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Using VectorFields with new ParticleSystemForceField. (How?)

Discussion in '2018.3 Beta' started by jeffweber, Nov 15, 2018.

  1. jeffweber

    jeffweber

    Joined:
    Dec 17, 2009
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    616
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
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    2,285
    It uses a 3D texture with a format of TextureFormat.RGBAFloat or TextureFormat.RGBAHalf.
    Authoring tools within the Unity pipeline for creating these are lacking currently.

    The basic flow is to create a vector field in an external package such as Houdini, and then build a 3D texture from that in a script/conversion tool. (which we should be providing, but aren't yet).

    The RGB of each texel in the texture is a XYZ vector describing the motion to apply at that position in the field.

    We will improve the docs too, thanks for the feedback!
     
    NymoBasepro, konsic and jeffweber like this.
  3. konsic

    konsic

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    Oct 19, 2015
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  4. rz_0lento

    rz_0lento

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    Oct 8, 2013
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    FGA isn't a blender thing, it's basically just a text file that contains vectorfields values that are in FGA format which UE4 accepts. Considering FGA's data structure being one of the most trivial ones, converting that to 3D texture like Richard explained above shouldn't that difficult. I'm sure some people will do that (there's already a paid tool that does this optionally) and also sure Unity will address this on their tooling as well.