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[Visual Effect Graph] Spawn particles from skinned mesh surface

Discussion in 'Graphics Experimental Previews' started by alexandre-fiset, Mar 27, 2019.

  1. alexandre-fiset

    alexandre-fiset

    Joined:
    Mar 19, 2012
    Posts:
    455
    Hi,

    I'm playing around with the VFX graph samples, and while the point cache approach is really nice for static meshes, I can't find a way to spawn particles on the surface of animated / skinned meshes.

    Is there a way to randomly spawn particles on the surface of a mesh other than the standard primitives?
     
  2. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    185
    Hi Alexandre,

    Mesh sampling is not yet implemented in VFX Graph. Static mesh sampling (no need for point cache anymore to spawn on vertices) will be in 2019.2 and skinned mesh sampling is planned for 2019.3.

    The only workarounds to spawn in skinned mesh at the moment are either by generating / uploading a point cache of the skinned mesh at each frame and use it to spawn or by rendering the skinned mesh in a offscreen render target and use its zbuffer for projection.
     
  3. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    185
    ROBYER1, alexandre-fiset and elbows like this.
  4. alexandre-fiset

    alexandre-fiset

    Joined:
    Mar 19, 2012
    Posts:
    455
    Great :) We will wait for these features before commencing any heavy VFX work on our characters. Our game is scheduled to be released in 2021 anyway, so we're most likely to ship with Unity 2020.X.
     
  5. LukeDJ

    LukeDJ

    Joined:
    Oct 2, 2017
    Posts:
    8
    Can we expect skinned mesh sampling in a later version of 2019.3? I had a look at the release notes & played around with the latest version but couldn't find any references to it. Very excited for this feature :)
     
    Last edited: Oct 2, 2019
  6. jslopezb

    jslopezb

    Joined:
    Dec 27, 2018
    Posts:
    1
    Hi, does this still stand? Got the beta but can't seem to find this functionality.
     
  7. Staus

    Staus

    Joined:
    Jul 7, 2014
    Posts:
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    I'm equally interested. Can't seem to find this in 19.3
     
  8. Win3xploder

    Win3xploder

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    Dec 5, 2014
    Posts:
    43
    Is there any update on this? :)
     
  9. KospY

    KospY

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    May 12, 2014
    Posts:
    97
    Any news on this?
     
  10. pbritton

    pbritton

    Joined:
    Nov 14, 2016
    Posts:
    76
    Any update on this?
     
  11. Voronoi

    Voronoi

    Joined:
    Jul 2, 2012
    Posts:
    315
    I can't seem to find how to use a static mesh as an emitter, is this in 2019.3 yet?
     
  12. MattESqr

    MattESqr

    Joined:
    Feb 5, 2020
    Posts:
    9
    @JulienF_Unity
    Can't seem to find this in 2019.3... as many have already asked what's the status?
     
  13. Eulmiac

    Eulmiac

    Joined:
    Mar 11, 2020
    Posts:
    10
    Me neither... Would love a feedback on this !
     
  14. snoche

    snoche

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    Feb 22, 2010
    Posts:
    71
    I needed this too, any update? is on the roadmap at least?
     
    GridWanderer and fandorra4work like this.
  15. nehvaleem

    nehvaleem

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    Dec 13, 2012
    Posts:
    55
    Are there any news regarding?
     
    GridWanderer likes this.
  16. KospY

    KospY

    Joined:
    May 12, 2014
    Posts:
    97
    @JulienF_Unity Any news about that?
    Does it will be implemented for 2019 LTS or only 2020 now?
     
    zachlindblad likes this.
  17. zachlindblad

    zachlindblad

    Joined:
    Sep 29, 2016
    Posts:
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    @JulienF_Unity Any update on this? Even static mesh sampling would help me move over a few more of my particle systems to VFX graph
     
  18. alexandre-fiset

    alexandre-fiset

    Joined:
    Mar 19, 2012
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    For static meshes you can either bake a point cloud or a signed distance field.
     
  19. zachlindblad

    zachlindblad

    Joined:
    Sep 29, 2016
    Posts:
    27
    @alexandre-fiset Thanks for the suggestions, unfortunately my vfx graph spawns particles from a mesh that's generated at runtime, so using unity's bake tool for point clouds isn't going to work. I could try to process the data async and generate it myself, but given the vertex data is already on the GPU with the mesh, I'd hope I could just use that existing vertex buffer as a point list to draw from.
     
    JasonMa1312 likes this.
  20. pbritton

    pbritton

    Joined:
    Nov 14, 2016
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    76
    One year later and still nothing. :(
     
  21. LukeDJ

    LukeDJ

    Joined:
    Oct 2, 2017
    Posts:
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    1 year anniversary!!!!! :D
    In all seriousness, it'd be nice if we could get some kind of confirmation that this feature is either delayed or cancelled so we can all move on :)
     
  22. pbritton

    pbritton

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    Nov 14, 2016
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    Next year for sure.;)
     
  23. ctedin187

    ctedin187

    Joined:
    Aug 20, 2018
    Posts:
    4
    Still nothing? I'd really love to use something that was built into Unity. It's a bit of a hassle installing and using Keijiro's tools. I've had some errors.
     
  24. ctedin187

    ctedin187

    Joined:
    Aug 20, 2018
    Posts:
    4
    On a side note, does anyone here know how to rotate (over time) a point cloud "emitter"? It seems that a static point cloud would handle rotation, but all I see is scale and translate x,y,z. Thanks again.
     
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