https://youtu.be/mz77sXHSv4s
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E512: "Swirly Particles 8 (Screen Test)"
🎵 NIGHT manoeuvres - Work It OutTesting swirly particles big screen.
#creativecoding #unity #unity3d #madewithunity #hdrp #vfxgraph #shadergraph #realtime #realtimegraphics #realtimerendering #realtimevfx #procedural #generative #interactive #audioreactive #audioreactivevisuals
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E512: "Swirly Particles 8 (Screen Test)"
🎵 NIGHT manoeuvres - Work It OutTesting swirly particles big screen.
#creativecoding #unity #unity3d #madewithunity #hdrp #vfxgraph #shadergraph #realtime #realtimegraphics #realtimerendering #realtimevfx #procedural #generative #interactive #audioreactive #audioreactivevisuals
Notes:
1) Fluid sim preset with shorter range (lower velocity propagation) works better at full screen scale - and also for multiple people, although part of that fun would be swishing fluid/particles AT each other, so needs validating with playtesting.
2) Audio response boosting position directly (rather than feeding into force levels) makes it nice and snappy without blowing up the fluid sim or other forces acting on the particles. -
Notes:
1) Fluid sim preset with shorter range (lower velocity propagation) works better at full screen scale - and also for multiple people, although part of that fun would be swishing fluid/particles AT each other, so needs validating with playtesting.
2) Audio response boosting position directly (rather than feeding into force levels) makes it nice and snappy without blowing up the fluid sim or other forces acting on the particles.3) Audio response still needs work. Need to EQ before auto-gain (or fixed dynamic range with no auto-gain) to tame bass level but give natural response where louder parts make particles react more than quieter.
4) Feels like bass should affect sim large low freq positional offsets, mid range and highs work nicely when the timer cycle causes higher freq position offsets. -
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