Unity Community


Page 1 of 6 123 ... LastLast
Results 1 to 20 of 117

  1. Location
    Bordeaux - France
    Posts
    178

    Rocket Smoke particle trails

    Hi,

    Some months ago, I replied to this thread : http://forum.unity3d.com/threads/887...t-Smoke-Trails
    Since then, I've been stuck on some more important work, but now I'll have more free time to work again on this.
    The goal here is to get a convincing smoke trail, properly lit by the main light in the scene.

    27 August 2013 update :
    Current demo : http://www.alesk.fr/PuffySmoke/


    Previous look :


    Current look :


    If you have any comment, I'll be happy to read them too
    Last edited by Alesk; 08-26-2013 at 06:01 PM.


  2. Location
    Bordeaux - France
    Posts
    178
    Hi !

    Nobody seems interested until now ^_^;
    Anyway, I've improved the framerate, and fixed some major bugs.
    Now the light can be animated and the particles are lighted properly according to it
    I have now to find a solution to get a faster mesh update, not sure if this is possible...
    Last edited by Alesk; 03-01-2012 at 02:36 AM.


  3. Location
    France
    Posts
    627
    Nice rendering.

    Do you have a screenshot or a webplayer if the parent is in motion ?

    @+
    Icarex


  4. Location
    Bordeaux - France
    Posts
    178
    Not yet, I'm still working on cleaning and optimizing the code for performances.
    I'll try to do a demo with a moving parent this week end


  5. Location
    Bordeaux - France
    Posts
    178
    I've found some time to work on it, I've also added some more optimizations

    Test here : http://www.alesk.fr/demo/smoke/v3/

    This version let see the smoke trail behind a homing missile
    Last edited by Alesk; 02-29-2012 at 06:15 PM.


  6. Location
    Bordeaux - France
    Posts
    178
    New update !

    From now, the new url for the next updates will be here : http://www.alesk.fr/demo/smoke/
    (first post updated)

    In this version I've added some life time and fading options on the particles


  7. Location
    Bulgaria
    Posts
    566
    Looks interesting.

    I see you're building a mesh - I suppose you're not using the unity particle system?
    -Jedy

    Land of Strife Demo - Land Of Strife Sandbox. Stay Tuned for updates!
    Land of Strife Blog - The least supported game development blog.
    Twitter


  8. Location
    Bordeaux - France
    Posts
    178
    yep, I don't use it since I need a precise control of what is displayed on each particle.
    but I didn't look in details into shuriken, maybe I could use it to do that


  9. Location
    Bulgaria
    Posts
    566
    I suppose you can use the positions and spawn particle systems for each "cloud" with the "prewarm" feature on.

    But the current results look pretty good, and the only thing that could possibly give to them is modifying the clouds a bit easier.
    -Jedy

    Land of Strife Demo - Land Of Strife Sandbox. Stay Tuned for updates!
    Land of Strife Blog - The least supported game development blog.
    Twitter


  10. Location
    Jacksonville Florida
    Posts
    50
    Really cool, You could make a first person view Missile Command.


  11. Posts
    415
    This is awesome mate! Nice job!

    Do plan on releasing it as an asset pack? I'd definitely be interested.

    Cheers
    The limit of the willing suspension of disbelief for a given element is directly proportional to the element's coolness.


  12. Posts
    94
    That looks pretty cool.


  13. Location
    Bordeaux - France
    Posts
    178
    Yes I'll release it on the asset store, but I have still some work to do to add everything I want


  14. Location
    Amsterdam
    Posts
    755
    looking good but what are the drawcalls?


  15. ZJP ZJP is online now

    Location
    GMT -4/-5
    Posts
    1,324
    Do plan on releasing it as an asset pack? I'd definitely be interested.
    Sure.. It's a nice addon for KSP . Nice work btw

    Yes I'll release it on the asset store, but I have still some work to do to add everything I want
    Bon courage.

    JP


  16. Location
    Bordeaux - France
    Posts
    178
    Quote Originally Posted by stefmen View Post
    looking good but what are the drawcalls?
    AFAIK, one, but not sure of this. How could I measure it for sure ?

    [EDIT] ok, I've found how, I've removed the rendering of everything else, and since I use a single mesh for it, I get 1 drawcall for the full smoke
    Last edited by Alesk; 03-04-2012 at 07:18 AM.


  17. Location
    Auckland, New Zealand
    Posts
    3,452
    Looks good well done.


  18. Location
    Los Angeles, CA
    Posts
    1,143
    Ach, I could watch that rocket trail for hours, so lovely! Can't imagine how you've done it (magic!), but here's one buyer ready to go. One issue- could there be an option for more variance? ie choppier, more scattered, rougher.
    Custom Tools for Unity 3D:
    ProBuilder: BSP-Style Build, Edit, Texture, and More, Right in Unity 3D
    ProGrids: Professional Grids+Snapping for Unity 3D
    QuickEdit: Edit any mesh, right in Unity 3D!
    QuickDecals: Bring your game alive in no time!


  19. Location
    Bordeaux - France
    Posts
    178
    Thanks ^^

    Of course I can add many options to vary the global shape of the smoke, but I'm stuck on a smooth and circular shape on the texture to keep this volumetric effect, so if the particles are too far away from each others, it will just looks odd :/
    I'm working on it !

Page 1 of 6 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •