So I've seen this technology evolve over the years and it looks like we're getting closer and closer to seeing GPU accelerated particles becoming easy to access in an engine. In this case NVIDIA's APEX Turbulence ended up turning into NVIDIA Turbulence and now evolved into Unreal Engine 4 Vector Fields. it's getting easier to access and experiment with this tech for any kind of high fidelity particle animation or fluid animation in real time. I've talked about the Titan's real time fluid effects that was shown earlier this year but there is something really mesmerizing about Vector Fields and I wanted to definitely share what I've found thus far. If you happen to have a copy of Unreal 4, definitely check it out. It's 20 bucks a month and you don't necessarily have to pay every month if you don't want to.
Hit the jump for video demonstrations and tutorials on how to get started with Unreal 4 and NVIDIA Vector fields now:
Here is a video that Unreal put out demonstrating their extensive particle effect feature set:
Looks cool? Well it should! Unreal was also generous enough to provide tutorials on how to create these effects one by one:
Check out the Unreal Engine Youtube channel (Definitely worth subscribing to!):
If you're still with me, here were some of NVIDIA's older documentation on how to set up these effects in UDK and general access to the SDK for GPU particles: