Dynamic animation time at Jojopops, putting some particle behaviors together as reference for a future project. It’s quite exciting what you can achieve with so little, the major advantage of working with sprites (see first video) is that they use very little processing power and render like lightning as well as behave as you’d expect with fields and collision objects, a great way to put some explosive sequences together I think! As i’m sure you’ve already noticed these are motion tests rather than final sequences (it would be a pretty sad state of affairs if this was the real deal!) I’m learning a lot about working with particles at the moment after getting inspiration from last weeks work.
For those interested here’s how it works: Explosion cloud is a directional emitter with a 180% spread to give a semi-sphere shape and sprite particles with a cycling cloud dissipation shader and colour/opacity ramps. The sparks are multi-streak particles with a similar behaviour to the smoke and the streams are particles emitting particles with similar behaviors to the smoke but they areĀ placed rather than fired to leave a trail behind. The splash is simply a blobby surface particle emitter set to emit when the cube connects with the plane. Simples.