Custom Unity GPU Particle System
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Latest comments
by Matthew Scenery.Melbourne
7 hours ago

Their website does say that you can pay per image at $1 per image. I am in the opposite boat though. I could see this having a very significant effect on photogrammetry but I would need to process a few thousand images at a time which would not be very feasible with their current pricing model

by Shaun
7 hours ago


To the developers. A very promising piece of software for a VFX supervisor like me. BUT, please reconsider your pricing tiers and introduce a per-image price. We are a pretty large facility, but I can only imagine needing about 1-10 images a month at the very most. It's like HDRI's - we buy them all the time, one at a time. They need to be individually billed so a producer can charge them against a particular job.

Custom Unity GPU Particle System
16 May, 2017
Ke Jyun Wu showed a demo for his own GPU particle system. The built-in particle system of Unity is unable to control massive count of particles, so the artist had to create his own one for a personal project.  He also made particles collide with objects in the scene based on Screen Space Collision.

What are your thoughts on Ke Jyun’s experiment? Have you tried creating your own particle system? Share your projects with us!

Source: Vimeo

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