I started this around the end of last week, but was rather intimidated to start posting the raw stuff. For the future, I’ll post more in realtime (heh) but kept gifs of the in-progress documenting.
The inspiration for the effect came from a couple of sources such as Mei’s Icy goodness from Overwatch. Plus it’s starting to swelter where I am so maybe subconsciously chose ice to stay cool.
After some hasty drawing in a sketchbook, here was the first iteration with some basic textures and the general timing for the effect.
After that, I wanted to tackle the beginning souler-coasters, making them more of a cohesive swirl rather than mirroring. It was getting somewhere, but the trails didn’t feel “icey” enough.
Then some material experimenting, I landed on this material for the trail. Which looks nice when the trail has a longer life, but probably gets lost in the < 0.5 sec of cast time.
With the beginning starting to look a little better, the actual root effect was next. Using a simple mesh, created a simple material that uses the z-axis world normal for translucency, color, and emission along with some depth fade to help blend it in.
Right now it looks a little bit more like snow than ice, but helps as a first direction.
Going to keep working on making the root ice look more like ice with some textures/refining the mesh and experiment with some world position offset for growing the ice mesh. Also need to go back and soften the textures used in the casting bit, they’re too harsh in places.