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Rocket Smoke particle trails

Discussion in 'Works In Progress - Archive' started by Alesk, Feb 24, 2012.

  1. Cheburek

    Cheburek

    Joined:
    Jan 30, 2012
    Posts:
    384
    oh damn I could use that in my game, there are so few decent particle effects in store... most are total crap!
     
  2. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Puffy Smoke

    It's on the Asset Store....for 10$.

    Puffy Smoke is a particle system with a special render setup to display faked volumetric smoke, using a directional light as reference.

    Its primary purpose is to emit smoke trails behind moving objects, but it can be used to also make clouds or any other smoke effect.

    The shader doesn't work fully on iOS yet. A webplayer demo can be tested here : http://www.alesk.fr/PuffySmoke







    Have a nice day. ;)

    Premier client Alex. ;)
     
    Last edited: Aug 27, 2013
  3. Alesk

    Alesk

    Joined:
    Jul 15, 2010
    Posts:
    339
    Yay !

    Caitlyn saved my day :)
    Some old files are present in the package, the asset store tools preview was not very clear for me on this point ... I've done some clean up in the next update.

    I've updated the demo too.

    Thanks for the purchase ;)
     
    Last edited: Aug 27, 2013
  4. acriticalstrike

    acriticalstrike

    Joined:
    May 25, 2013
    Posts:
    75
    I would buy it but im afraid it would blowup any mobile device trying to render it :-/ LOOKS FANTASTIC THOUGH!!!!! great job!
     
  5. Alesk

    Alesk

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    Jul 15, 2010
    Posts:
    339
    Hi,

    It will not blow up your mobile device, just looks less "fantastic" ;)
    Anyway, if you want to use it on a mobile device, just wait for a future update.
    I'm still working on some optimizations now, then I'll work on the mobile case.
     
  6. Icoplay

    Icoplay

    Joined:
    Aug 27, 2013
    Posts:
    7
    Looks beautiful, Alesk... and with just one draw call! Awesome.
     
  7. Alesk

    Alesk

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    Jul 15, 2010
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    339
    Thanks ^^

    In fact for now it's not one draw call anymore depending on the number of particles : every 4096 particles a new mesh is generated, so a new draw call too.
    This value is hardcoded, but I'll certainly make it editable in the future, I'm still doing some tests to find a good compromise here.
    Anyway it's not possible to draw more than around 16000 particles in one draw call.
     
  8. ZJP

    ZJP

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    Jan 22, 2010
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    2,649
    Maybe time to start a new thread in the asset forum? ;)
     
  9. Ocid

    Ocid

    Joined:
    Feb 9, 2011
    Posts:
    476
    Wicked.

    Good to see S*** got sorted out.
     
  10. pixelsteam

    pixelsteam

    Joined:
    May 1, 2009
    Posts:
    924
    Just had to buy it...just too darn cool...
    and support a brother dev.
     
  11. khan-amil

    khan-amil

    Joined:
    Mar 29, 2012
    Posts:
    206
    Following this, will certainly buy when mobile performances are upgraded :D
     
  12. Alesk

    Alesk

    Joined:
    Jul 15, 2010
    Posts:
    339
    Yep, I'll do it when the last update I've sent will be accepted.

    Thanks a lot for your support :)
     
  13. lod3

    lod3

    Joined:
    Mar 21, 2012
    Posts:
    671
    Very nice, Alesk! Anxiously awaiting mobile support :)
     
  14. Alesk

    Alesk

    Joined:
    Jul 15, 2010
    Posts:
    339
    Hi,

    Still not fully supported on iOS, but an update is pending on the asset store, I hope it will be quickly updated.
    For those who can't wait, here is the changes list :

    07/09/2013 - Version 1.05

    - Speed improvements on the meshes rebuilding and updates (+50% speed for this part)
    - Tweaks in the shader on the details animation parameter
    - New material + new texture for a first attempt at making a cartoon smoke look (not convincing yet)
    - New parameters on the homing missile script (craziness and some random offsets tweaks)

    03/09/2013 - Version 1.04

    - Speed improvements : overall refresh rate multiplied by around 3
    - Some changes in the smoke color of the missiles demo (end color = start color, instead of white)
    - Launch count added to the missile launcher script
    - Some corrections in this readme file

    27/08/2013 - Version 1.03

    - Tint color as been removed from the shader
    - Changes on the shader and lighting options : the smoke now reacts to the light color and intensity, and to the scene ambient light color
    - Two new parameters in Puffy_Renderer : "Use Ambient color" and "Camera Background Color as Ambient Color"

    26/08/2013 - Version 1.02

    - Cleanup in the package (old test files were added)

    NOTE: the web demo has been updated with the last version : http://www.alesk.fr/PuffySmoke/
     
    Last edited: Sep 7, 2013
  15. Alesk

    Alesk

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    Jul 15, 2010
    Posts:
    339
  16. vlldllr

    vlldllr

    Joined:
    Jan 22, 2014
    Posts:
    5
    Congrats on being on the store. Wasn't sure if that thread or this was better for kudos :)
    Really nice work. And love the rocket circus demo :)
     
  17. Alesk

    Alesk

    Joined:
    Jul 15, 2010
    Posts:
    339
    Hey !

    A new update is waiting for asset store approval and should be up next week, it will include iOS and Android support, and the price will be raised to 15$
    Don't miss it while the price is still at 10$ ;)

    => https://www.assetstore.unity3d.com/#/content/10791