Responsive Smokes

Universal Render Pipeline

Render dynamic, interactive volumetric smoke effects in your project.

Render dynamic, interactive volumetric smoke effects in your project.

About Responsive Smokes

Overview

  • Interactive Volumetric Smoke enables you to render dynamic, interactive volumetric smoke effects in your project.
  • The smoke is rendered using state-of-the-art volumetric rendering methods.
  • The smoke propagates dynamically in your scene in response to your scene geometry.
  • You can interact with the smoke using projectiles or explosions.
  • There is a detailed demo scene included in the project. This demo scene showcases how you could implement the smoke system in your game.
  • You can configure the smoke quality, appearance, and generation settings.

Features

  • Smoke dynamically expands based on your scene geometry.
  • Interact with the smoke using Interactive Projectiles and Interactive Explosions.
  • Any number of dynamic smoke systems can be active at the same time.
  • Configurable performance.
  • Responds to dynamic directional lighting.
  • Detailed demo scene showcasing usage to get you off the ground right away.

Compatibility

  • This asset is compatible with URP.
  • Not compatible with VR.
  • Not compatible with Orthographic view.
  • Not recommended for mobile.
  • Recommended for high-end PC and next-gen consoles.

Screenshots

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Frequently Asked Questions

Everything you need to know about this asset.

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Join the OccaSoftware Community on Discord if you have any question related to this asset.

Is Responsive Smokes compatible with VR?

No. Responsive Smokes has not been designed for VR.

Is Responsive Smokes compatible with Orthographic Perspective?

No. Responsive Smokes has not been designed for orthographic perspective.

Is Responsive Smokes compatible with Mobile devices?

Technically, yes. However, we don't recommend Responsive Smokes for mobile devices because the asset requires mid- or high-end hardware to generate the smoke volume.

How do I make the smoke appear faster?

The rate which the smoke appears is primarily controlled by three factors: the [.c]Expansion Duration Seconds[.c] property, the [.c]Expansion Update Frequency Seconds[.c] property, and the [.c]Maximum Frame Cost Milliseconds[.c] property.

The smoke propagates dynamically. Building this dataset requires a lot of CPU resources, so we distribute the workload over multiple frames. The way that we do this is by capping the per-frame cost of the generation phase. This is controlled by the [.c]Maximum Frame Cost Milliseconds[.c] property.

We also split the propagation phase up into a number of discrete expansion events. The number of events and how frequently they occur is a function of the [.c]Expansion Duration Seconds[.c] and [.c]Expansion Update Frequency[.c].

The [.c]Expansion Duration Seconds[.c] property controls the overall duration over which the smoke will expand. The [.c]Expansion Update Frequency[.c] allows you to have more frequent updates and shorter timesteps.

If you set both [.c]Expansion Duration Seconds[.c] and [.c]Expansion Update Frequency[.c] to 0, the smoke will expand in a single timestep and will be generated as quickly as possible while limited by the [.c]Maximum Frame Cost Milliseconds[.c]. If the smoke is still taking a long time to expand, try increasing the [.c]Maximum Frame Cost Milliseconds[.c] property to see if that helps.

How do I extend the duration of bullet holes in the responsive smoke?

You can configure the lifetime of the hole in the smoke with the [.c]In Duration[.c], [.c]Out Duration[.c], and [.c]Lifetime[.c] properties on the Interactive Projectile prefab. The total lifetime of the projectile is equal to the sum of the lifetime, in duration, and out duration. Try setting the [.c]Lifetime[.c] to something like 0.2s to see how that looks. Keep in mind that there is a limit of 10 projectiles affecting a single smoke at one time.

How many projectiles can affect a smoke at one time?

A single smoke can account for as many as 10 projectiles at once. These are treated as "first come, first served". Once the limit is reached, subsequent projectiles will be ignored until a slot opens up.

How many explosions can affect a smoke at one time?

A single smoke can account for as many as 3 explosions at once. These are treated as "first come, first served". Once the limit is reached, subsequent explosions will be ignored until a slot opens up.