Particle Heaven Textures Pack
A downloadable game assets
Tired of those same old particle textures?
This texture package can be used for particle effects in game development, for your 3d modeling project or image editing purposes
Particle Heaven provides you with an extensive set of unique textures for your project's particle effects! This gives you endless variations for particle materials.
All textures come in 1024x1024 or 512x512 as many of the textures also make
great decals or user interface hit indicators for your first person shooters or survival games!
- 200+ unique textures
- 10 categories (Acids, Alien Blood, Blood, Brain Matter & Gore, Dust, Fire, Green Goo, Magic, Others, Sci Fi, Smoke, Steam)
If you are working in Unity get the asset package from the Asset Store. That version has dozens of particle system prefabs and ready made material examples for a quick start.
Purchase
In order to download this game assets you must purchase it at or above the minimum price of $9.95 USD. You will get access to the following files:
Comments
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Those were made for mutliple purposes. They work with additive shading the best. You can also use them with Alpha Cut, and if you can turn the greyscale information into alpha channel data. What software are you using them in?
Hey thanks for the hint. I'm using my custom engine, so I managed to solve this by converting the rgb to greyscale and using additive blending.
Why a black background instead of a transparent one, though. How am I supposed to use these textures if there's no alpha information?
Hey. I replied to this earlier but cannot see my own reply now ... hmmm. Just to make sure. The package is setup for multiple purposes. Most of the textures work for additive shading. There transparent areas need to be black, but you can save on additional memory usage. Using Alpha Cut shaders also works based on colour. If you need the alpha channel most tools can turn grey values into alpha information. Whih software are you using the textures in?
Replied to your previous reply but I'll reply here as well in case you can't see it.
Thanks for the hint. I'm using my custom engine, so I managed to solve this by converting the rgb to greyscale and using additive blending.