Sometimes watching a random tutorial shows me exactly what I’m looking for. In the case of this tutorial, I learned how to properly add displacement from noise to the particle positions. I learned that my issue adding noise was caused by feeding a uniform set of values to the noise coordinates. Now, I get the current position of each particle and multiply it by total time before piping that into the noise coordinates.

I wanted to confine my noisiness to the energy ball itself and have the particles leave the hands unshaken. To do this, I multiplied the noise output by and age over lifetime node. I’ll be able to further refine the cutoff if I need to using a remap node.


Tags: gamedev unity vfx particles shaders