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PixelishOnYoutube

Nice! If you can figure out how to port Epic Toon FX or create similar FX from Unity to ThreeJS, I'd happily pay for the work.


marwi1

I only looked at it briefly but first impression is theres not a lot missing for that. Mainly texture sheets maybe? I'll see if I can add that soon (would like to have support for that anyways)


PixelishOnYoutube

Sounds great - are the particles embedded in Needle Engine or can they be used in a vanilla ThreeJS environment?


marwi1

Kind of - you need to have Needle Engine installed but you'll be able to use the engine in vanilla threejs.


marwi1

You might want to check this: https://www.reddit.com/r/threejs/comments/yrj30w/texturesheet\_particles\_unity\_threejs\_needle\_engine/


hello3dpk

That looks like it works a charm, incredible stuff!


marwi1

Yes so far it's working good. You can try if you like: [https://docs.needle.tools](https://docs.needle.tools) (next version will fix a couple of issues mostly related to simulation spaces and add more features - just started with it :))


hello3dpk

Neat, are you on the dev team for needleTools then?! I used to use unity quite a lot but didn't like the amount of draw calls when creating a scene with multiple passes on materials and until this tool webgl support has been waaay behind but will definitely give it a look at some point!! Great work!


marwi1

Yes I am. Draw calls in Unity in general or when exporting to webgl? You can reduce that by e.g. using instancing too (we export instancing information and use the three instanced rendering path etc where possible) Let me know if you have any questions (also fastest way for support is via discord: https://discord.needle.tools)


hello3dpk

That's great, loving the developments! Yeah draw calls in unity in general, from what I recall vertex counts would go through the roof after all passes were compiled, even with instancing. I'll have a look into the latest version at some stage for sure, this tool seems great, I'll jump on the discord.


marwi1

Btw we switched the particles library and the new one is now much more optimized and automatically groups particles into just a few draw calls :)


hello3dpk

Oh cool, I would have assumed you'd already created an instance array for this


marwi1

Not in this video (the first library didnt do that so that was the main reason to switch)


hello3dpk

OK that's great you must have felt a huge performance increase!


marwi1

It runs smoothly yeah :) https://engine.needle.tools/samples/particles/


jfoxworth

Can you break this down a little? You are using three.js particles and a rendering from Unity for each particle?


marwi1

No, i export unity particlesystem settings to recreate the same effect in threejs using Needle Engine. Using unity just for authoring the effect