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[RELEASED] Fluid FX Factory - A tool to create Fluid FX in Unity

Discussion in 'Assets and Asset Store' started by jamieniman, Feb 15, 2023.

  1. jamieniman

    jamieniman

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    Introducing Fluid FX Factory



    Features:

    • Fluid Dynamics.
    • Easy to use UI to create FX such as fire, smoke, magic etc.
    • Quick Flipbook generation.
    • FX Shaders all included
    • Shader features such as Parallax, Gradient remapping, and more.
    • Presets & Examples - easily generate your own presets.
    • Built-in, URP & HDRP compatible.
    • Live Realtime Fluid Solver (Beta)
    • Volumetric Lit Shader (Beta)
    Get it here: Fluid FX Factory

    Here is the start of the tutorial series:



    Any questions welcome!
     
    Last edited: Feb 23, 2023
  2. CodeSmile

    CodeSmile

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    That looks lovely! Especially the Latte foam. :)

    Didn‘t know the term flipbook. Is that the same as a spritesheet (texture)? If not, how does it differ?

    What needs to be done to render such an effect in a game? Is it just a material, or a custom particle system, or both?
    Generally I think it would be good to showcase this in another promo video, like the steps to apply an effect to a mesh in the game. Users will want to understand that process!
     
  3. jamieniman

    jamieniman

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    Flipbook = Spritesheet!

    Its shaders (sometimes driven by particle systems).
    I'll be making tutorials that will hopefully clarify the process!
     
  4. DragonCoder

    DragonCoder

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    Certainly cool stuff!

    A few questions:
    Is the lit volumetric shader compatible with built-in as well? Is everything we see in the vid working for built-in?
    Do you think it would be feasible to achieve a floating hair underwater effect with this?
     
  5. jamieniman

    jamieniman

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    Yes! It works for Built-in and URP/HDRP
    Do you have any game references for what you mean?
     
  6. DragonCoder

    DragonCoder

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    That is awesome!

    Am referring to detailed, dynamic hair like in the slightly older Unity game "Inside".
    It looks like this:
    View attachment 1173525

    Best to see it animated here at the begining in action:


    You can likely do this with a ton of bones that act like chains, but wondered if a more universal solution could be achieved with a fluid system like yours.
     
    ImpossibleRobert likes this.
  7. The11thAlchemist

    The11thAlchemist

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    Are these flat layered effects like with Fluxy? I am making a VR game and fluxy didn't look very good because it fakes volume by layering billboards on top of each other, which looks just fine in normal games. Unfortunately in VR the billboard edges are very obvious, and also the rotation of the billboards is usually "off" when the VR player turns/pivots their head. I really like the smokey font and would love that if it wasn't using the same technique.
     
  8. uvs42

    uvs42

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  9. jamieniman

    jamieniman

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    I haven't tried, but I think for raymarched volumetric shaders it's going to be a similar issue. I've worked a few VR projects, and if I remember rightly what you would need is to use the unity_StereoEyeIndex and render differently for each eye. There's certainly potential to modify the shades to have this work. I'll put this on my roadmap, but likely there are probably things I'll need to do first before visiting this. Also I dont have a vr headset!
     
  10. jamieniman

    jamieniman

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    In general the flipbooks perform great on mobile. I plan to get specific ms for the different features.
    Differing UX, implementation and shaders.
     
  11. jamieniman

    jamieniman

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    I love Inside!!
    The issue is maintaining the hairs volume - so I don't think it would be the best way to achieve it - not without some extra thought/work!
     
    DragonCoder likes this.
  12. DeltaTech

    DeltaTech

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    Is there a way to use this to create realistic water effects tailored to specific environments before baking them to flip books?
     
  13. DragonCoder

    DragonCoder

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    Lol.. I mean the question is meaningful.
    FluXY is the very first thing I thought of too when I saw your asset.

    That your volumetric effects support Built-In is an advantage though.
    The integration with rigidbodies and physics is a plus point for FluXY.
     
  14. jamieniman

    jamieniman

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    Have you got some reference you could show me to what you're trying to achieve?
     
  15. DeltaTech

    DeltaTech

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    Unfortunately no but for example if I have a custom water fountain and I need a fluid to fall down it realistically taking that mesh into account, before baking the flipbooks so it is a custom watereffect for that custom fountain model. Is that something you can do using the realistic fluid dynamics in this asset?
     
  16. khos

    khos

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    Hi, can I use this asset to simulate water (surface likely) and vehicle making a wake through it?
     
  17. Faizalski

    Faizalski

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    @jamieniman
    Looks awesome :)
    Does this plugin support Unity 2019?
     
  18. jamieniman

    jamieniman

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    Right now no, but I'm adding this to my feature list, as I can see how useful it would be
     
  19. jamieniman

    jamieniman

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    Not yet, its definitely a potential future feature.
     
  20. jamieniman

    jamieniman

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    It should do, only we're not able to release new assets for pre-2020 Unity anymore. You'll need to import it into 2020 and then export it out to re-import into Unity 2019
     
  21. Faizalski

    Faizalski

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    Thanks for the confirmation Jamie. I think I have all your asset about now :p
     
    jamieniman likes this.
  22. DeltaTech

    DeltaTech

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    sounds cool!
     
    jamieniman likes this.
  23. MikeChr

    MikeChr

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    Hello. I am interested in rendering to video using this tool. Can the effects be modified at runtime? Can the effects be animated in a clip? Note I am not trying to use in an exported game. Thanks.
     
  24. cdy_unity

    cdy_unity

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    WeChat99aad340ed5aae4e1d6f5c7e48c70ad0.png
    Hello. please fix this
     
  25. jamieniman

    jamieniman

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    Looks like you are missing the turbulence texture - is that correct?
     
  26. jamieniman

    jamieniman

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    The realtime (non-baked flipbook) fluidSim component can be animated in a clip. I should say though - the realtime feature is currently in beta - I'm working on completing it, along with all the associated documentation and tutorials.
     
    MikeChr likes this.
  27. gurayg

    gurayg

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    Hi @jamieniman

    I was wondering if this tool can be used for water based effects such as:
    -Water drip
    -Water fall
    -Water splash
    -Blood splash (to a wall)
    -Blood flow (on a wall)

    I'm not looking for a specific one, just trying to give examples on what I wanted in general.

    Another use case might be clouds. Anyways to create looping cloud movements?

    I understand that this tool is driven via particle system. And I see it has its own wind and physics settings. But still:
    Can we use physics in particle system and simulate a smoke rising and dissipating on a ceiling? or fire particles being affected by wind?
    or does Fluid FX Factory only cares about particle being born and not their movement? Would it be possible to use (render) an object (with special shader) that would block/affect fluid simulation?

    and lastly: Although fluid animation looks realistic (and very good), I couldn't see any examples of a realistic looking fire effect.
    It might be your artistic choice for promotional images but I was wondering if it is possible to get realistic looking effects with Fluid FX Factory?

    Thanks
     
    Last edited: Sep 30, 2023
  28. profuzzy

    profuzzy

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    Just for the sake of being technical, I know this is old chat.. yell at me all you want about bumping the chat. :p

    Flipbooks = separated images used in a sequence, generally the playback is either constant or has variable rates.
    Animated sprite sheet = single image of cells/defined regions, generally the playback is at a constant rate per cell.
     
  29. jamieniman

    jamieniman

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    Ha ha, fair enough. Fluid FX Factory renders out animated spite sheets.
     
  30. geekyboardgames

    geekyboardgames

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    I tried coffee latte foam on mobile device with 6GB RAM but it is lagging. What parameter can I change and try in order to run it smoothly on mobile devices?
     
  31. khos

    khos

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    Just curious, why would the 6gb ram make a difference, I would think cpu/gpu makes a bigger difference if lag is experienced.
     
  32. geekyboardgames

    geekyboardgames

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    ok. it may be because of gpu/cpu. What parameter should I change for it to work on mobile devices? It is unplayable on mobile device.
     
  33. jamieniman

    jamieniman

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    Drop the iterations and the resolution. The coffee has viscosity on as well, which is also more performance intensive. You could try setting this to 0.
    So for example try out these settings:
    upload_2023-10-26_14-21-10.png
     
  34. wavekeyboard

    wavekeyboard

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