I’m curious about the process you followed to create their flames. Can you tell me more about it?
Just some vertex offset shader with details (based on depth…like alpha mask) and particles.
I can share node shader…but it’s…draft(CHAOS!)
But if you interested in - you are welcome, I will spell you everyrhing I can to.
I am interested, please show it to me.
It’s realy a little bit chaousy and mayby illogical\wrong.
So this one for emission.
Noise texture scrolls in world coords so flame always look up.
First smoothstep for opacity mask and second one for color lerp mask.
Second block is for opacity
We have depth fade for soft sword intersection and fresnel for soft edges (but I am not sure it’s right way)
And the last one is for vertex offset. But it still undone too.
Here we have 3D noise in world position and UV mask for less noise power on flame mesh top and bottom.
So that’s about main flame.
Flame particles is just simple particles with some distortion.
"I understand, I also usually use fresnel in situations like this and haven’t found a better alternative yet. Thank you for sharing your knowledge.
I realy like how world normals works as a mask for vertex offset animation and for colors.
Fire always goes up and additional color can be always at bottom\top etc.
This is really a good idea, you can be sure that I will use it.
I tried it out in a demo and still got a pleasing result, it was a great piece of information.
Looks nice. Like texture pattern. So soft.
If you will use this for offset animation - you can clamp normals and convert them world->object for different noise power on top and on bottom.
Simple Unity sphere (0 to 1 clamp here. -0.1 to 1 for a little noise amount on bottom. Like at the torch flame )
Yes, I noticed that while doing it. I will try to use what you suggested in my next attempts.
Welp, I tried to begin new long distance vfx scene.
But later I was recognize…that will too complex to make it in whole piece.
So I separated it for a few short distance pieces.
The first one is living roots.
So I tried make it simple at first. Just Shader animation.
Not perfect at all. but really understandable.
So then i tried to skin it to the character skeleton and use it with shader animation.
Bot great idea: I am not good in skinning
And then have some fun with it and made some animations in Cascadeur and made fire druid trickster hit .
With some improovements I think that will what was looking for.
A little bit more fun with tentacles…tentackles? Octopushands.
Moar tentacles for the god of tentacles
I added some eyes, but I am to lazy to animate them by animations, so I added particle system and eyes looks at particles. And distace between eye and looking target is affecting pupil size.
My ssd was in trouble, but I made backups right in time.
I think I’m done with it for now. Have big problems with make sketches done.
So…I think i will use this tentacles for my grim spellbook
hell yeeeeee! that’s so cool
In fact I am creepy love spellbooks.
So right now I am trying to make some drool for my toothy and eyed book.
In this way I learn how to retop and skin. And how to make drool for it via scripting lineRenderer in Unity (a little bit buggy for now, but still better than first attempts ).
Really fun, but as a new for me this thing just blowing my mind. Sweet.
Want to use this drool for making eggs
Thank you, wanted to make it more complex, but…laziness :3
Tried to make some Hogwarts Legacy style elemental effects.
After all I have what to show you:
And what to ask you (right in this theme if you don’t mind ):
At final step I stuck for a lot of time: earlier I worked in Unity SRP. But not a lot time ago I tried to use URP. First time everything was ok. Some differences, but not a big count.
I tried to make distortion that affects everything, even transparents (via sorting layers).
I am not a good shader writer, so I know just some basics how to and using node editors (Amplify most of the time). So I wasn’t able to find solution using “letters” .
Baking textures via C# scripts is not my best part too.
And because “Scene Color”, “Grab Screen Color” etc. nodes in URP grabs opaque pass. No transparents. And I didn’t find any ways how to change it’s queue (many chances that I’m just blind)
Moreover a few time ago all ready-to-use solutions died because Unity chanched a few basics in URP.
So what solution (except downgrade Unity version or chancge RP):
Make
Add Full Screen Pass to RP settings asset (like URP-HighFidelity-Renderer)
Create new Shader Graph Unlit (impotant because that slot usually using for fullscreen materials) shader that we need to put into the pass.
That material using BlitSource from URP Sample Buffer node with some “UV displace magic”.
So:
- I created particle system
- Attached that material to it
- Created new layer for it
- Put it
- Created new overlay camera inside the main cam
- Excluded the new layer from main and overlay cam need to render only it
We need separate cams because if you will try to put that in one cam that will distord all was destorted previous frame even more.
Easy Peasy(no). And it have some issues: bad look in scene view and can’t be blended. So no heat flows here.
So…the question: Maybe you know some easier way to make it like it was in SRP? I think I overcomplicated this.
Many thanks
Once I will not afraid of sshader writing with letters, not nodes.
But today it was sweaty for me
Tried to make some spheres for magic effects cores or something like.