The author made a custom flood algorithm for voxels to recreate the effect.
With Valve's Counter-Strike 2 presentation and the incredible volumetric smoke grenades showcased during it still being fresh in everyone's mind, developers from all around the globe continue their experiments with the goal of recreating the effect in question using various software and techniques.
This time, we were particularly impressed by the amazing recreation of the effect demonstrated by Indie Game Developer known as Crescent, who used Unity URP to set up a responsive smoke similar to the one shown by Valve. According to the developer, the effect is currently WiP and will be further improved sometime in the future. You can check out Crescent's demo attached below or by visiting the author's YouTube page:
"I made custom flood algorithm for voxels, to do that, you create 3D grid system, define shapes and behaviour of voxels and let them fill it," commented the creator. "Once they fill it, if amount of them didn't spawn, you let them expand a bit more ,then I create particles inside those voxels. Only thing left is shader for particles, for volume you need raymarching, I made simple one so its easy on performance."
Earlier, we also reported on the neat recreation of CS2's smokes produced by Technical Artist and Game Developer Christian Sparks, a.k.a. hippowombat, whose version of the responsive smoke was powered by Unreal Engine 5.
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