Creating Realistic VFX In The Unity Game Engine

本课程涵盖了在 Unity 中创建引人注目、逼真的视觉特效的诸多方面。课程涵盖了广泛的主题,让您能够深入了解创建高性能实时视觉效果所涉及的工具和流程。

专为初学者或中级水平的人士设计(为更有经验的人士提供许多技巧和窍门),探索 VFX 的所有基本领域,为您提供工具和知识,让您创造自己的精彩 VFX!

其中 12 个章节附带 Unity 场景,设计用于跟随课程;这些场景包括任何必需的资源,例如纹理、材质、模型等。使用内置渲染管道的 Unity 2021.3.2 或更新版本,尽管 Boat Wake 教程包含额外的 2023.2 HDRP 版本(用于课程预览图像)。这些通常是我在 Unity Asset Store 上出售的资产的修改版本(总价值 100 美元)。

课程分为三个主要部分:

第 1 部分

全面了解纹理表(通常称为活页簿),它们是创建逼真的 VFX 时非常宝贵的资源;通过将短视频片段带入您的游戏,您的 VFX 可以立即受益于该素材的照片级真实感。

其中几章将重点介绍如何使用 Adob​​e Premiere(尽管可以使用任何等效的编辑软件包)修改和改进用作纹理表的视频剪辑,并提供大量有关清理、格式化、改进运动和无缝循环视频剪辑的建议。

几个章节还介绍了 Embergen(创建纹理表的宝贵工具),其中包括创建循环模拟和使用参考几何等教程。

本节中还有几个特定的​​ Unity 章节,其中包含一些技巧,例如保留纹理表的最后一帧以及在粒子系统中使用多个纹理表时隐藏重复的多种方法。

第 2 部分

本节主要关注 Unity 本身,介绍可以用于创建 VFX 的多种方法。

它从基础开始,从各种粒子发射类型和粒子着色器设置开始。

然后是碰撞和子发射器,使用照明粒子和动画,从简单的设置开始,然后转到使用脚本进行高级动画控制。

接下来,我们将了解 Unity 的布料模拟,然后了解如何实现轨迹粒子。

滚动网格的 UV 可以产生一些很棒的效果,所以我们将看一下这个,然后我们将这种技术与动画关节结合起来,创建一个非常有趣的虫洞效果。

最后,我们将深入探讨在 VFX 中实现物理的各种方法,包括粒子系统中的物理、通过脚本控制的物理和预烘焙模拟。

第 3 部分

在本节中,我们将利用在本课程中学到的许多技术从头到尾创建三个定制的粒子系统。

我们将创建一个雨水模拟,对比雨滴、地面飞溅和地下水。

接下来,我们将创建水下子弹轨迹效果

最后,我们将为船在水中行驶创建一系列效果,船的侧面和后部有尾流,边缘有水泡,并有大量喷水。

本课程适合谁:
本课程适合 Unity 初学者或中级水平的用户,但更高级的用户也可能会发现本课程很有用

Duration 4h 6m Project Files Included MP4

Creating Realistic VFX In The Unity Game Engine
Info:
What you’ll learn
Solid Unity VFX fundimentals such as particle emission types and shader/material properties
How to implement physics, animation, bones and cloth simulation in Unity
Powerful techniques such as scrolling UVs, trail particles, sub-emitters and light particles
How to implement Unity C# scipting to control VFX
Use Embergen and Adobe Premiere to create and improve your texturesheets (flipbooks)
The compete process of creating VFX from beginning to end (three extensive examples)

This course covers the many aspects of creating compelling, realistic VFX in Unity. It covers a broad range of topics that will provide you with a solid understanding of the tools and processes involved in creating performant real-time visuals.

Designed for beginners or intermediates in mind (with many tips and tricks for the more experienced), all of the fundemetnal areas of VFX are explored, equipping you with the tools and knowledge for you to create your own awesome VFX!

12 of the chapters come with Unity scenes designed so you can follow along with a lesson; these include any required resources such as textures, materials, models etc. Use Unity 2021.3.2 or newer using the built-in render pipeline, although the Boat Wake tutorial contains an additional 2023.2 HDRP version (used in the course preview image). These are often modified versions of assets that I sell on Unity Asset Store (totalling $100 in value).

The course is divided into three main sections:

Section 1

A comprehensive look at texturesheets (often referred to as flipbooks) which are an invaluable resource when creating realistic VFX; by essentially bringing a short video clip into your game, your VFX can immediately benefit from the photorealism of that footage.

Several of the chapters will focus on modifying and improving video clips that are to be used as texturesheets using Adobe Premiere (although any equivalent editing package could be used), with lots of advice on cleaning up, formatting, improving motion and seamlessly looping video clips.

Several chapters also take a look at Embergen (an invaluable tool in creating Texturesheets), with tutorials including creating looping simulations and using reference geometry.

There’s several Unity specific chapters in this section too, with tips such as holding the last frame of a texturesheet and many ways to hide repeats when using multiple texturesheets in a particle system.

Section 2

This section focuses primarily on Unity itself, looking at the many methods you can approach the creation of VFX.

It begins with the basics, starting with the various particle emission types and particle shader settings.

Then there’s collision and sub-emitters, using lighting particles and animation, starting with a simple setup, then moving onto advanced animation control with scripting.

Next, we’ll at Unity’s cloth simulation, followed by how trail particles can be implemented.

Scrolling the UVs of a mesh can produce some great effects so we’ll take a look at this, then we’ll combine this technique with animated joints to create a very fun wormhole effect.

We’ll end with a deep dive into the various ways to implement physics into your VFX, including physics within a particle system, physics controlled via scripting and pre-baked simulations.

Section 3

In this section we’ll create three bespoke particle systems from beginning to end, utilising many of the techniques learnt on this course.

We’ll create a rain simulation, compete with rain drops, ground splashes and ground water.

Next, we’ll create a bullet trails underwater effect

Finally, we’ll create a series of effects for a boat moving through water, with a wake at its sides and rear, water foam at its edges and lots of spraying water.

Who this course is for:
This course is those at a beginner or intermediate level of Unity, although more advanced users will likely find the course useful too

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