Effects, Effects, Masanori Takano, Particle, Unity,

In this article, I introduce how to make a surging wave that splashes when it hit an object, by the Particle System in Unity.

完成アニメーション

The completed animation

The completed image is shown above.

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Samples

You can taste a sample space in STYLY GALLERY.
Wave02_Sample

You can download the Unity project in this article.
Wave_Sample

Add Particle System

Select GameObject > Effects > Particle System.

Particle Systemの追加

Add a Particle System

It created a Particle System.

 

The setting of the Shape module

Next, check the box for the Shape module and change the shape and the direction.

Shapeの変更

The setting of the Shape module

I set Shape to “Box”, Rotation Y to 60 and Scale to 8.

 

The setting of the Emission module

Check the box for Emission module to set the parameters.

Emissionの設定

The setting of the Emission module

Set “Rate over Time” to zero.

Add a Burst with Count and Interval set to 200 and 4 respectively.

 

The setting of the Trails module

Check the box for Trails module to add a Trail.

Trailsの追加

Add a Trail.

 

Set Trail Material to Default-Particle.

Trail materialの追加

Set Trail material.

It looks neater now as the material is changed.

Set Lifetime and “Width over Lifetime” under the Trail section (Set ‘Random Between Two Constant” in the drop-down box for both).

Trailsの詳細設定

The detail setting of Trails

 

The setting of the main module

We now adjust the parameters for the main module.

メインモジュールの設定

The setting of the main module.

Set the parameters as follows:

Duration: 6
Start Lifetime: 4 and 5 with “Random between two constants” selected
Start Speed: 12 and 13 with “Random between two constants” selected

Gravity: Modifier: 0.7

The shape and the motion are set now.

Colouring by the “Color over Lifetime” module

Let’s colour the wave as the colour is still left white.

We now set the gradation in the “Color over Lifetime” module.

Colorのグラデーション

The gradation in the Color module

Set the gradation so that it starts with blue and turns white before it disappears.

Add the Noise module

Add some randomness to the motion by the Noise module.

Noiseの設定

The setting  of the Noise module

Set Strength to 0.1 and 0.3 with “Random between two constants” selected.
Set Frequency to 0.4.

 

Add the Collision module

Add the Collision module to make the particles collide.

Collisionの追加

Add the Collision module

Set the parameter as follows:

Type: World
Bounce: 0.5
Lifetime Loss: 0.5

 

You can specify the layer of the object to collide by setting “Collides With”.

Create a new layer to collide.

レイヤーの作成

Create a layer.

Add a layer by “Add layer” and rename it “Hit Object”.

レイヤーの追加

Add a layer.

 

Assign the new layer, “Hit Object”, to Collides With.

レイヤーを指定

Assign the layer to collide.

Now they only collide with the object in “Hit Object” layer.

 

You can also make the plane collide with the particles by changing its layer from “Default” to “Hit Object”.

*Please note that you can upload the Default layer only to the current version of STYLY. So leave all objects in the Default layer to upload to STYLY.
Leave “Collides With” set to Everything as well.

 

Planeにもレイヤーを指定

Assign the new layer to the Plane as well.

Assign all objects you want to collide with the particles to the “Collides With” layer.

The particle for splashing water

Let’s make a water-splash effect when the particles collide.

Firstly, create a Particle System.

Particle Sysytemの追加

Add a Particle System

 

The setting of the Shape module

Set Shape to “Sphere” and Radius to 0.1.

Shapeの変更

Set the Shape module

 

The setting of the main module

Set the parameters of the main module.

メインモジュールの設定

The setting of the main module.

The parameters are set as follows:

Start Delay: 0 and 0.3 with “Random between two constants” selected
Start Lifetime: 1 and 1.3 with “Random between two constants” selected
Start Speed: 6 and 8 with “Random between two constants” selected
Gravity Modifier: 0.5

The setting of the Emission module

Emissionモジュールの設定

The setting of the Emission module

Set “Rate over Lifetime” to zero.

Add a Burst and set Time, Count and Cycle to 0, 30 and 1 respectively.

The setting of the Collision module

Enable the splashing water to collide as well.

Collisionの設定

The setting of the Collision module

Set Type to “World” and assign the “Hit Object” layer to Collides With.

*Please note that you can upload the Default layer only to the current version of STYLY. So leave all objects in the Default layer to upload to STYLY.
Leave “Collides With” set to Everything as well.

 

The setting of the Sub Emitters module

Trigger the water-splashing effect when a big wave collides with the object.

Add “Sub Emitters” to the effect of the big wave to make it happen.

Sub Emittersの設定

The setting of the Sub Emitters module

Set the trigger to “Collision” and the effect to “Splash”.

 

Reparentにする

Click “Yes, Reparent”.

Click “Yes, Reparent” when the window shown above pops up.

 

This make a water-splash effect happen when a big wave hits the objects in the “Hit Object” layer.

衝突したら発生するようになった

The effect is activated when the wave collides.

 

I assigned “Cylinder” to the “Hit Object” layer in the example shown below.

完成アニメーション

The complete animation

 

An issue for the appearance of the effect in STYLY Editor

When you place the effect we made in STYLY editor, you will find the collision activated too early.

This is because STYLE Editor creates and places a BoxCollider automatically when it loads the Assets.

It will be solved when you open STYLY Launcher and view it with VR goggles.

STYLY Editorでの見え方

How it looks in STYLY Editor

 

 

In this article, I introduced how to express a splashing wave by Particle System in Unity.

You can make the effect more realistic by making the particles collide with objects.

 

How to upload an Asset from Unity to STYLY.
Read the article

Masanori Takano

牧場厩務員→家具職人→大工を経て現在はフリーランスの3DCGアーティスト

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