Big Water Splash: A big water splash for heavy landings and things falling into a lake: a white-water column, glossy side fans and a large crown burst up, spray mist hangs and drifts, and drops rain back into ripples and foam.

Big Water Splash

A big water splash for heavy landings and things falling into a lake: a white-water column, glossy side fans and a large crown burst up, spray mist hangs and drifts, and drops rain back into ripples and foam. Plays once per loop.

Big Water Splash is an HD effect that loops seamlessly every 2.4 seconds, drawn on a 512 by 512 canvas. It is built from 1 simulated smoke and fire layer and 22 particle emitters.

Colour

Recolours the preview and the free downloads.

Free download with a transparent background, cropped to the effect, 72 frames at 30 fps. Use it in commercial games, no credit needed.

Licence: use it in any project, including paid commercial games such as a game sold on Steam. There is no per-project licence to buy and no credit needed. Terms.

Roblox: the download is a flipbook for a ParticleEmitter. Set FlipbookLayout to Grid8x8, FlipbookMode to OneShot and Lifetime to 2.4, then emit one particle per cycle. Roblox setup.

REMIX WITH AI

Try:

Left empty, it just opens in the agent, free. Each change is one AI build, and you start with free builds.

Engine data for Unity, Godot, GameMaker and Aseprite comes with a plan: open it in the studio.

OPEN IN THE STUDIO

Change the colours, timing or size, or export for Unity, Godot 4, GameMaker, Phaser, PixiJS and Aseprite.

Try variations: new colours, motion and shapes of this effect, free in the studio.

FRAME BY FRAME

8 evenly spaced moments across the 2.4 s loop.

Big Water Splash at 8 moments, from 0 s to 2.1 s

HOW IT'S MADE

Big Water Splash is built around a fluid simulation of smoke on a grid, with 21 particle emitters on top. Techniques worth a look: sub-emitters set off by other particles, flipbook sprites, collisions, particles stretched along their motion and post filters (bloom and vignette). 3 scene layers (ground and props) show in the studio for context and stay out of every export.

It loops seamlessly every 2.4 s, and 11 of its layers fire in bursts, so it pulses instead of flowing evenly. To thicken or thin the smoke, select "Spray Mist" and change Smoke and Smoke fade. The colour swatches by the downloads recolour every layer at once.

Layers, in draw order

  1. BubblesparticlesOne burst of 34 bubbles across a box at 0.47 s. They sway from side to side and slow down with drag. Colours range between pale blue and blue.
  2. Spray MistfluidSimulated smoke from a cone-shaped jet, in one burst.
  3. Ripplesparticles3 single particles at set times. They grow as they age. Colour: white.
  4. Surface FoamparticlesOne burst of 28 smoke puffs from a ring at 0.47 s. They grow as they age and slow down with drag. Colours range between white and pale blue.
  5. CrownparticlesA single particle at 0.45 s. Colour: pale blue.
  6. Column BodyparticlesOne burst of 9 streaks along a line at 0.45 s. They fall under gravity and vanish when they hit something. Colours range between pale blue and blue.
  7. White WaterparticlesOne burst of 16 smoke puffs along a line at 0.45 s. They fall under gravity, vanish when they hit something, grow as they age and spin. Colours range between white and pale blue.
  8. Column Sourceparticles / additiveOne burst of 110 pixels along a line at 0.45 s. They spawn "Column Rim" as they appear, spawn "Column Body" as they appear and spawn "Column Highlight" as they appear. Colours range between orange and gold.
  9. Column RimparticlesStreaks set off by "Column Source". They set off "Drop Ripples" on impact, fall under gravity and vanish when they hit something. Colour: blue.
  10. Column BodyparticlesStreaks set off by "Column Source". They fall under gravity and vanish when they hit something. Colour: pale blue.

12 more layers are in the studio.

DETAILS

Length
2.4 seconds, seamless loop
Canvas
512 x 512, HD
Layers
22 emitters
Blend
Mostly normal
Colours
whitebluepale blueorange
Sprites
ParticleFX Realism by ParticleFX Studio (CC0), Kenney Smoke Particles by Kenney (CC0)
Tags
water, splash, big splash, impact, lake, sea, landing

USING IT IN YOUR GAME

Phaser, PixiJS
The PNG sheet is a plain grid of frames that both can slice. A TexturePacker JSON atlas comes with a plan, from the studio.
Unity
Import the PNG sheet as a Sprite with Mode set to Multiple and slice it, or open the effect in the studio for a ready-made grid.
Godot 4, GameMaker, Aseprite
Open it in the studio and pick your engine in Export: with a plan, it writes the files that engine imports.
Web and chat
The GIF plays anywhere; the APNG keeps soft edges on any background.

Step by step: Unity, Godot 4, Roblox, GameMaker, Phaser and PixiJS, Aseprite, Web games (live runtime).

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