Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

PyroTechnix - Volumetric Explosion Framework (D3D, OGL, MOBILE)

Discussion in 'Assets and Asset Store' started by smb02dunnal, Apr 12, 2014.

  1. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Announcing the upcoming release of my newest plugin. A simple to use, all in one, explosion framework for Unity. Using volumetric explosions. Must play the demo!

    Works on all platforms!

    Supports:
    • Volumetric Explosions
    • Heat haze
    • SDF deferred decals
    • Volumetric lighting

    Included in the tool set is a bunch of components to help you customize your own explosions.
    • Lights
    • Sounds (with spacial separation)
    • Debris
    • Additional particle systems
    • Force
    • Kinematics
    • Damage Callbacks

    Also included is a collection of game side integration components. Easily make your own game objects explosion aware at the drop of a component and a few tweaks in the editor :D

    ::Online Demo


    ::Asset Store Link


    Screenshots:
    $Screen3.png
    $Screen2.png
    $Screen1.png
     
    Last edited: Apr 16, 2014
  2. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    Looks very nice! I'll test it shortly after vray stops chewing endlessly on my decent comp, BOOM,.is that your pyroclastic explosion in refined and handsome form? and I hope to say more when i see it in action! Nothing better than enormous explosions to get your eyes tingling
     
    Last edited: Apr 13, 2014
  3. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    Ok had a go, looked great! Although I got this feeling i was smashing things with a searing ball of doom, rather than the pyroclastic thing seeming more part of the explosion. This, in itself in some game could be a pretty fun effect but the example given here I think perhaps slowing its ascent and speeding its fading, perhaps scaling too. In the butterfly effect demo where the effect got a lot of attention they seemed to stack a few to give the impressing of a combusting upwards volume, that could be one way to take it further, the scaling of each later growing or something. I think it would be more convincing as an explosion on its own if it stayed a tad more grounded. I personally like the idea of smashing things with a burning ball of doom though so don't take this as criticism, just me guessing at your intention
     
  4. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    You're in luck, its totally configurable from the editor.
     
  5. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    Shoulda guessed as much, seem's like you could use it as an effect for gods playing basketball, in fact i think there's an entire idea there behind using the system as a projectile in itself!
     
    Last edited: Apr 13, 2014
  6. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Hi,

    Works on Dx9?
     
  7. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Yes
     
  8. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Thanks for the reply. Bookmarked.

    ETA?
     
  9. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    I've updated the demo a little bit. Regarding Fluidity and Candela, I'm not sure exactly what you mean by getting the fluid to write to depth? How would this work as fluid is transparent. SSRTR could work in theory with ray marching (the two techniques aren't too dissimilar), but I don't own Candela. It sounds more like a feature request for them, as they - in theory - have all the information they already need to get this working (AABB of fluid, and fluid volume texture).

    And yes, please refrain in the future from posting about my other tools on my threads (other than the actual one you have a question about right enough :) )
     
  10. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    You know what i'll massage that post into something more pyrotechnic
     
  11. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    do you have mobile apk to test performance?
     
  12. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Any ETA please?
     
  13. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    I submitted to the asset store yesterday. :)
     
  14. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    FYI initial price will be $10! A bargin if you ask me.
     
  15. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    Very cheap indeed, i'll probably grab one :)

    Will you have support for differently shaped explosions?
    For example you might not want a spherical, but a capsule shaped explosion or a cuboid shaped explosion.

    Edit:
    By the way, this looks incredible
     
    Last edited: Apr 14, 2014
  16. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    I will initially be supporting spherical, but down the line I'll be adding more features.

    I plan to include a number of primitive shapes, plus the possibility of custom shapes, and shape morphing (blending between multiple shapes during the evolution of an explosion).
     
  17. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    sorry maybe if this Out of topic, but what is SDF deferred decals??
     
  18. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    There's an explosion module which leave's scorch marks on the ground.

    The technique is signed distance field decals.
     
  19. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    wow, thanks for answering, actually i more interested with "Deffered Decals" word... if it can be used for general decals it would be great
     
  20. lazygunn

    lazygunn

    Joined:
    Jul 24, 2011
    Posts:
    2,749
    I would call this a buy
     
  21. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Thanks for the reply. 10$ is a very very good price. Count me in.

    Hurry up UT. :D
     
  22. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    Great to hear that. Looking forward to it :)
     
  23. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
  24. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    So it is! So you're the one :)
     
  25. Skyfly

    Skyfly

    Joined:
    Jan 25, 2014
    Posts:
    110
    Would this work with a VR setup?
    In VR you use two cams with slighlty different positions to give two different images to the eyes. If the explosion is mapped to a plane, this would give the same image to each eye and wouldn't work in VR.
     
  26. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    I saw it yesterday before going to sleep, am i the one too? ;_;
    Just kidding :p already bought it :)
    Looking forward to put this in my game when i start working on the visuals again
     
  27. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    I spent quite a lot of time getting my other product, "Fluidity", to work with VR. I'm confident this will work as well.

    If not, I'd love to make it work for you (it'd probably only be something minor if anything).

    Let me know how you get on.
     
  28. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Indeed :D
     
  29. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
  30. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Do you have an ETA for these options?
     
  31. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Absolutely naff all happens when I load the webplayer here. I just see some bricks. Tried all manner of clicks and keys. Nothing.

    [edit]

    works now! quite nice... not sure why it's started working.
     
  32. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Lol. Good to hear :)

    Out of interest, what's your HW/driver setup?
     
  33. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    So?

    BTW, got this error "Assets/Pyro Technix/Scripts/Auxilliary/Helpers.cs(222,18 ): error CS0103: The name `UnityEditorInternal' does not exist in the current context" when building an standalone project. Works well after 'comment' lines 222 to 225.

    Code (csharp):
    1.  
    2. //if (!UnityEditorInternal.InternalEditorUtility.HasPro())
    3. //{
    4. //  return false;
    5. //}
    6.  
     
  34. pavlist

    pavlist

    Joined:
    Apr 19, 2014
    Posts:
    5
    hi, is there any chance to get this working with OpenGL 2.0 for android devices?
     
  35. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    Oh no, I thought it was VR compatible. I would love that, you did a great job with fluidity!
    Im getting errors on my first install, any ideas?

    Assets/Pyro Technix/Scripts/Explosion System/ExplosionDebris.cs(28,4: error CS0103: The name `Helpers' does not exist in the current context

    Assets/Pyro Technix/Scripts/Explosion System/ExplosionDebris.cs(28,36): error CS1502: The best overloaded method match for `UnityEngine.Object.Instantiate(UnityEngine.Object , UnityEngine.Vector3, UnityEngine.Quaternion)' has some invalid arguments

    Assets/Pyro Technix/Scripts/Explosion System/ExplosionDebris.cs(28,36): error CS1503: Argument `#1' cannot convert `object' expression to type `UnityEngine.Object'
     
  36. DrewMedina

    DrewMedina

    Joined:
    Apr 1, 2013
    Posts:
    418
    no help? Anything? At least want to know if this is a know issue, otherwise this is unusable
     
  37. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Hmmm... I'm not sure that's fair, I've been on my Easter holidays. But I'm back! :D

    HeadTrip, you seem to be a PRO at finding install bugs! Is this because you have Fluidity installed as well. Do you get the same issue when installing into a fresh project?
     
  38. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    It works with reasonable (well, all you can expect from mobile) performance on my Tegra 3 device. Have you tried? What's your device?
     
  39. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Sorry, easter hols.

    Next version will be out in the next couple weeks. They will feature different shapes... Maybe not the morphing though. I'll have to think how to best handle this.
     
  40. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    FYI, for the next update, I will be bumping up the price a little bit. So get it cheap while you can.
     
  41. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    I've just pushed an update to the store.

    Added:
    - Primitives - Sphere, Cone, Cylinder, Torus, Box.
    - Rotation.

    Fixed:
    - Rendering artifacts when creating explosions with huge scale.
    - Bug with kinematics when upward force is 0.
     
  42. ZJP

    ZJP

    Joined:
    Jan 22, 2010
    Posts:
    2,649
    Yeah!!. Good news. Thanks.
     
  43. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    The update just got accepted onto the store guys! Grab it while its hot... No pun intended :)
     
  44. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Out of interest has anyone made anything cool with this I could showcase?
     
  45. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Seriously? No one is using this for anything :(
     
  46. IanStanbridge

    IanStanbridge

    Joined:
    Aug 26, 2013
    Posts:
    334
    Hi when I import this asset into a project on a mac it works in the editor but when I try to build it as a project I get the following error.

    Assets/Pyro Technix/Scripts/Auxilliary/Helpers.cs(222,18): error CS0103: The name `UnityEditorInternal' does not exist in the current context

    I also get a similar error when trying to compile it on pc with the ps vita version of unity.

    any ideas how to fix this

    Also do you think this would be suitable in terms of performance for use on a ps vita ?


    Thanks,
     
  47. smb02dunnal

    smb02dunnal

    Joined:
    May 5, 2012
    Posts:
    439
    Sounds like a bug.

    You could try commenting out that line of code and seeing if it still works for you?

    I'll post a fix fairly soon.
     
  48. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    Hey there,

    I haven't had much time to mess around with this, but i did try it once.
    Could you make the explosion light ( in the shader ) compatible with SE Natural Bloom?
    I think he explains how to make other shaders compatible with it in a post:
    http://forum.unity3d.com/threads/se-natural-bloom-dirty-lens.243430/

    I'm currently messing around with animating the explosions.
    I'll post a video if i have something good to show :)

    EDIT:

    Here's his post
     
  49. Frogger007

    Frogger007

    Joined:
    Jun 24, 2014
    Posts:
    338
    This product can be used with unity3d free ?
     
  50. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    Hello,

    Like i said in the post i made before, when i had something to show i would show it here :)

    I made it fairly fast, and there's missing details like debris and more smoke, but i'm really liking the results :)

    There seems to be a problem with z-test when two volumes intersect though.
    I also used 2 bloom effects in this image, for the explosion to have more impact ( the sky is too bright because of that ). I would really like this to be compatible with SE Natural Bloom if possible :)

    Anyway, here's the image:
    Pyro_Explosion.jpg

    I made an animation using 3 volumes ( each with 20 render steps )