Unity VFX - Ground Cracks | Fissure | Hole Effect Tutorial

Поделиться
HTML-код
  • Опубликовано: 1 дек 2024

Комментарии • 179

  • @GabrielAguiarProd
    @GabrielAguiarProd  4 года назад +12

    💥Let's open holes, cracks or fissures on the ground!💥
    *Learn VFX Graph with this powerful UDEMY COURSE* : www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
    OR
    *With this short VFX Graph Course* : www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
    Enjoy!

    • @sal3348
      @sal3348 10 месяцев назад

      thank you

    • @yert5035
      @yert5035 7 месяцев назад

      I can see this crack through walls and ground.

  • @creativecipher
    @creativecipher 4 года назад +211

    What a *ground breaking* effect.

  • @GymCritical
    @GymCritical 4 года назад +15

    I asked for this on the community post, and I’m so surprised you did this! Thank you so much, I’ve had so much trouble finding resources for this!

    • @GabrielAguiarProd
      @GabrielAguiarProd  4 года назад +6

      This was a hard one haha but totally worth it!
      Enjoy ;)

  • @manolov4074
    @manolov4074 4 года назад +8

    I want to say that this is simply amazing. As I said in the previous video , your teaching style is greatly developing. Calm explanations on everything that is going on the screen. Mature and most importantly the things he teaches are nowhere else to be found. Once Again , I want to show my appreciation and just tell you that it was amazing from start to finish!! Great youtuber!

  • @magnusm4
    @magnusm4 4 года назад +5

    Grant Abbit for everything Blender.
    Brackeys, Sebastain Lague, Shane Beck and Code Monkey for coding and fun ideas.
    Jesse J. Jones for Krita animation.
    And you for insane effects.
    The perfect combination for anyone to make stunning games.
    If you could train the will to do anything and do it more with a passion. Then there would be nothing I hadn't done already. And many more.
    You're the best effect maker and deserves a lot more than given. Only 4500 viewers?! This is the kind of stuff that makes even horrible games into a memorable cult classic on the visual and technical side alone.

    • @GabrielAguiarProd
      @GabrielAguiarProd  4 года назад +1

      Thank you so much for the kind words. Appreciate the luv :)

    • @magnusm4
      @magnusm4 4 года назад

      @@GabrielAguiarProd Thanks back. I can already imagine the creative stuff you can make with this.
      Like unique bullet holes in enemies and players.
      Or use a standards 2D effect and place this on top and go through it for some really trippy in game journey without it being a scripted cutscene.
      Stuff like that blow my mind when it isn't scripted or locks you into a path to make the illusion work.
      I know it's pretty simple. But I love the sky in Quake and in some games you see the shadows of the clouds on the ground. But.
      What I really love is that shiny moving water floor effect of the water surface shining down on the ocean deep along with the rays of light.
      Not sure many tutorials go through that as I can't find any and would be a wonderful immersion into world building.
      Everyone does water shader, water modeling and water mesh manipulation. Everything but no one gives some love to underneath.

  • @platinumnoodle
    @platinumnoodle Год назад +2

    Awesome tutorial Gabriel. I ran into a few issues whilst I was working on this and found solutions for most of them.
    1. When producing the UV map using 'Follow Active Quads' it came out as a flat line which I couldn't stretch on the Y axis. I fixed this by doing a UV map 'Reset' and then doing 'Follow Active Quads' again.
    2. When I ran the game the glow/emission was too bright. I fixed this by clamping the output values in the Shader.
    3. I could see shadows through the ground on objects below the surface. I "fixed" this by disabling 'Screen Space Ambient Occlusion' SSAO in the Renderer data.
    4. I could see edges through the ground on objects below the ground. I "fixed" this by changing the 'Depth of Field' mode in the Global 'Volume' attached to the 'Main Camera' from 'Gaussian' to 'Bokeh'.
    5. I found I can't project decals on to the ground layer. I haven't found a solution to this yet, but adding the layer back to the Renderers main 'Opaque Layer Mask' list does allow decals to render again. It also obviously breaks the stencil layer setup.
    If anyone has a solution for the above, that would be awesome.

    • @platinumnoodle
      @platinumnoodle Год назад

      Update: I found a solution to decal issue (5). I moved all the basic rendering layers into an opaque render object on event before rendering prepass and a transparent render object on event before rendering transparents. Then change the basic rendering layer to ground and set stencil as expected i.e. value 1, not equal, keep. Mask render object doesn't change.
      This will likely cause some unforeseen circumstances, but so far so good.

    • @АльбертЛисица
      @АльбертЛисица 3 месяца назад +1

      u just saved my day bro, thx a lot

  • @bunnybreaker
    @bunnybreaker 3 года назад +1

    2 seconds in and VFXgasm intensifies. Slick effect.

  • @raigallino
    @raigallino 2 года назад +2

    Awesome video!! Limited dissolve ( X -> limited dissolve ) and merge vertices by distance (shift M -> by distance) is a better method to get rid of unwanted geometry in a plane! Quick tip If anyone is straggling with the geometry

  • @guardianoftheledge4966
    @guardianoftheledge4966 4 года назад +3

    I noticed that Fall Guys added this yesterday in the season three update to add visuals when you land on ice and it looks great. What a timely video!

  • @СергейКиров-н5д
    @СергейКиров-н5д Год назад +5

    For all those people who getting weird black halos or shadows on their SeeThrough layer. It's caused by SSAO, so disable it, tweak it or enable "After Opaque" checkbox. SSAO settings can be found at the same place where you created RenderObjects, URP/HDRP-Fidelity-Renderer.

  • @joemartins5041
    @joemartins5041 3 года назад +4

    Hi there! Cool tutorial! Thanks for sharing this knowledge!
    A quick hint on the PS part is that you can export SVG directly from Photoshop instead of making that Convertio part. Just use your Pen Tool to create Shapes instead of Paths, and if you don't want any stroke, make sure your stroke is set to None. Right-click on the shape layer you want as SVG click "Export As" and select SVG on the top-right dropdown menu. And it's done :)
    Hope that helps someone, see you around!

  • @solitudeau8188
    @solitudeau8188 Год назад +1

    Got it to work eventually. Struggled using blender for the first time i kept using maya muscle memory on the keybinds.
    I had some issues with my CrackWall UVs just being a solid line instead of actual quads like yours were, but somehow it still worked out (even if i put them upside down because selecting verts showed me nothing).
    Even with the mistakes, i'm happy how it turned out for a first-pass. Can't wait to do the rest of them!

    • @canerkaska8355
      @canerkaska8355 6 месяцев назад

      Hey, how did you manage that solid line thing? I can't get it to become quads like in the video.

  • @naolshow
    @naolshow 3 года назад +1

    Found your channel on reddit and its awesome dude ! Thanks for your work

  • @Inferim
    @Inferim 2 года назад

    Really amazing tutorial! Some of the steps and components described here don't translate exactly to what the latest version of Unity has but with a little research, newbies like me can still follow along.
    I also experimented on making the entire mesh in blender to only have one face each for the Top and Bottom cracks; it didn't seem to affect my result - doing so reduces the complexity of the geometry.
    Blender mentioned, there's just an extra step to do now which is exporting an .fbx then importing that into Unity but that doesn't really change things much.
    Overall, awesome stuffs! There's so much to learn from here on and this video really serves as a great steppingstone for a lot of beginners. Great work!

  • @serj_1264
    @serj_1264 4 года назад +1

    Thanks Gabriel for the tutorial. It's so great to see how beautiful results and how good this complements many of the other tutorials to create some amazing effects. Great explanation of each of the parts!
    And on behalf on most gamedevs out there, a big big THANKS!

  • @RiorXD
    @RiorXD 2 года назад +2

    Man watching this for the first time your blender usage hurts my soul.

  • @manuelghezzodebadin9898
    @manuelghezzodebadin9898 4 года назад +1

    Been waiting this tutorial so much! Love it!

  • @dreamisover9813
    @dreamisover9813 Год назад

    Covering how to create the source assets as well, awesome!

  • @Lost1nTranslation
    @Lost1nTranslation 4 года назад +1

    Congrats on 50k subs!
    Well deserved =)

  • @michaelkjellander9370
    @michaelkjellander9370 2 года назад +1

    Thanks a lot, this was super helpful! Exactly what I needed. I know very little about pipeline forward renderers, but they are obviously very powerful.

  • @goma8167
    @goma8167 4 года назад +1

    Thank you sensei for sharing your wisdom once again. This is amazing and will be so useful!

  • @buzzito6643
    @buzzito6643 4 года назад +1

    WoooW Insane like always sir

  • @dauxgaming577
    @dauxgaming577 3 года назад +1

    This is awesome I really like vfx and personally following your unity course

  • @PyroPhysicsGames
    @PyroPhysicsGames 4 года назад +1

    Wow looks amazing. You are my go-to guy for vfx! Cheers!

  • @augustogehm7845
    @augustogehm7845 3 года назад +1

    Thank you so much for sharing all this! I always learn a lot with you!!

  • @serj_1264
    @serj_1264 4 года назад +1

    oh! that's my suggestion!!
    This is amazingly great!
    Now I'm gonna see the video :p

  • @bseagull2909
    @bseagull2909 Год назад +2

    For anyone who cannot see the effect after applying the zwriteOff material: try to check if your crack top has the wrong normal orientation. It's so simple but took me a while to figure it out lol

  • @juliette6721
    @juliette6721 3 года назад +1

    Thanks for all your tutorials;)) happy new year😀😀🙆‍♀️🙇‍♀️

  • @vmmi8215
    @vmmi8215 3 года назад +1

    WOWWWW THIS IS AWESOME 👍👍👍

  • @toreole5831
    @toreole5831 4 года назад +1

    You can also use probuilder for the beginning steps. There is a tool in there that also lets you freely place points similar to the line tool you used in photoshop, but it directly creates the mesh. You can then export the created mesh as an .obj file and use it for the following steps.

    • @GabrielAguiarProd
      @GabrielAguiarProd  4 года назад

      Interesting, thanks for the tip!

    • @Nuwn
      @Nuwn 4 года назад

      Or if you pay for photoshop, most likely you get illustrator, pen tool exist and is already vector and svg.

  • @technoo4891
    @technoo4891 3 года назад +1

    You can make the mesh you want inside unity using ProBuilder, you just have to edit the UV's and put them inside the little box, if your effect has a different color and you created it inside ProBuilder, the UV is off, that's why. (You can make the mesh using poly shape, then making it have a height you want, then separating the top and bottom faces from it.)

  • @Snweos
    @Snweos 4 года назад +1

    This is so freaking cool!!!

  • @iamjohnhult
    @iamjohnhult 3 года назад +6

    I really love your content. I was wondering how some of the effect you do would work on an uneven ground. I know you usually have some sort of placeholder arena with flat ground, but would love to see something like a summoning circle being projected from above on an uneven ground. It feels like it adds an extra level, and many games aren't based only on flat arena like grounds.
    Anyway, keep up the good work! Good luck with the udemy course as well.

  • @GameDevEFacil
    @GameDevEFacil 2 года назад +2

    I would prefer to use a plane mesh (the first one you made) with a shader that simulates deptht but in 2d, avoiding the stencil.
    you can make a plane really look like the same effect and it will work anywhere with no configuration after it is made.
    The new Shader Editor is very nice to experiment and it will hand you another great tutorial to make. Cheers

  • @josh_swanson
    @josh_swanson 3 года назад +8

    Such a great tutorial! Love it! But I have to say, it would make a lot more sense to just make the path in Blender, rather than making a PNG, converting it to SVG, converting into path, then decimating ;)

    • @ultracapitalistutopia3550
      @ultracapitalistutopia3550 3 года назад

      Yes. If he wanted an SVG file anyway, he could do that in inkscape which is a freeware and can more reliably exported as PNG as needed.

  • @J33zas
    @J33zas 4 года назад

    i love the way you say "available in my patreon page"

  • @TheUncutAngel
    @TheUncutAngel 3 года назад

    black magic! :) can't wait to try.

  • @bigcaka7725
    @bigcaka7725 2 года назад +1

    holy shit thats amazing!

  • @torkdevs7723
    @torkdevs7723 4 года назад +1

    So cool!

  • @mikethegamedev
    @mikethegamedev 4 года назад +1

    Great Tutorial! Thanks

  • @АльбертЛисица
    @АльбертЛисица 2 месяца назад

    Thank you so much for such a cool tutorial!
    Of course, it's interesting how the layer for particles was set up and how the light was made. It turns out that with the default layer, particles passing through the crack end up "behind" and everything looks wierd.
    If anyone knows how to solve this problem, I would be very grateful!

  • @CleisonRodriguesComposer
    @CleisonRodriguesComposer 4 года назад +1

    Great effect!

  • @salahqx
    @salahqx 2 года назад

    Why i don't have "Settings folder inculded Forward Renderer, etc" ? I have imported Visual effect with Additions. Thanks for the tutorial

  • @WorldWorrier3273
    @WorldWorrier3273 2 года назад +1

    You are 🥳 really a mind Blower men 🤯

  • @koam2410
    @koam2410 4 года назад +1

    Your video is amazing thank you

  • @JustPeterSteel
    @JustPeterSteel Год назад

    You can also draw the shape in Illustrator and export it directly as an SVG.

  • @r.iyushofficial5318
    @r.iyushofficial5318 4 года назад +1

    Very nice 👌

  • @018FLP
    @018FLP 3 года назад

    I wanted this and i didn't even knew! >:] **Smiles in Hulksmashing**
    Quick tip: Illustrator can export to .SVG

  • @DevGods
    @DevGods 4 года назад +1

    Wow I didn’t know you could save blend files directly into unity and they would work

  • @vecastudioindie4027
    @vecastudioindie4027 3 года назад +4

    Rapaz... que nível de inglês nativo mano... top

  • @archangel12601
    @archangel12601 11 месяцев назад +1

    it's crazyyy

  • @canerkaska8355
    @canerkaska8355 6 месяцев назад

    Hey Gabriel, great work! Been following your tutorials for my game and actually already made some stuff from your videos! (like slash VFX, sci-fi shield and, dome). However, I couldn't get this one working. I believe it's the shader graph I use, I use Unity 2022 LTS, and there's no PBR Shader Graph here so I used URP-Lit graph instead. When I enable post-processing, it shines like the Sun is on my face, with post-processing disabled, everything looks normal tho. Which shader graph should I use for this to work?
    Thanks for your time in advance,
    Have a great week!

  • @francfores7986
    @francfores7986 2 года назад +1

    Is there a way of doing this and making it be occluded by the same mesh? I'm working with procedural terrain generation and I can see the craks thorugh the walls (As the floor and the walls are the same gameobject).

  • @sanatdeveloper
    @sanatdeveloper 8 месяцев назад

    I have problems in URP with GroundCrack02Top. It's Just flat white, and I cant see through it. How can i Fix it?

  • @pusadev2001
    @pusadev2001 2 года назад

    I have a problem. When I assign the material to the top crack I get a white material on it and I cant see the crack walls. PLEASE HELP!!

  • @eshanjogwar6413
    @eshanjogwar6413 4 года назад +1

    please make a tutorial on UV in blender which you used in the tornado video and also how to transfer our mesh to unity

  • @mrearlragnar3187
    @mrearlragnar3187 2 года назад +1

    For some reason the override render objects only render as black no matter what I try (using the latest urp on 2022.1.7f1 - Metal for iMac)

    • @BlackAngel81
      @BlackAngel81 2 года назад +1

      Did you find a solution to fix so they won't render as black?

  • @shibi6939
    @shibi6939 2 года назад +1

    good one!

  • @Mikelica69
    @Mikelica69 4 года назад

    THANK YOU GABRIEL

  • @Syntecoderyo
    @Syntecoderyo 3 года назад +1

    Somehow doesnt work for me :/
    When I assign the DiableZWrite Material the Top becomes see through but the Cube doesnt have a hole

    • @augustogehm7845
      @augustogehm7845 3 года назад

      I had a similar error and that was because I had set the crack walls in the SeeThrough Layer and the correct is to do this process with the terrain insted.

  • @atmyz7860
    @atmyz7860 4 года назад +1

    Nice!

  • @roukuo
    @roukuo Год назад

    For some reason, I can still see what seams to be ambient occlusion of the wall and bottom mesh through the ground, and I have no clue why. Does someone know how to fix that?

  • @cutieclay_j
    @cutieclay_j Год назад

    After setting up everything for the ground crack in unity, why are there see thru shadows through the cube? How do I fix this? Nvm I got it! the SAAO had to be turned off

  • @JeskaRain
    @JeskaRain 3 года назад

    Holy shit this is so complicated. Makes you wish we didn't need 30 software to do a simple crack X_X

  • @hyralys
    @hyralys Год назад

    Hey, I'm quite new with all the custom render pass things, I followed the video and everything works fine, except now the meshes with the 'See Through' layer can't receive decals anymore (I added the Decal Render Feature in the Renderer settings just like the custom renders)
    Is there a way to fix this ?

  • @ererbe
    @ererbe 4 года назад +1

    Thank you

  • @lordnurmengard
    @lordnurmengard Год назад

    Some of the Key combinations you use for blender doesn't work for me like ctrl + tab for selecting faces. Is it an add-on?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Год назад

      It's the shortcuts from Blender 2.7. I believe in the normal shortcuts, it's 1,2 and 3 above the letters (not in numpad)

  • @EnricoTosi
    @EnricoTosi 9 месяцев назад

    I'm wondering, why not making a raymarching material for this effect than using meshes?

  • @WalrusesAreTheOne
    @WalrusesAreTheOne 11 месяцев назад +1

    Do we need the universal render pipeline for this?

  • @joshetrtg817
    @joshetrtg817 Год назад

    Hi! Do you have a tutorial or a course showing how to create the AoE, projectiles and other skills zones?

  • @halfblue2678
    @halfblue2678 7 месяцев назад

    What is a stencil buffer? Why do we need to change it? Why do I need to make the ground see through? I won't see my ground then. But it didn't make the ground see through though.

  • @dechin6144
    @dechin6144 2 года назад

    Hello! sorry for the question! but my "Disable Zwrite" material is pink no matter what i do and i cant seem to get it to do what yours is doing

  • @edulis_exe
    @edulis_exe 3 года назад

    Thank you for your content, they're amazing to learn.
    But I have a question 🙄
    I used this method to see throught a door on a wall and I've tried to bake some lights. Once baked the lights don't came in from the door, even if before the bake I see them in the scene 😅

  • @思川木
    @思川木 3 года назад

    Thanks for sharing, I tried step by step. But there is a question, the GroundCrack will become black when it's under Ground, it seems that the Ground shadow shades the GroundCrack. If I turn off the "Cast Shadows" switch on the Ground MeshRenderer, the effect becomes right. Am i missing something?

  • @jamesmichaelmahoney
    @jamesmichaelmahoney 2 года назад

    Great tutorial! Are the particles also masked by the stencil buffer? I'm not sure how to do that.

  • @chrisg4816
    @chrisg4816 2 года назад

    any way to add the disable z write feature to the shader graph so we can keep the flexibilty of the graph for the terrain shader?

  • @LionDev
    @LionDev 4 года назад

    Awesome tutorial would be awesome if you could do a tutorial about something like footprints in snow

  • @estebanairasca6435
    @estebanairasca6435 2 года назад

    Hi Gabriel, I've been watching your videos and the thing that I don't get is this: When you will have to make a 3D model for your VFX and when will you be able to do it without the 3d model? I mean I don't completely understand when to use one or another or both... hope you understand the question bc i'm a little bad at english. Thanks

  • @vladsavenco9609
    @vladsavenco9609 Год назад

    Hi! I know it has been a while since you made this video but i was wondering if you know of a way on how to do this in hdrp? As i am trying to get a similar effect but it does not work the same.

  • @Tomsik999
    @Tomsik999 2 года назад

    It's possible to make same effect ground cracks in unreal engine ?

  • @NeatGames
    @NeatGames 4 года назад +1

    I gotta try 3d someday!

  • @jhass6878
    @jhass6878 4 года назад

    Hi,i have some trouble with mask. When i chose LayerMask for LayerMask the GroundCracktop is not visible at scene.Why? Thanks a lot for you answer

    • @GabrielAguiarProd
      @GabrielAguiarProd  4 года назад

      Hmmm make sure the normals are correct? Try to rotate the object, if you only see it from the other side, then you need to flip normals in Blender. Check out 5:50

  • @okaylobster
    @okaylobster 3 года назад

    I don't have the PBR Graph option from the shaders list. I Have Unity 2020.2.0f1 and I have the Shader Graph and Visual Effect graph packages installed.

    • @okaylobster
      @okaylobster 3 года назад

      Nevermind I figured it out. 2020.2 has something messing up with the shader graph, going back to 2020.1 still has the PBR shader.

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Glad you found the solution :)

  • @theocarouge7423
    @theocarouge7423 Год назад

    Can this work without turning off SSAO ? In that case how can i do it ?

  • @SnailSpaceWTF
    @SnailSpaceWTF 3 года назад

    Is there a version of this that could be done without mesh, but extreme parallax? Similar to how in UE many induce a false perspective into a buildings Windo to make it look like there is an interior.

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Yes there is, and it's possible too. Here's an example with shader graph: ruclips.net/video/LKhGqKYOmbo/видео.html

  • @mattyou736
    @mattyou736 3 года назад

    When i import the SVG file into blender all i get is a black square. Anybody know what im doing wrong?

  • @nuevostitanes2
    @nuevostitanes2 3 года назад

    Very interesting, but I am trying to do it in HDRP and I cannot even find something similar to "Add Render Feature"
    It is possible to do that?
    thanks in advance

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      I believe it's a Custom Pass in HDRP. Here's the documentation: docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Custom-Pass.html

  • @Exodus-sh5mq
    @Exodus-sh5mq 4 года назад

    so how would you import this into another unity project? for example I make this in the render but I want to import this into a game unity file how do i do that?

  • @supersentaimexicano1967
    @supersentaimexicano1967 Год назад

    The Blender part doesnt work in the new version.

  • @leviathan5792
    @leviathan5792 3 года назад

    I'm using a more recent version of Blender (at least I think so), and there in no Decimate Mesh! Anyone knows how I can get the same effect?

  • @tommanninen5971
    @tommanninen5971 Год назад

    Unfortunately it seems in Unity 2021.3.15f at least the cracks' walls are visible through default material.

  • @TheKiwiCoder
    @TheKiwiCoder 4 года назад

    Man this is super interesting. Thank you! I’ve been wondering how to project decals onto a skinned mesh, and this has me thinking maybe the stencil buffer could be used somehow. Thoughts?

    • @GabrielAguiarProd
      @GabrielAguiarProd  4 года назад

      I made a video on how to create Bullet Decals maybe it can help: ruclips.net/video/jSIan1cEYTI/видео.html

    • @TheKiwiCoder
      @TheKiwiCoder 4 года назад +1

      @@GabrielAguiarProd Excellent thanks!

  • @paulbunyangonewild7596
    @paulbunyangonewild7596 2 года назад

    is this okay to use for an oculus quest (1) level of device. just wondering

  •  2 года назад

    Pretty awesome! but how would this work with an actual texturized terrain or floor ?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      Hmm pretty much the same. Probably needs a different material for the "walls" of the crack.

  • @Lunatheia
    @Lunatheia 3 года назад +1

    For anyone trying to do this in Maya and having an issue with the gradient have a look at your uv sets. Mine had 2 and it got me confused for an entire evening :(

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Thanks for the tip, I'm sure this will help someone out there.

  • @danielbrophy5752
    @danielbrophy5752 16 дней назад

    Is this possible with HDRP?

  • @Алексей-с9и4б
    @Алексей-с9и4б Год назад +1

    It was possible to immediately export to svg

  • @biglemonfox3446
    @biglemonfox3446 4 года назад

    Would it be hard to use this on terrain thats not flat ground?

  • @ultmatepotato
    @ultmatepotato 2 года назад

    Does the effect also work on non flat surfaces and meshes?

  • @SeninYildiiz
    @SeninYildiiz 11 месяцев назад

    Can you make a version for unreal engine?