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  1. Posts
    115

    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.

    I'll now always update the version found here : http://www.alesk.fr/demo/smoke/

    Previous look :


    Current look :


    If you have any comment, I'll be happy to read them too
    Last edited by Alesk; 03-19-2012 at 02:04 AM.


  2. Posts
    115
    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
    335
    Nice rendering.

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

    @+
    Icarex


  4. Posts
    115
    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. Posts
    115
    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. Posts
    115
    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
    548
    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. Posts
    115
    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
    548
    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
    401
    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
    85
    That looks pretty cool.


  13. Posts
    115
    Yes I'll release it on the asset store, but I have still some work to do to add everything I want



  14. Posts
    1,498

  15. ZJP ZJP is offline

    Location
    GMT -4/-5
    Posts
    691
    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
    Nothing gone. We need to reinvent the Wheel.


  16. Posts
    115
    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
    2,295
    Looks good well done.


  18. Location
    chicago, IL, USA
    Posts
    910
    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.
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  19. Posts
    115
    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 !


 
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