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Fire Pack coming to the asset store!

Discussion in 'Made With Unity' started by 3dDude, Jan 18, 2011.

  1. 3dDude

    3dDude

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    Hello,

    The Fire Pack is on the asset store now!!!

    Here is a image of the current version :



    pretty sweet ehh? ;)


    -3dDude
     
    Last edited: Jan 25, 2011
  2. Leonsito

    Leonsito

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    Looks great, you might have a potential buyer here ;)
     
  3. 3dDude

    3dDude

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    Thanks for the nice comments guys!
     
  4. RoyS

    RoyS

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    What's the price for the pack?
     
  5. 3dDude

    3dDude

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    I was thinking around 25-30$
     
  6. chkkll

    chkkll

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    looks damn good and the price sounds resonable... can u post some vids for us to see it in motion
     
  7. 3dDude

    3dDude

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    Thanks!

    OK I have never gotten video programs to work.... I cant find any free ones that work on mac.. Any ideas?

    for now here is a webplayer:

    Any lag that you might see is only in the webplayer it runs fine inEditor.

    https://dl.dropbox.com/u/14173530/FirePack.html
     
    Last edited: Jan 18, 2011
  8. GennadiyKorol

    GennadiyKorol

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    Looks neato :)

    One thing I found about effects is that they depend a lot on the background they are being rendered over. Black background always works best. How would it fit other situations? Are you doing special care to keep the look of the fire as much as possible in those situations?
     
  9. 3dDude

    3dDude

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    Thanks!

    Here is a picture on a grey background...

     
  10. RoyS

    RoyS

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    I don't know why, but I can't get Unity 3 webplayer to run. When I check the version, it says
    Unity Plugin version: 3.1.0f4

    That fire/smoke looks really good 3DDude.
     
  11. 3dDude

    3dDude

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    Hmmmm thats strange... It works fine on my computer... Anyone else having this problem?
     
  12. granada

    granada

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    Wont work for me either,asks me to install webplayer wich is allready instaled :confused:.

    EDIT Not you,seems i have a problem :confused:.

    Unity Web Player Version

    Unity Plugin version: undefined
    Unity Engine version: undefined

    dave
     
    Last edited: Jan 19, 2011
  13. 3dDude

    3dDude

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  14. Leonsito

    Leonsito

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    Works great for me, and looks fantastic :)
     
  15. 3dDude

    3dDude

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    Thanks!!! :)
     
  16. RoyS

    RoyS

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    The new upload works. Fire looks really nice. I'll have to purchase this set.
     
  17. granada

    granada

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    This is wierd.

    Dave
     
  18. 3dDude

    3dDude

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    Where did it say that?
     
  19. 3dDude

    3dDude

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    Update!

    Changed the Camp fire and the normal fire..



    Enjoy!
     
  20. IonDave

    IonDave

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    Looks great, nice work. Would you be able to tone the campfire down to a more gentle "roasting marshmallows at 2am" feel?
     
  21. 3dDude

    3dDude

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    Hehe thanks!

    How would someone go about making more of a roasting marshmallows at 2am feel?
     
  22. IonDave

    IonDave

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    Back down the intensity to a dull flicker. I guess the overall effect would rely more on a glowing mesh object with a slight fire going as if it has died down considerably. It's still early here so if that didn't make sense I apologize in advance.
     
  23. Hans

    Hans

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    Is it on there yet ?
     
  24. 3dDude

    3dDude

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    Nope, Sorry!


    Unity tech has been having some problems with my submission..
     
  25. GennadiyKorol

    GennadiyKorol

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    Nice progress.

    Another improvement you could try is what Bungie described in their paper to make the fire look more fiery. Instead of using regular alpha blend fade out for the particles, they used a transparency cut off shader based on the luminance. So if the alpha value is 0.5, the shader will cut off the pixels which luminance is < 0.5. That way you get more of that "flame tongues" effect at the tip of it.
     
  26. 3dDude

    3dDude

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    Could you post a post a link to this paper?

    Also I am not really good at shaders. I would try if I could :(
     
  27. 3dDude

    3dDude

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    Update!

    Sorry for double post!

    Here is a update with a slightly different texture..

     
  28. jackshiels

    jackshiels

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    Great work - I wish you much success! Making those first dorras is shweet!
     
  29. 3dDude

    3dDude

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    Thank you!!

    I hope at least someone will buy them.. Most people could probably make something just as good in a few hours :(

    EDIT:

    Also I got a video working!

    MUCH apologies for the watermark, bad quality and low framerate ;)

    I assure you that they look much better inEditor :D

     
    Last edited: Jan 20, 2011
  30. GennadiyKorol

    GennadiyKorol

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    Check for Bungie's publications here:

    http://www.bungie.net/Inside/publications.aspx

    The one I was referencing is named "Blowing S#!t Up the Bungie Way". I think it generally will be interesting to you :) Even though I think they did a much better job on effects in Reach, but they didn't write an article about it :)
     
  31. Acumen

    Acumen

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    Way to advertize your product on the asset store ;)
    I'd be totally interested to get to know how you developed/made these fires.
    Not an indepth tutorial. But what kind of tools, setup, references, knowledge base you used.
     
  32. 3dDude

    3dDude

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    Well... I guess ;)

    I used Gimp, Unity, I usually use images found on google images for reference... It is really just practice and really watching something and noticing little details... Good luck!
     
  33. 3dDude

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    Ahhh thanks for the link :)

    There effects were good but A lot of the images are the same which should be different( probably some error ).
     
  34. MrSmive

    MrSmive

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    Looks great mate, but they seem to Violante and static, fire is basically alive, it grows, breaths, reproduces, excretes, moves, reacts and is carbon based, so in all areas its a living creature. If you stare at a fire long enough you will see theirs a rhythm to its chaos, firemen, fire detectives, pyrotechnics and alike, all spend there lives devoted to the study of the dynamics of fire.

    The easiest example would be a fireplace or camp fire, the rhythm of fire is basically 4 part:
    Part 1 - Flames get taller/base gets wider - as the heat increases the fire draws more air in at the base and the fire takes its first breath in
    Part 2 - The base breaches its absolute size (perfect size to fuel to air ratio) and in doing so closes the air flow at the base
    Part 3 - The sudden drop in O2 causes an almost instant drop in burn and often leaves a small floating flame that dissipates as it ascends.
    Part 4 - The drop in the burn rate due to no O2 causes a dramatic size change in the base of the fire creating a vacuum that draws fresh air into the base of the fire and out the top, increasing the burn rate and size of the fire, looping back to Part 1

    At the moment your fire is fed perfectly, too perfectly, you would be hard pressed to achieve a fire of such consistence in the real world, its taken 1000s of years just to control fire to the point it can be used to heat homes or food, its a dangerous and present force. This presence though often overlooked, is the reason fire is so unpredictable, so empowering, terrifying, and so impossibly hard to capture in game. Just remember fire is as alive as me and you, it might not talk, it may only live for a few hours, but its there and its breathing.

    Anywho big old rant at ya mate lolz, hope it helps effects look great, the candle is pretty darn cool, but read that crap above and i think you will find that feeling your missing up there mate.
     
  35. 3dDude

    3dDude

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    Thanks for the input!

    Its just kind of hard to make really good fire without a fluid simulator to render out textures to play on a plane... Which is what a lot of good game fires use: crysis, call of duty: black ops.

    Considering that they are 3d and will still look good when you look down on them, I think there pretty good ^^
     
  36. MrSmive

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    you dont need the full dynamic, try varring the particle generation with an something like add 1-5 to particle spawn rate every 1 seconds, if particle spawn rate < 130 reduce particle spawn rate to 30, that will give you an overall rythmic size and density change mate.
     
  37. 3dDude

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    I all ready have a good deal of random spawn rate and lifetime...
     
  38. 3dDude

    3dDude

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    Update!

    This time no changes to the effect but more info on the asset store....

    So I finally submitted the fire pack the RIGHT way ;)

    the submission process was really glitchy and lots of bugs... I thought I had submitted it the right way the first time but no.. So it will probably get reviewed on monday!
     
  39. rosor

    rosor

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    Well done ! very nice ! I've read that other users seemed to have encountered the same kind of problem.( buggy etc ...)
     
  40. Kyuss77

    Kyuss77

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    Good Stuff! My own submission went smoothly. But the help files were kind of poor. I had to basically read the error the assetstore tools were giving me and go step by step. Now I have it figured out, its not so bad.
     
  41. 3dDude

    3dDude

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    Thanks for the nice comments guys!

    Yeah I think submitting on the asset store the second time might be easier...
     
  42. 3dDude

    3dDude

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    Bump...
     
  43. line6dude

    line6dude

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    Impressive work. I have worked with CG fire quite a bit, and i understand the limitations of a particle solution vs a ful on fluid simulator (which just isn't feasible for RT).

    One criticism from your first web-player (the only one that worked for me) is that the flame rises too fast (particularly for the camp fire). It almost feels as though it is fueled by a gas leak or something... Although it needs to have that erratic 'flame licking violent' nature, I think you could stagger it a bit more randomly, but overall make it slower. In terms of scale speed im liking the oil fire the best, but there isnt much detail in the lower part of the flame.

    But on a good note, just looking at your smoke...wow. looks almost perfect for the oil fire...

    Well done. Definately the best Unity fire i have seen so far.

    I'd love to see you try some explosion work, because this is something unity struggles with realistically. Perhaps you could do something with faking motion blur?
     
    Last edited: Jan 24, 2011
  44. Hans

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    is it on the asset store yet....
     
  45. caitlyn

    caitlyn

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    Hi Hans,

    We've got a little glitch but it will be soon. Thanks for your patience. :)

    Cheers

    Caitlyn
    Asset Store team
     
  46. Hans

    Hans

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    Thanks for the reply Caitlyn :)
     
  47. Kyuss77

    Kyuss77

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    Poor 3dDude, all the asset store glitches find him !
     
  48. Thomas-Pasieka

    Thomas-Pasieka

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  49. 3dDude

    3dDude

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    YAY WAHOOOOOO!!!! LIVE on the asset store right, NOW!!!!!!!!!!!!!! Thanks for all of your help unity tech, in getting this to work! :D
     
  50. 3dDude

    3dDude

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    Aww ya I know right!?! good now though!
     
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