https://twitter.com/robcupisz
You’d struggle to measure any perf delta, even with tons of embers covering the screen, as other costs dominate (particle compute, vertex, blend).
You’d struggle to measure any perf delta, even with tons of embers covering the screen, as other costs dominate (particle compute, vertex, blend).
An exaggerated shallow depth of field:
An exaggerated shallow depth of field:
Also some black body radiation. If a particle speeds up, I’m assuming it got hit by a micro gust -> more oxygen -> brighter for a moment.
Also some black body radiation. If a particle speeds up, I’m assuming it got hit by a micro gust -> more oxygen -> brighter for a moment.
It fills the entire quad not to waste fill, assuming the quad will be stretched to target proportions.
It fills the entire quad not to waste fill, assuming the quad will be stretched to target proportions.
The quad needs to be parallel to the camera plane, and aligned with the velocity projected onto that plane.
An ember flying towards/away from the camera degrades to a circle of confusion on a square quad.
The quad needs to be parallel to the camera plane, and aligned with the velocity projected onto that plane.
An ember flying towards/away from the camera degrades to a circle of confusion on a square quad.
The order of operations is important here: circle of confusion “happens” first, then moves across the sensor.
The order of operations is important here: circle of confusion “happens” first, then moves across the sensor.
Here’s a photo of a charger light I took with my 200/f4 lens. In focus, out of focus, then with progressively longer motion.
Also merry xmas, or smth.
Here’s a photo of a charger light I took with my 200/f4 lens. In focus, out of focus, then with progressively longer motion.
Also merry xmas, or smth.
They’re flakes and small bits of burning material.
Since they’re not that bright, they’re usually shot in darker scenes, with wide aperture lenses and longer exposure times.
Ref from ActionVFX
www.actionvfx.com/collections/...
They’re flakes and small bits of burning material.
Since they’re not that bright, they’re usually shot in darker scenes, with wide aperture lenses and longer exposure times.
Ref from ActionVFX
www.actionvfx.com/collections/...
The escape sequence needed tons of flying embers. Usually out of focus to some degree, and motion blurred, as that’s how we’re used to seeing them on screen.
repo: github.com/robcupisz/fl...
The escape sequence needed tons of flying embers. Usually out of focus to some degree, and motion blurred, as that’s how we’re used to seeing them on screen.
repo: github.com/robcupisz/fl...
Download: assetstore.unity.com/packages/slu...
Download: assetstore.unity.com/packages/slu...
Download: assetstore.unity.com/packages/slu...
Some tech details: discussions.unity.com/t/making-of-...
Download: assetstore.unity.com/packages/slu...
Some tech details: discussions.unity.com/t/making-of-...