Here is my second entry for the DX11 contest (my first one being Fluidity).
It's a new version of my pyroclastic explosions some of you might of seen a while back.
The raymarching is still done in the pixel shader (with some fancier tricks though) and the noise is calculated in the compute shader and stored in a volume texture.
The great thing with this project is that I am releasing the full (documented) source code completely free under the MIT license, right now, here! (Until I get a chance to put it up on the asset store, still for free of course).
A lot of people have contacted me with regards to my older version of this, so I'm hoping this will be satisfactory to you all. And let me know if you do anything cool with it, I'd definitely be interested!
Here is a link to the full project, and executable : PyroPuffs.zip
And for those of you without DX11, here is an updated video!