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All Visual Effect Graph particles pure black

Discussion in 'Graphics Experimental Previews' started by Docm30, Apr 28, 2019.

  1. Docm30

    Docm30

    Joined:
    Dec 15, 2013
    Posts:
    19
    Hey,

    All effects I create with the visual effect graph are pure black, even as soon as I create them. The project I'm using was freshly created in Unity 2019.1.0f2 with the HDRP today and they just completely don't work no matter what I do. This is how a brand new effect looks. I've tried multiple projects and it's always the same.

    My GPU is a GTX 970 with the newest drivers (I also tried older ones), if that matters. Does anyone have any clue what's happening? Thanks.

     
  2. Soaryn

    Soaryn

    Joined:
    Apr 17, 2015
    Posts:
    327
    I found it was related to exposure in the volume settings
     
  3. Amandin-E

    Amandin-E

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    Feb 4, 2015
    Posts:
    451
    Looks like I have the same issue. How did you solve it?
     
  4. Soaryn

    Soaryn

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    Apr 17, 2015
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    I just turned off exposure (and I think a few other) in the post process volume.
     
  5. Docm30

    Docm30

    Joined:
    Dec 15, 2013
    Posts:
    19
    Yeah, turns out in this version of Unity the default exposure effect is set to be extremely dark and the default directional light and sky are set extremely bright to compensate, so anything that isn't lit by that just gets turned black.
     
  6. Amandin-E

    Amandin-E

    Joined:
    Feb 4, 2015
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    Thanks for the explanation. So that means we have to lower the default exposure, the sky exposure and the directional light intensity?
    That's quite weird that the default settings simply prevent visual effects from rendering correctly... (especially when visual effect graph is made to work is HDRP)
     
  7. tushar1985

    tushar1985

    Joined:
    May 7, 2013
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    I tried all the solutions but still VFX graph particles are black.
     
  8. Soaryn

    Soaryn

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    Apr 17, 2015
    Posts:
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    It is due to a mixture of all of the post processing. The scene is not designed for VFX it would seem in HDRP despite it being the main pipeline for it. The default Exposure system is heavily impacting the appearance of most materials so you get that wonderful black.

    Try creating a new scene and see if that fixes it.
     
  9. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
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    There are two options to fix this
    - Select the particle output and turn up the emission value. (HDR Value of the Color output)
    - Select the particle output and enable Exposure Weight then turn that down to 0

    The last option isn't physically correct so if you want to keep everything consistent with being physically correct then use the first option
     
    rsodre, fikriemre and mouurusai like this.
  10. Soaryn

    Soaryn

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    Apr 17, 2015
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    Even that first option has its downsides. As the exposure then shifts that brightness around.
     
  11. Grimreaper358

    Grimreaper358

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    That's why you need to keep everything physically correct when doing things that way. The first option doesn't have any downsides it only seems that way when you are using it wrong. In the real world, nothing is brighter than daylight/sunlight (in general) in the daytime. There are a few minor exceptions to this but the results form those wouldn't affect how you would see things.

    So if you get exposure shift that means you are making your particle brighter than the sunlight. In a dark place however you would get an exposure shift as you are introducing light with the brightness of the particles so it needs to adjust for that.
     
  12. isasaurio

    isasaurio

    Joined:
    Nov 13, 2016
    Posts:
    17
    I Found a fix
    In the Hierarchi , Render Setings > Vulume > Profile and choose "DefaultRenderSettings"
     

    Attached Files:

  13. keenanwoodall

    keenanwoodall

    Joined:
    May 30, 2014
    Posts:
    595
    Not sure if this is a new feature but select the output context and turn on "Use Exposure Weight." A new slider should appear on the output block called "Exposure Weight." I set it to zero and my colored particles started working. This also seems to help with emission
     
    seltar_ likes this.