Particles Turbulence Flow
MathArtCode
$45.00
Date |
Price |
---|---|
日期和时间 |
价钱($) |
08/01(2018) |
65.0 |
08/07(2018) |
35.0 |
11/12(2018) |
40.0 |
01/03(2019) |
20.0 |
01/30(2019) |
45.0 |
11/19(2024) |
45.0 |
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You draw Bezier curves in a volume – particles follow that paths in a smart turbulence alike way. Effect is optimized for artist use, buildable for WebGl, performance is heavily tweakable, and developer controlled. WebGL demo
This component enables smoke, dust devils, sand and snow storms as well as supernatural effects for a much more dynamic and interactive game experience. It is used to augment any existing particle systems with response to given turbulent paths. The simulation quality and speed can be easily scaled up or down based on target platform performance.
Workflow is simple: user creates curves; defines affected volume; sets affected particle systems. A single particle system can be affected by multiple different volumes at the same time (per-particle velocity changes happen only inside volumes). A single volume may contain any number of curves. A user can set randomized filter option to affect only each Nth given random particle. User also can save curve into a file and restore curve from file in any volume.
Rich debugging tools include ability to show and hide: Particle Directions, Curve points Use Frequency, Directions Flow Field, Tree contents.
KDtree is in the root of this implementation. The authoring tool allows the artist to change parameters such as rasterized Bezier curve points count, Approximate Nearest Neighbors nodes to search count for performance tuning.
Key Features:
• Artist-focused tools to ensure turnkey solutions
• Bezier Curves for flow editing
• Integrated with Unity3d default ParticleSystems
• Ease of performance tuning for different gaming platforms
• Based on smart Dynamical Systems (SEDS) technics
An editor extension in form of a monobehaviour script and its editor. Extension uses Accord.Net KDtree implementation.