Attempt to reproduce the smoke from Battlefild3 using Unity. This is not the final version of the effect. Remained shader optimization and tuning work on particles. It’s not volumetrits particle, it’s just the fake lighting. Particles react only to directional light.
Wait for the full version of the video soon!
I would like to hear your suggestions. What visual effects you would get?
And what you think about this Smoke?!
Some Update.
Tried to recreate the smoke from CS:GO I think came out nice. Today is also done with a shader for the explosion. =)
By the way, just for the puck, made a fire which can regulate the temperature of combustion. Video demonstration will be later.
For the next week I will do textures for Asset. And remake current particle systems. Now they look scary.
Not sure if I notice any difference between just dropping a smoke sprite into Unity’s particle emitter. What’s so special about this smoke? Maybe I am just not seeing it.
My particles take light from Dir.Light. In the video I demonstrate how the shaders work. Particles still look extremely ugly. Soon’ll take the particles themselves, that they would`t look so ugly)
There is still a lot of work. And I will make a decision after its completion. I think the price is affordable, no more than 15-25$ I will try to make a nice, big Asset.
They look nice but the density seems too uniform throughout the smoke, when i’d have thought you’d have dense dark smoke where it is being produced which thins out as it rises and disperses. Also smoke can be illuminated internally and externally and the light scatter, is there a reason it’s only lit by one light source?
yes, I used only one light source. I experimented with some light sources, and received several artifacts that I can not fix now. on the earlier version will be used only one light source. But I do not leave attempts to add lighting with multiple light sources. With regard to the smoke density, it can already be changed. In video, I didt show it, but you can change it already. As I wrote, now the particles are extremely ugly.:mrgreen: They show work of the shader, not more. In the next video I’ll try to make more beautiful smoke.
Try to show a screenshot during this week. I have operated on this issue. I hope I understand you correctly. In general, even if my version is bad, I will try to implement it as something else…
Something like that. For scattering I used a depth map. Such textures for particles, can be baked in the autodesk smoke, fumefx, and c4d(not sure) . Works with small artifacts, but soon I will fix them.