shader Graph and Visual Effect Graph.

  • @ErphZ
    @ErphZ 3 года назад

    Hey man can you make tutorial for fog of war with shader graph pls

  • @r.iyushofficial5318
    @r.iyushofficial5318 3 года назад +1

    I have a question ?
    Vfx graph VS Shader graph
    Which is more performance efficient and which is more easy to use

    • @collin4555
      @collin4555 3 года назад +5

      VFX Graph and Shader graph aren't really comparable in that way; they do different things.

  • @koremeta1902
    @koremeta1902 Год назад

    In my Unity version (2021.3.10f1) inside Graphic Inspector, under Universal, there is no click box for Support VFX. What do I do in this case?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Год назад

      If I remember correctly on that version you can create a Visual Effect Shader Graph, which is basically the same as turning on "Support VFX" now a days. Hope this helps 👍

    • @undercover_person
      @undercover_person Год назад

      ​@@GabrielAguiarProd I have the same problem can you explain how to fix it?

  • @koam2410
    @koam2410 3 года назад +2

    I love you

  • @محمدمهدی-س2ط
    @محمدمهدی-س2ط 3 года назад

    Hey please make a tutorial about opencvsharp4 in unity.

  • @berkayozdemir3060
    @berkayozdemir3060 2 года назад

    at minute 14:00 when i create a visual effect and put in the shield shader, i see nothing in my scene.

    • @berkayozdemir3060
      @berkayozdemir3060 2 года назад

      OH WAIT IT IS SHOWING BUT ITS SOOO TINY. oh my god i just spent 2 hours researching and trying alot of things. it was just too small...... -___-

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      You can also increase the scale of the imported model, in the inspector. It's called Scale Factor, you can set it to 100 if it comes at for example 1.

  • @pangao9732
    @pangao9732 3 года назад

    好厉害

  • @goosesuka
    @goosesuka 2 года назад +1

    my brain died here

  • @KishorKumar-qf2qp
    @KishorKumar-qf2qp 3 года назад

    Keep it

  • @Ivan-kh3gn
    @Ivan-kh3gn 3 года назад +1

    Hey! I love your tutorials! ^^
    Can I put you to the test? :)
    (Spoiler alert! Do NOT continue reading if you haven't seen wandavision completely!)
    I'd love to see a tutorial for any special effects in unity that replicate Scarlet Witch's chaos magic (WandaVision's are cool for example)
    Do you think you could do it?
    Thanks :D

    • @Mikelica69
      @Mikelica69 3 года назад

      aprecciated the spoiler alert

  • @naufalmumtaz4839
    @naufalmumtaz4839 2 года назад

    14:41

  • @zhirkDev
    @zhirkDev Месяц назад

    Hello, i have an issue with the ripples, when the ripples vfx is activated it shows the impact point AND the entire sphere. I want to only render the impact point.

  • @aidenfarmer3959
    @aidenfarmer3959 2 года назад

    Hi Gabrial, I've rewatched it multiple times, but for some reason my alpha channel isnt working, every exposure level is blowing out the entire mesh on all faces not just the white areas on the UV's any reason why?

    • @aidenfarmer3959
      @aidenfarmer3959 2 года назад

      It seems the front facing faces of the mesh arent being outlined, its only rendering the back faces glow

    • @UTOOOOOOOY
      @UTOOOOOOOY 2 года назад

      Have you been able to fix this?