Path visualization for Particles, 3D Beziers, Lightning, and Debris
Mesh & Beam flipbook importer & uploader
Texture loading (prevents flickering)
Retime & Resize
Recolor
Copier & Shifter
Custom plugin UI themes
Quick how-to
The UI shows up when you select a VFX instance. You can quickly add effects by pressing the ` (backquote) key and selecting the effect you want to add. UI can be hidden by pressing ctrl + `. These shortcuts can be changed in the settings.
A huge thank you to my friend Kinnie for helping me make test and direct the plugin. Without him I wouldn’t have created this plugin in the first place. Check out his portfolio here.
Also thanks to VFX Suite for inspiring a lot of the plugin’s layout and functionality.
I’ve been following you and admiring your work for a long time. You continue to produce amazing stuff. I love what you do and I hope you keep it up. I just tested your plugin, and so far, nothing to say, except that it’s a true masterpiece!
What exactly makes this plugin worth buying when VFX Suite cost 1/3 of the price?
They seem to do the exact same thing?
Ive been using VFX Suite for a while and it works fine and the extra features of this plugin do not really motivate a switch.
Hello, this plugin has great potential and includes most of the features other plugins are missing from each other, one note and I’m sure you likely already have this planned, sounds, it’s a big deal on the projects I work on, being able to hear how a sound will be heard based on distance and mode, etc, it would be lovely to have sounds working aswell as attributes just like the particles.
There’s a window for 1-line emit code you can use to emit selected effects in Moon Animator, which is what most people use for animation VFX.
I’m not planning to add a built-in effect sequencer simply because matching the editor quality of Moon would take quite a lot of effort — I would need to support a lot of features like cutscenes and tweens.
This is probably not what you meant by script execution, but I am considering adding emission support for module scripts. It would call the function returned by emitted module scripts, providing the internal emit API and access to stuff like the part cache and other things the plugin’s effects use.
This way you would be able to create custom effects, allowing for easy integration with replication systems.
Because I forgot to remove it when updating. It doesn’t really matter where you buy the plugin now.
I want to add a prompt to the creator store version of the plugin regarding this, but I didn’t have time before releasing v2. It’s not that urgent, so I haven’t worked on this yet, as I’m busy with some other stuff at the moment.
The reason I can’t update the store version anymore is because v2 now has a whitelist system and the main plugin code is obfuscated.
Hi, sorry for the necro. Incase you haven’t decided yet, I used to use VFX suite, but I switched over to forge, and it was probably one of the best decisions ever. There are tonnes of features that no other plugin has.
Yeah, the plugin does seem interesting.
However, I am not willing to pay money for obfuscated code, and other solutions seem to be working fine for now.
While no other plugin has these features, there are plenty of modules that do the same job beautifully.
I haven’t bought the plugin, but as a developer working with a vfx artist that uses it I’ve naturally been using the module alongside the vfx artists work. However, the module is very hard to understand, and when I emit vfx there seems to be missing parts of vfx not emitting. I’ve initialized the module, and used the emit function. Is there something that I have missed?
Review of VFX Forge: 4/10
I’m still very new to VFX so the difficulties I’ve faced may just come from a lack of experience but I really don’t think this is worth $15.
It’s extremely difficult to set up the VFX you’ve made in studio and put that in actual code, the docs that are attached barely teach you what should be doing, so a lot of the time you’re stuck tampering with things on your own till it works.
I’m also really not a fan of the the curve editor, it works fine in principle but everytime you open a new property and or new particle, it will not show the curve that is currently effecting that particle, so anytime you want to tweak something you end up having to remake the curve everytime which is extremely frustrating to deal with.
I was really expecting some top of the notch quality for something I’m paying $15 for, considering the fact that there are other free options out there.
That’s just not true. All you have to do is initialize the emit module with .init() and then call .emit() to emit whatever effect you made in studio. The documentation actually explains that here.
I do recognize that the documentation for effects is lackluster and only briefly explains what each attribute does. I haven’t added any real examples or tutorials yet because it’s too time-consuming to write them. Instead, I just answer questions in the Discord server.
The bezier curve in the curve editor is stateless by design. I’ve decided to not reset it every time you select a different effect based on the feedback I gathered while making the plugin.
Overall, I think you were too quick to jump to conclusions here; without even asking me, the creator of the plugin, any sort of question in the server. You pinged a member and left the server after they told you that there is no way to load a saved curve. I’m sure you also didn’t try all of the effects that the plugin has to offer. You were also using the store plugin version which is a few versions behind the latest (local) version of the plugin.
And really, if the free options out there make my plugin obsolete, why are people still using forge?
No you’re right I apologize for that crude review. I was just a little frustrated with VFX in general, but I had spent a couple of hours after writing this working with other plugins and I realize this is probably the best out there.
No other plugin can do mesh, beams as well as particles this smoothly.
Sorry for the lack of patience, although I will say I think some deeper documentation would be really helpful and possibly some techniques to modularize the particles better so it can be put in code easier.
And that’s really nice that you can load curves, I think overall after trying out other plugins and even paying for some other ones this is the best out there right now for sure.
Something I did find that helps modularize things is to have one “Primary” part that is put in the position of the HumanoidRootPart (HRP), and everything else is parented to it and welded to it.
That way when you want to run the VFX all you do is clone it, set its CFrame to the HRP’s and emit.