Ive seen some really nice particle effects lately and Ive been trying to break down how they are done in my head but I thought I would discuss this topic with a wider audience
how would the explosions in this trailer for the new C&C game be made
http://www.youtube.com/watch?feature=player_embedded&v=kjZEInQZA0c
will they really look like that in game seems like it may just be CG composits? if it is in game how would it be done? is it perhaps very nicely animated textures applied to the individual particles or something like that?
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Unity showed off the technique working in realtime in the realtime short movie they showcased at Unite 2012, as well as in their DX11 features video:
[ame="http://www.youtube.com/watch?v=hCCaUa6p5mo"]Unity 4 - DirectX 11 Support - YouTube[/ame]
Smoke looks like standard particle smoke, though.
they must be animated particles(as in each particle has an animation going from white hot to a smoke and flames combo to full on smoke at the end etc)? but there are some nice glows and hot parts coming through the smoke, its very effective. Also how can the particle smoke in this screenshot above not be covering the white hot glow at the origin of the explosion? surely it would cover it if it was just alpha blended smoke but somehow they have kept the warm glow on top of the smoke?
imo it's a couple of different textures made using FumeFX and then using a premultiplied blend mode. this allows them to start off with a bright glowing texture and then fade in the darks as the explosion grows. There's no doubting they're nicely made but i don't think there's any clever tech going on here.
there's an explanation of premultiplied here: which is a little technical. basically it allows you to change from an additive blend mode to a masked one by controlling the alpha and the colour of the sprite:
High colour + low alpha = glowing
High colour + high alpha = half way between normal and glowing
Low colour + high alpha = normal
Low colour + low alpha = transparent
it works really well for explosions because you want to go from glowing to bring out the darks as the explosion ages.
What would you polycount people use for making explosion sprites? fumefx? I recommend TimelineFX for making explosion sprites on a budget but the results are actually pretty cool with a bit of editing! http://www.rigzsoft.co.uk/
also, i think they mean they have a flipbook animation on the particles. and several emitters per explosion, to combine smoke, fire, debri etc.