Unity Lab / Plaza Fountain
VFX · Fountain

Plaza Fountain

A three-tier plaza fountain, and the point of the piece is where the water LANDS. Jets arc from the finial, each basin overflows its rim as a full 360-degree sheet, and a ring of low jets throws arcs across the pool. None of the falling water is animated by hand: every drop is a real particle that collides with a disc collider laid on each basin's water surface, and every contact fires a Collision sub-emitter that bursts the splash exactly at the point of impact. Because each collider is a disc of the authored basin radius, water that clears a rim genuinely misses it and falls to the tier below - the cascade is a consequence of the geometry, not a scripted hand-off. Press S to switch the splash off and watch the streams keep falling into silence. Harp, celesta and glockenspiel - all sampled instruments.

AI concept painting
1 · AI concept
Concept prompt

A grand tiered stone fountain in a sunlit town plaza at golden hour: three stacked scalloped limestone basins on a carved central column topped with a small bronze finial, clear water arcing up from jets around the top tier and spilling in bright sheets from each basin rim down into the wide pool below, fine white spray and splash bursting where every falling stream strikes the water, mist drifting in the low sun, the pool surface rippling and throwing light, worn flagstone paving with scattered coins and pigeons around the base, dark cypress and warm ochre town facades behind, long golden shadows across the square, joyful plaza-at-evening mood, high-end stylized 3D game render, no text, no watermark, no UI

Blender studio render
2 · Blender render (code-modeled)
S toggles the splash sub-emitters - F freezes the camera orbit - the fountain runs on its own Open fullscreen ↗
Made by AI, compiled by the real Unity 6 engine. This is a VFX probe, and it was chosen by measuring the gap: 68 prior cycles had zero coverage of the ParticleSystem collision module and zero of sub-emitters. The collision surfaces are not invented in engine code - they are read from RimRef and PoolRef pivots the Blender export publishes, falling back to the same radius and height constants the modelling script uses, so the colliders can never silently drift from the geometry they belong to. The live audit MEASURES the effect in screen pixels rather than asserting it. A naive before-and-after screenshot would prove nothing here, because the camera orbits and the stream is stochastic, so the piece exposes a key that freezes the orbit and another that toggles the splash, and the audit averages eight frames in each state before differencing them: the stream's density is identical either way and cancels, leaving only what the sub-emitters put on screen. That residue is then compared at the impact points against three deliberately empty air points. Three Blender exports carry the scene: the tiered fountain, the pool rim, and the plaza bench and planter. All sound is sampled - never synthesized.