I will have to leave this one for now but I’m feeling quite happy with it.
Here’s the last update for now:
Here’s a breakdown of some of the elements:
Impact Smoke + Fire
Impact Smoke + Fire + Flash
I use the same smoke material and texture for both the explosion smoke and fire. The flowmap influence is simply different and colors of course.
Here’s the smoke material:
I’m brightening the dark areas of the texture to avoid having black outlines at the outermost edges. Loosing a bit of contrast is fine in this case I think. The alpha is still having full contrast to use the erosion at its fullest.
The Flowmap is simply a normal map texture that I painted in Krita. (There’s a brush for that in Krita so its very easy! You just need to flip Y in the brush tools to match how Unreal reads the channels) Otherwise the flowmap can be treated as any other UV distortion, except that it’s not panning, you simple increase or decrease its strength.
Here’s the smoke and flowmap texture:
For the projectile I’m using two billboards at the front and 3 ribbons tagging along. One thin and long, one medium length which is really dark and one which is short, bright and wide that tapers down.
Here are the splines in the blueprint:
I’m using a timeline inside of the construction script to move the emitters along the splines to finally collide with the sphere at the end.
This was a great experience! I really want to make more spells in the same family as this one but I’m about to get really busy so most likely I won’t have time to make VFX for a bit.
Hopefully this will be useful to some people out there! I’m happy to answear any questions that may pop up!
Until next time! <3