Hello everyone !
I’m currently working on a student project in which you play a character that can control Mist. I wanted to explore a little bit and I found those two references from Demon Slayer that I really like and would like to (at least somewhat) replicate :
However, I’m really not sure how to approach it, especially on the texture-side of things since there are so many shifts in the shapes !
I’m really not sure if a seamless panning texture would do the trick or if I need to layer a bunch of them on top of each other or if there’s another way I don’t know about so I’m really scratching my head here
So far, I managed to make this with VFX Graph (anticipation of an AOE attack where the player disappear in the mist to quickly slash all enemies trapped inside the zone) :
One question though : wouldn’t I need a pretty high subdivision count on the mesh that’ll receive the texture for the distortion to look nice ? I don’t know much about optimization yet so I don’t know if that’s okay to have an effect like that or not performance-wise
Have you tried using a mesh? A basic plane with displacement and depth fade could do the trick, and would give something quite close to the softness of your first reference.
Ooooh that’s a nice effect ! The project I was working on is unfortunately done (it was my final year project in school) but I’m sure it can be helpful if someone needs help with this kind of effect in the future !