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

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 :smile:

::Online Demo

::Asset Store Link

Screenshots:



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

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

You’re in luck, its totally configurable from the editor.

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!

Hi,

Works on Dx9?

Yes

Thanks for the reply. Bookmarked.

ETA?

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 :slight_smile: )

You know what i’ll massage that post into something more pyrotechnic

do you have mobile apk to test performance?

Any ETA please?

I submitted to the asset store yesterday. :slight_smile:

FYI initial price will be $10! A bargin if you ask me.

Very cheap indeed, i’ll probably grab one :slight_smile:

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

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).

sorry maybe if this Out of topic, but what is SDF deferred decals??

There’s an explosion module which leave’s scorch marks on the ground.

The technique is signed distance field decals.

wow, thanks for answering, actually i more interested with “Deffered Decals” word… if it can be used for general decals it would be great

I would call this a buy