Unity particle playground waterfall how to#In this tutorial, you have learned how to make a realistic waterfall effect with the help of Trapcode Particular. This should be the final result that you would see. Put this under all of the Particular layers and slightly change the Emitter Position towards the right side. To solve this issue, make a copy of the first Particular layer and change the following settings. One thing I forgot in the preview video is that there was no shadow of water on the rocks. Now the mountain will be in front of the fog and the waterfall.ĥ. Put this masked layer on top of everything. To avoid this, make a copy of the BG image. Step 2ĭuplicate this fog layer and change the Emitter Position to give it more width.Īs you can see, the fog is overlapping the mountains in the foreground. Put the Emitter Position at the bottom of the scene where you want to fake your water hitting the ground. The main thing to remember about this is to adjust the Opacity over Life setting, otherwise you would just see random particles popping in and out of the scene. To make the fog effect, create a new Particular layer and use the following settings. Now the water looks a little denser than before. Put this Particular layer under all the other Particular layers. Since I increased the Z size, you will see a wider range of water. For this, make another copy of the Particular layer and change the following settings. The overall water effect is looking a bit thin. Make sure to enable Shadowlet for Main for only the first Particular layer, not for all of them. Now you can see the inner water is a little darker. Naturally the inner side of the water should be a little darker.įor this, enable the Shadowlet for Main option. You can see here that the particles are absolutely diffused. Lets have a top view look at the lights and particles. You should also experiment as per your requirements. It took me about a half hour to test and place the lights in proper places to get the desired look. You can see the top part of the waterfall is reflecting some light which I wanted to fake because the light source is coming from the sky. Once you have adjusted the lights according to your needs, you should see something like this. Now make a Point Light and copy it a few times to put them in different places. They will go black unless we put some light in the scene. This will allow your particles to be affected by the Light Source. Getting the Realistic Look with Shading Options Step 1Įnable the Shading options in Particular. Step 7Ĭhange the Emitter position of each of the Particular layers to make a wider range of waterfall.ģ. Now make a few copies of the Particular layer.Ĭhange the Velocity Distribution settings slightly for all of these Particular settings or change any other setting slightly to give it randomness. Make the edge of the mountain as your point of Emitter and you should see this result. Use the following settings for Particle and Physics. Your settings may differ depending upon your scene. That is because the picture is a little tilted and I had to match the direction of the waterfall according to it. I've provided an example you can use in the source files.Īpply Trapcode Particular on the new Solid and use the following Emitter settings.Īs you can see, I have used a little rotation on the Y axis. Insert the image that you will use as a Particle Sprite. Unity particle playground waterfall download#In this case I am using a still image, which you can download from the source files attached to this tutorial. Along the way you'll get some tips on how to make the effect as realistic as possible. We will use Trapcode Particular to fake the water effect by playing with the size, opacity, and shading settings. If (m_LastFrameShot = Time.In this tutorial we will be creating a waterfall inside of After Effects. We shot this frame, enable the muzzle flash We don't want to emit particles all the time, only when we hit something. HitParticles = GetComponentInChildren(ParticleEmitter) Var range = 100.0 var fireRate = 0.05 var force = 10.0 var damage = 5.0 var bulletsPerClip = 40 var clips = 20 var reloadTime = 0.5 private var hitParticles : ParticleEmitter var muzzleFlash : Renderer private var bulletsLeft : int = 0 The particles (Spark) is off from my crosshair
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