keijiro / Pcx

Point cloud importer & renderer for Unity
The Unlicense
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[Issues] The VFX point desapears if don't have the correct rotation #65

Closed Fenikkel closed 3 years ago

Fenikkel commented 3 years ago

Seems that the VFX graph using the point cloud doen't render if don't have the "correct" point of view. In my case, seems that if the z axis of the point cloud it's not aligned with the camera, this vfx it's not rendered. Even in the editor "scene".

keijiro commented 3 years ago

Use the orientation block with the FaceCameraPlane/FaceCameraPosition options.

https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@6.9/manual/Blocks.html#orientation-blocks

keijiro commented 3 years ago

I'm closing this issue as irrelevant (this is not a question about Pcx but general use of VFX Graph). Please feel free to reopen it for further problems.

Fenikkel commented 3 years ago

I resolved the problem. This is the solution in the case you are using planes as output: Use the orientation block with the FaceCameraPlane/FaceCameraPosition options.

But I was using "Lit Cubes" as output. So, the problem was in the point cloud pivot. When it goes out of the camera fustrum, the particle system disapears.

So, in the case you are using Sketchfab point clouds and the pivot is not in the center, you can edit it with a blender plugin. I followed this tutorial to do that: Point cloud visualizer

Anyway, as Kejiro said, this issue is irrelevand for the project.

keijiro commented 3 years ago

In that case, you can extend the bounding box to avoid being culled. Use the Bounds property in the Initialize context.

https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@11.0/manual/Context-Initialize.html